Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
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@ -56,6 +56,7 @@ public:
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void update() override {}
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virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override {}
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virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override { return 0; }
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RasterizerCanvasDummy() {}
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~RasterizerCanvasDummy() {}
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