diff --git a/tutorials/performance/pipeline_compilations.rst b/tutorials/performance/pipeline_compilations.rst index 6e227382dbe2..1de43439284f 100644 --- a/tutorials/performance/pipeline_compilations.rst +++ b/tutorials/performance/pipeline_compilations.rst @@ -9,7 +9,7 @@ Pipelines contain more information than just the shader code, which means that f Before **Godot 4.4**, there was no solution to pipeline compilation other than generating them when an object shows up inside the camera's view, leading to the infamous *shader stutter* or hitches that only occur during the first playthrough. With **Godot 4.4**, new mechanisms have been introduced to mitigate stutters from pipeline compilation. -- **Ubershaders**: Godot makes use of specialization constants, a feature that allows the driver to optimize a pipeline's code around a set of parameters such as lighting, shadow quality, etc. Ubershaders are able to read these constants while rendering, which means Godot can pre-compile a pipeline ahead of time and compile the optimized version on the background during gameplay. This reduces the amount of pipelines that need to be created significantly. +- **Ubershaders**: Godot makes use of specialization constants, a feature that allows the driver to optimize a pipeline's code around a set of parameters such as lighting, shadow quality, etc. Specialization constants are used to optimize a shader by limiting unnecessary features. Changing a specialization constant requires recompiling the pipeline. Ubershaders are a special version of the shader that are able to change these constants while rendering, which means Godot can pre-compile just one pipeline ahead of time and compile the more optimized versions on the background during gameplay. This reduces the amount of pipelines that need to be created significantly. - **Pipeline Pre-Compilation**: By using ubershaders, the engine can pre-compile pipelines ahead of time in multiple places such as when meshes are loaded or when nodes are added to the scene. By being part of the resource loading process, pipelines can even be pre-compiled in multiple background threads if possible during loading screens or even gameplay. Starting in Godot 4.4, Godot will detect which pipelines are needed and pre-compile them at load time. This detection system is mostly automatic, but it relies on the RenderingServer seeing evidence of all shaders, meshes, or rendering features at load time. For example, if you load a mesh and shader while the game is running, the pipeline for that mesh/shader combination won't be compiled until the mesh/shader is loaded. Similarly, things like enabling MSAA, or instancing a VoxelGI node while the game is running will trigger pipeline recompilations. Read on for more details. @@ -36,7 +36,7 @@ The Godot debugger offers monitors for tracking the amount of pipelines created - **Canvas**: Compiled when drawing a 2D node. The engine does not currently feature pre-compilation for 2D elements and the stutters will show up when the node is drawn for the first time. - **Mesh**: Compiled as part of loading a 3D mesh and identifying what pipelines can be pre-compiled from its properties. These can lead to stutters if a mesh is loaded during gameplay, but they can be mitigated if the mesh is loaded by using a background thread. **Modifiers that are part of nodes such as material overrides can't be compiled on this step**. - **Surface**: Compiled when a frame is about to be drawn and 3D objects were instanced on the scene tree for the first time. This can also include compilation for nodes that aren't even visible on the scene tree. The stutter will occur only on the first frame the node is added to the scene, which won't result in an obvious stutter if it happens right after a loading screen. -- **Draw**: Compiled on demand when a 3D object needs to be drawn and an ubershader was not pre-compiled ahead of time. The engine is unable to pre-compile this pipeline due to triggering a case that hasn't been covered yet or a modification that was done to the engine's code. Leads to stutters during gameplay. This is identical to Godot versions before **4.4**. +- **Draw**: Compiled on demand when a 3D object needs to be drawn and an ubershader was not pre-compiled ahead of time. The engine is unable to pre-compile this pipeline due to triggering a case that hasn't been covered yet or a modification that was done to the engine's code. Leads to stutters during gameplay. This is identical to Godot versions before **4.4**. If you see compilations here, please let the devs know as this should never happen with the Ubershader system. - **Specialization**: Compiled in the background during gameplay to optimize the framerate. Unable to cause stutters, but may result in reduced framerates if there are many happening per frame. Pipeline Pre-Compilation Features