Move RenderingServer enums to a dedicated RenderingServerEnums (RSE) namespace

A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.

With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.

On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
This commit is contained in:
Rémi Verschelde
2026-02-17 18:36:21 +01:00
parent 16f5289f42
commit f5a290ac46
343 changed files with 6732 additions and 6432 deletions
+2 -2
View File
@@ -175,8 +175,8 @@ void EditorExportPlatformWeb::_fix_html(Vector<uint8_t> &p_html, const Ref<Edito
Vector<String> godot_splash_classes;
godot_splash_classes.push_back("show-image--" + String(get_project_setting(p_preset, "application/boot_splash/show_image")));
RenderingServer::SplashStretchMode boot_splash_stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
godot_splash_classes.push_back("fullsize--" + String(((boot_splash_stretch_mode != RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED) ? "true" : "false")));
RSE::SplashStretchMode boot_splash_stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
godot_splash_classes.push_back("fullsize--" + String(((boot_splash_stretch_mode != RSE::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED) ? "true" : "false")));
godot_splash_classes.push_back("use-filter--" + String(get_project_setting(p_preset, "application/boot_splash/use_filter")));
replaces["$GODOT_SPLASH_CLASSES"] = String(" ").join(godot_splash_classes);
replaces["$GODOT_SPLASH"] = p_name + ".png";