Optimize C++ compilation time

This commit is contained in:
Wojtek Figat
2021-04-30 16:27:57 +02:00
parent 05ba9b8d45
commit 0e75dba142
222 changed files with 1095 additions and 1506 deletions

View File

@@ -6,6 +6,7 @@
#include "Engine/Engine/Time.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Platform/Window.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Level/Level.h"
@@ -17,6 +18,7 @@
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Render2D/Render2D.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Utilities/Encryption.h"
#include "Engine/Core/Log.h"
#include "FlaxEngine.Gen.h"
@@ -241,7 +243,7 @@ void GameBaseImpl::OnPostRender(GPUContext* context, RenderContext& renderContex
const Rectangle screenRect(viewport.X, viewport.Y, viewport.Width, viewport.Height);
Rectangle imageArea = screenRect;
imageArea.Scale(0.6f);
const float aspectRatio = static_cast<float>(splashScreen->Width()) / splashScreen->Height();
const float aspectRatio = static_cast<float>(splashScreen->Width()) / static_cast<float>(splashScreen->Height());
const float height = imageArea.GetWidth() / aspectRatio;
imageArea.Location.Y += (imageArea.GetHeight() - height) * 0.5f;
imageArea.Size.Y = height;

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@@ -8,6 +8,8 @@
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Content/Upgraders/BinaryAssetUpgrader.h"
#if USE_EDITOR
class GameplayGlobalsUpgrader : public BinaryAssetUpgrader
{
public:
@@ -50,7 +52,9 @@ private:
}
};
REGISTER_BINARY_ASSET(GameplayGlobals, "FlaxEngine.GameplayGlobals", ::New<GameplayGlobalsUpgrader>(), true);
#endif
REGISTER_BINARY_ASSET_WITH_UPGRADER(GameplayGlobals, "FlaxEngine.GameplayGlobals", GameplayGlobalsUpgrader, true);
GameplayGlobals::GameplayGlobals(const SpawnParams& params, const AssetInfo* info)
: BinaryAsset(params, info)

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@@ -25,4 +25,3 @@ int32 Globals::EngineBuildNumber = FLAXENGINE_VERSION_BUILD;
String Globals::ProductName;
String Globals::CompanyName;
int32 Globals::ContentKey;
bool Globals::ConvertLoadedMaterialsByForce;

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@@ -94,7 +94,4 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(Globals);
/// The content data keycode.
/// </summary>
static int32 ContentKey;
// True if convert all loaded material by force
static bool ConvertLoadedMaterialsByForce;
};