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-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp42
1 files changed, 42 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 0012ba9c27..1337d36762 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -31,6 +31,7 @@
#include "renderer_compositor_rd.h"
#include "core/config/project_settings.h"
+#include "core/os/dir_access.h"
void RendererCompositorRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
@@ -155,6 +156,43 @@ void RendererCompositorRD::finalize() {
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
+ {
+ String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
+ if (shader_cache_dir == String()) {
+ shader_cache_dir = "user://";
+ }
+ DirAccessRef da = DirAccess::open(shader_cache_dir);
+ if (!da) {
+ ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
+ } else {
+ Error err = da->change_dir("shader_cache");
+ if (err != OK) {
+ err = da->make_dir("shader_cache");
+ }
+ if (err != OK) {
+ ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
+ } else {
+ shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
+
+ bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
+ if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
+ shader_cache_dir = String(); //disable only if not editor
+ }
+
+ if (shader_cache_dir != String()) {
+ bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
+ bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
+ bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
+
+ ShaderRD::set_shader_cache_dir(shader_cache_dir);
+ ShaderRD::set_shader_cache_save_compressed(compress);
+ ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
+ ShaderRD::set_shader_cache_save_debug(!strip_debug);
+ }
+ }
+ }
+ }
+
singleton = this;
time = 0;
@@ -171,3 +209,7 @@ RendererCompositorRD::RendererCompositorRD() {
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
}
}
+
+RendererCompositorRD::~RendererCompositorRD() {
+ ShaderRD::set_shader_cache_dir(String());
+}