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authorclayjohn <claynjohn@gmail.com>2022-06-20 21:56:26 -0700
committerclayjohn <claynjohn@gmail.com>2022-10-06 11:24:45 -0700
commit154b9c1c913ee04b603989db8664481d4df1aaee (patch)
tree6cc754761fb942a4931b63e052c583cfd951b112 /servers/rendering_server.cpp
parent0c23a2cfe3ad897e1e49008629c135764b2c155c (diff)
downloadredot-engine-154b9c1c913ee04b603989db8664481d4df1aaee.tar.gz
Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
Diffstat (limited to 'servers/rendering_server.cpp')
-rw-r--r--servers/rendering_server.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 750121719f..627cd9f062 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2875,6 +2875,10 @@ void RenderingServer::init() {
GLOBAL_DEF("rendering/rendering_device/staging_buffer/texture_upload_region_size_px", 64);
GLOBAL_DEF("rendering/rendering_device/descriptor_pools/max_descriptors_per_pool", 64);
+ // Number of commands that can be drawn per frame.
+ GLOBAL_DEF_RST("rendering/gl_compatibility/item_buffer_size", 16384);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/gl_compatibility/item_buffer_size", PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1"));
+
GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
GLOBAL_DEF("rendering/shader_compiler/shader_cache/use_zstd_compression", true);