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https://github.com/godotengine/godot
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0d2e02945b
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
72 lines
3.1 KiB
C++
72 lines
3.1 KiB
C++
/*************************************************************************/
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/* editor_paths.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITORPATHS_H
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#define EDITORPATHS_H
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#include "core/config/engine.h"
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class EditorPaths : public Object {
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GDCLASS(EditorPaths, Object)
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bool paths_valid = false;
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String settings_dir;
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String data_dir; //editor data dir
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String config_dir; //editor config dir
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String cache_dir; //editor cache dir
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bool self_contained = false; //true if running self contained
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String self_contained_file; //self contained file with configuration
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static EditorPaths *singleton;
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protected:
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static void _bind_methods();
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public:
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bool are_paths_valid() const;
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String get_settings_dir() const;
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String get_data_dir() const;
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String get_config_dir() const;
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String get_cache_dir() const;
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bool is_self_contained() const;
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String get_self_contained_file() const;
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static EditorPaths *get_singleton() {
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return singleton;
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}
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static void create(bool p_for_project_manager);
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static void free();
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EditorPaths(bool p_for_project_mamanger = false);
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};
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#endif // EDITORPATHS_H
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