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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
137 lines
5.0 KiB
C++
137 lines
5.0 KiB
C++
/*************************************************************************/
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/* engine.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 ENGINE_H
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#define ENGINE_H
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#include "core/os/main_loop.h"
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#include "core/string/ustring.h"
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#include "core/templates/list.h"
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#include "core/templates/vector.h"
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class Engine {
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public:
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struct Singleton {
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StringName name;
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Object *ptr;
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Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr);
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};
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private:
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friend class Main;
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uint64_t frames_drawn = 0;
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uint32_t _frame_delay = 0;
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uint64_t _frame_ticks = 0;
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float _process_step = 0;
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int ips = 60;
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float physics_jitter_fix = 0.5;
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float _fps = 1;
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int _target_fps = 0;
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float _time_scale = 1.0;
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uint64_t _physics_frames = 0;
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float _physics_interpolation_fraction = 0.0f;
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bool abort_on_gpu_errors = false;
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bool use_validation_layers = false;
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uint64_t _process_frames = 0;
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bool _in_physics = false;
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List<Singleton> singletons;
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Map<StringName, Object *> singleton_ptrs;
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bool editor_hint = false;
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static Engine *singleton;
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String shader_cache_path;
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public:
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static Engine *get_singleton();
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virtual void set_iterations_per_second(int p_ips);
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virtual int get_iterations_per_second() const;
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void set_physics_jitter_fix(float p_threshold);
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float get_physics_jitter_fix() const;
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virtual void set_target_fps(int p_fps);
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virtual int get_target_fps() const;
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virtual float get_frames_per_second() const { return _fps; }
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uint64_t get_frames_drawn();
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uint64_t get_physics_frames() const { return _physics_frames; }
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uint64_t get_process_frames() const { return _process_frames; }
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bool is_in_physics_frame() const { return _in_physics; }
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uint64_t get_frame_ticks() const { return _frame_ticks; }
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float get_process_step() const { return _process_step; }
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float get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
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void set_time_scale(float p_scale);
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float get_time_scale() const;
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void set_frame_delay(uint32_t p_msec);
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uint32_t get_frame_delay() const;
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void add_singleton(const Singleton &p_singleton);
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void get_singletons(List<Singleton> *p_singletons);
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bool has_singleton(const String &p_name) const;
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Object *get_singleton_object(const String &p_name) const;
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
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_FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
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#else
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_editor_hint() const { return false; }
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#endif
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Dictionary get_version_info() const;
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Dictionary get_author_info() const;
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Array get_copyright_info() const;
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Dictionary get_donor_info() const;
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Dictionary get_license_info() const;
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String get_license_text() const;
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void set_shader_cache_path(const String &p_path);
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String get_shader_cache_path() const;
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bool is_abort_on_gpu_errors_enabled() const;
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bool is_validation_layers_enabled() const;
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Engine();
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virtual ~Engine() {}
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};
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#endif // ENGINE_H
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