Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
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@ -62,6 +62,7 @@ class ResourceLoaderText {
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//Map<String,String> remaps;
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Map<int, ExtResource> ext_resources;
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Map<int, RES> int_resources;
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int resources_total;
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int resource_current;
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@ -69,6 +70,8 @@ class ResourceLoaderText {
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VariantParser::Tag next_tag;
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bool use_nocache;
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bool use_sub_threads;
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float *progress;
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@ -106,7 +109,6 @@ class ResourceLoaderText {
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friend class ResourceFormatLoaderText;
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List<RES> resource_cache;
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Error error;
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RES resource;
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@ -134,7 +136,7 @@ public:
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class ResourceFormatLoaderText : public ResourceFormatLoader {
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public:
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static ResourceFormatLoaderText *singleton;
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr);
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
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virtual void get_recognized_extensions_for_type(const String &p_type, List<String> *p_extensions) const;
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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