Commit graph

3302 commits

Author SHA1 Message Date
Emmanuel Leblond
80f61352fb
Add GDNativeInterface::get_library_path to GDExtension 2022-04-29 00:51:04 +02:00
clayjohn
fefa4a573a Add LightStorage functions to GLES3 renderer 2022-04-28 13:51:47 -07:00
clayjohn
1182c95533 Add MeshStorage to GLES3 2022-04-28 11:22:20 -07:00
Rémi Verschelde
d9b4ab3797 Fix typo after #60503 2022-04-28 20:00:40 +02:00
Rémi Verschelde
f394388aa2
Merge pull request #60503 from clayjohn/OPENGL-3D 2022-04-28 19:56:16 +02:00
Markus Sauermann
a793960a10 Fix cppcheck const parameters
Convert method signature parameters to const where it is possible

# Conflicts:
#	drivers/gles3/rasterizer_canvas_gles3.cpp
#	drivers/gles3/rasterizer_canvas_gles3.h
#	editor/plugins/animation_state_machine_editor.cpp
#	editor/plugins/animation_state_machine_editor.h
2022-04-28 11:35:39 +02:00
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Hugo Locurcio
eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code 2022-04-26 21:49:44 +02:00
clayjohn
2f2064fe3d Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures 2022-04-26 11:48:39 -07:00
Rémi Verschelde
63a052d96b
Merge pull request #60386 from bruvzg/label3d 2022-04-25 15:51:31 +02:00
Shnazzy
4ef7372d9e Fixed ambiguous reference to "Shader" and "Material" classes in drivers/gles3/storage/material_storage.cpp 2022-04-22 19:50:19 -04:00
bruvzg
be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Yuri Rubinsky
f4b0c7a1ea
Merge pull request #60175 from Geometror/visual-shader-vector4 2022-04-20 08:33:42 +03:00
clayjohn
3a4b9b47fd Initialize OpenGL before rasterizers in GLES3 2022-04-19 11:27:14 -07:00
Bastiaan Olij
0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij
b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij
6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Hendrik Brucker
cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
bruvzg
d2ebac3a30
Remove or make private FileAccess close() methods. 2022-04-12 14:50:14 +03:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
b78aa4fe19 Style: Apply clang-tidy to current code, add readability-redundant-member-init 2022-04-04 21:49:51 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Bastiaan Olij
b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
jfons
e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
Rémi Verschelde
155a94fabe
Merge pull request #59385 from BastiaanOlij/extract_shader_storage 2022-03-31 19:19:03 +02:00
Rémi Verschelde
a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Bastiaan Olij
36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Pedro J. Estébanez
171e31de68 vk_mem_alloc: Update to upstream + Replace use of deprecated items 2022-03-29 11:28:09 +02:00
Bastiaan Olij
0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Hugo Locurcio
c45d2c242b Replace DirectionalLight3D's use_in_sky_only with sky_mode enum
3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
2022-03-17 14:00:02 -07:00
Rémi Verschelde
e142c10fc5
Merge pull request #58993 from notSanil/device-limit-exceeded-fix 2022-03-17 19:55:40 +01:00
notSanil
36fa7059ed Fix device limit exceeding for uniform buffer 2022-03-16 16:52:35 +05:30
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
kobewi
39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Rémi Verschelde
9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
Rémi Verschelde
1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
reduz
b0ca03b0a2 Add a UniformSet cache
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-06 13:03:33 +01:00
Hugo Locurcio
aea104deb7
Remove unused shadow_color property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Rémi Verschelde
44e82f7073 GLES3: Fix -Wmaybe-uninitialized warning for MipMaps::Size 2022-03-04 17:09:53 +01:00
Rémi Verschelde
3078b92dff
Merge pull request #58512 from Calinou/light3d-add-distance-fade 2022-03-04 12:26:29 +01:00
Bastiaan Olij
fe5bb06df9 Fixing retrospective code for specialisation constants 2022-03-01 00:10:33 +11:00
Hugo Locurcio
b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
bruvzg
6325ed6705
Fix build for macOS / iOS with the statically linked MoltenVK after VMA update. 2022-02-25 11:52:54 +02:00
Pedro J. Estébanez
801741e787 vk_mem_alloc: Update to upstream + Adapt approach to small objects pooling
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae9, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA.

Also, patches already merged upstream or not needed any longer are removed.
2022-02-24 14:30:55 +01:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
clayjohn
fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
Bastiaan Olij
1034459d61 vkQueueSubmit needs pWaitDstStageMask sized to waitSemaphoreCount 2022-02-19 13:43:46 +11:00
Rémi Verschelde
488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix 2022-02-18 09:07:10 +01:00
Rémi Verschelde
3a008fc1a2
Merge pull request #58186 from BastiaanOlij/fix_shader_features_init
Enable features we require when creating a Vulkan Device
2022-02-18 00:22:17 +01:00
bruvzg
0c27667124 [Windows] Fix Vulkan driver crash on sub-window minimization. 2022-02-17 13:34:08 +02:00
Bastiaan Olij
d7465d7c6a We were only getting our available shader features, now we also enabling them 2022-02-17 00:50:38 +11:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
reduz
4f73d3beb4 Add Particle Shader Userdata
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Fabio Alessandrelli
6b5634b96a [OS/Crypto] Add get_entropy to OS.
Implemented via `BCryptGenRandom` on Windows.
Implemented via `getentropy` syscall when available.
Implemented via `/dev/urandom` device as a fallback.

The `/dev/urandom` fallback can be disabled via the `NO_URANDOM` build
flag.

Note: The HTML5 version relies on emscripten file system urandom
device which itself uses the Crypto API when available or the plain
old not crypto-safe `Math.random()` otherwise.

Restore get_entropy.
2022-02-14 10:45:50 +01:00
Pedro J. Estébanez
4e6c9d3ae9 Add a separate pool for small allocations in Vulkan RD 2022-02-12 12:47:08 +01:00
Rémi Verschelde
67c6442844
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits 2022-02-10 17:19:37 +01:00
Rémi Verschelde
1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Bastiaan Olij
eb9d8ad44a Nitpicking, VK_VERSION_* have been deprecated, replaced by VK_API_VERSION_*. 2022-02-09 15:04:47 +11:00
Hugo Locurcio
e4eafb254a
Enable 16-bit shadow atlas by default in the RenderingServer methods
16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.

This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
2022-02-04 16:41:08 +01:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Fabio Alessandrelli
49297d937c [Net] Simplify IP resolution code, fix caching.
First, we should not insert into cache if the hostname resolution has
failed (as it might be a temporary internet issue), second, the async
resolver should also properly insert into cache.

Took the chance to remove some duplicate code with critical section in
it at the cost of little performance when calling the blocking
resolve_hostname function.
2022-01-29 01:56:36 +01:00
Rémi Verschelde
9686d680b7
Merge pull request #57116 from bruvzg/win_net_share 2022-01-28 11:03:23 +01:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
bruvzg
cba8280515 [Windows] Add support for handling network share paths. 2022-01-24 16:22:59 +02:00
Rémi Verschelde
9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
Ansraer
90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Rémi Verschelde
cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Samuel Pedrajas
fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades 2022-01-18 16:21:39 +01:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Rémi Verschelde
d9a4ff7583
Merge pull request #55020 from bruvzg/vlk_device_surface_check 2022-01-17 13:34:23 +01:00
Rémi Verschelde
8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
Rémi Verschelde
7176a43260
Remove property hints referencing unsupported svgz extension
The wrongly claimed support for it was removed in #49645.
See also #56862.
2022-01-17 12:40:43 +01:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
clayjohn
5058541323 Remove mistakenly added author info 2022-01-12 20:49:59 -08:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
clayjohn
99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
reduz
98ac002c34 WIP New GLES3 Shader Compiler
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-11 22:25:01 -08:00
Rémi Verschelde
a01b18a476
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
ans
ba
curvelinear
dof
doubleclick
fave
findn
gird
inout
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
2022-01-07 00:12:09 +01:00
Rémi Verschelde
f57bdf13af
Merge pull request #50493 from timothyqiu/local-vector-list-init 2022-01-06 16:51:57 +01:00
bruvzg
c69e0d16bc
Fix multiple missing UTF-8 decoding. 2022-01-06 14:35:22 +02:00
Haoyu Qiu
c0d3bdc0ca Add list initialization support for Vector & LocalVector 2022-01-05 20:42:09 +08:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
luz paz
a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
Eric Engestrom
83333f7e15 drivers/vulkan: limit pEngineName to only the engine name, without its version
It's supposed to be something stable that can be used to identify the engine
(using an equality check), so having the version number in there defeats
the purpose.

While at it, there is no need to prefix it with a second `"GodotEngine"`, nor
to copy the static C string into a C++ string to then extract a C string
from it :)
2021-12-24 01:24:22 +00:00
Eric Engestrom
961bf6e30f drivers/vulkan: set the engineVersion to Godot's version 2021-12-23 18:10:22 +00:00
bruvzg
ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Haoyu Qiu
67f04b381b Add / to the unix shortcut drive list
Also made `get_current_drive()` to pick the longest match on Unix.
2021-12-15 21:13:35 +08:00
Hugo Locurcio
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Rémi Verschelde
daccf48929
Merge pull request #55704 from RandomShaper/fix_little_vk_mistake 2021-12-10 10:03:10 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Yuri Roubinsky
76f6c0849c Make compile shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Pedro J. Estébanez
76f262f241 Fix misuse of Vulkan enum value 2021-12-07 19:34:18 +01:00
Hugo Locurcio
5acb8a253e
Only print message for get_modified_time() failure when in verbose mode
This error message was often displayed for no good reason when PCK
files were loaded in the editor.

Since file modification dates are secondary metadata, it's not
very important if it can't be retrieved successfully anyway.
2021-12-01 21:47:09 +01:00
Yuri Roubinsky
5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Yuri Roubinsky
a4b7de6b23 Fix console colors on Windows 2021-11-26 13:10:55 +03:00
Je06jm
20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
bruvzg
b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
Fabio Alessandrelli
46fdba5f8b [HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.

This will need to be addressed in a separate PR.
2021-11-19 16:59:27 +01:00
Yuri Roubinsky
f4c0e90fd9 Allow passing non-variable constant to const function param in shaders 2021-11-19 12:14:13 +03:00
kobewi
f6d16d55c6 Fix data directory of unnamed projects 2021-11-18 12:31:29 +01:00
Rémi Verschelde
c2ac3db039
Merge pull request #54880 from benjarmstrong/wasapi_input_fix 2021-11-16 08:22:09 +01:00
Benjamin Armstrong
21e244773b Fix crash in audio callback when recording audio 2021-11-16 10:41:30 +11:00
Yuri Roubinsky
826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Brian Semrau
f123a79170 Make draw/compute lists threadsafe
Lock the rendering device while command buffers are in use
2021-11-11 13:55:09 -05:00
Rémi Verschelde
b727061ce0
Windows: Fix compilation warnings with GCC 11.2.1 2021-11-10 15:13:05 +01:00
Hugo Locurcio
de912a8bd9
Print the number of PulseAudio input channels when in verbose mode
This is useful information to have for troubleshooting, and it's
said to sidestep a possible race condition issue that breaks
microphone recording on Linux.
2021-11-09 00:44:11 +01:00
Nathan Franke
72d8aac3a1
Use application name for pulseaudio device 2021-11-06 18:23:33 -05:00
clayjohn
0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Brian Semrau
4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Rémi Verschelde
26c03bcccd
Merge pull request #54404 from ibrahn/pulsedriver-less-cowref 2021-11-01 17:55:43 +01:00
Haoyu Qiu
10818cfc10 Fix memory leak when using CurveTexture.set_texture_mode 2021-11-01 18:57:59 +08:00
Rémi Verschelde
16dc607f8a
Merge pull request #54307 from Calinou/add-opengl-renderer-squash
Add OpenGL renderer (squashed)
2021-10-31 18:30:38 +01:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Brian Semrau
346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly
e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Ibrahn Sahir
47496a55bc AudioDriverPulseAudio: move Vector Cow access outside tight loop.
Replaced some in-loop uses of Vector.write with an out of loop ptrw,
to avoid a lot of superfluous reads on the CowData ref count.
2021-10-29 23:36:18 +01:00
Max Hilbrunner
82f88f5d56
Merge pull request #54340 from aaronfranke/time-doc
Update and fix Time documentation
2021-10-29 15:49:22 +02:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Aaron Franke
2dabdda36a
Update Time documentation 2021-10-28 10:16:56 -05:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Max Hilbrunner
5dc02eb8b0 Save all 64 bits of get_ticks_msec() in more cases 2021-10-26 13:58:58 +02:00
Rémi Verschelde
da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Gilles Roudière
0587e5e018 Implement toast notifications in the editor 2021-10-14 13:30:54 +02:00
Rémi Verschelde
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
Hugo Locurcio
b1b14e5fd7
Build for 64-bit ARM by default when compiling or exporting for Android
All Android devices that support Vulkan support 64-bit ARM.

This also removes NEON opt-out code for ARMv7 as pretty much all
ARMv7 devices also support NEON.
2021-10-12 16:35:49 +02:00
M. Huri
033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Rémi Verschelde
0e9d5a41d2
Merge pull request #53408 from EIRTeam/fix_wasapi_output_latency 2021-10-06 16:35:35 +02:00
Álex Román Núñez
fd4fa10d8b Make WASAPI return accurate latency information 2021-10-06 12:28:12 +02:00
Rémi Verschelde
b1c6826b9f
Merge pull request #52963 from Pineapple/WIN32_LEAN_AND_MEAN_master 2021-10-05 12:03:05 +02:00
Rémi Verschelde
d97f223350
Merge pull request #43068 from cooperra/rename-fix 2021-10-02 21:04:13 +02:00
Frixuu
9cc5e1f94c Initialize AudioClientProperties 2021-10-01 21:44:26 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Bartłomiej T. Listwon
425ed0ffe0 Add missing WIN32_LEAN_AND_MEAN 2021-09-23 10:35:00 +02:00
Rémi Verschelde
98a7bf3406
Merge pull request #52464 from raulsntos/fix_buffer_info_uninitialized 2021-09-17 19:16:46 +02:00
Raul Santos
7a0e1bd135 Fix buffer_info may be used uninitialized 2021-09-17 17:20:19 +02:00
Rémi Verschelde
0e7beb183a
Merge pull request #52562 from BastiaanOlij/gd_extensions_register_drivers
Add driver types to GD extension initialisation levels
2021-09-15 08:46:43 +02:00
Hugo Locurcio
81c14a2d25
Print the Vulkan API version and device used on the same line
This matches Godot 3.x's OpenGL renderer behavior and is more compact.
2021-09-14 18:32:27 +02:00
Yuri Roubinsky
84c2c3fcba Fix startup warning - Property not found: audio/output_latency 2021-09-14 10:31:42 +03:00
Bastiaan Olij
f9849a2717 Add driver types to GD extension initialisation levels 2021-09-13 18:50:00 +10:00
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Bastiaan Olij
506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Wilson E. Alvarez
d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
K. S. Ernest (iFire) Lee
7560ba8aa1
Merge pull request #38210 from benjarmstrong/wasapi-audio-output-latency
Add support for variable output latency in WASAPI audio driver
2021-08-22 15:35:36 -07:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg
b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Bastiaan Olij
38e73ba69e Fix init code so it works properly on Vulkan 1.1 devices 2021-08-17 23:53:07 +10:00
Pedro J. Estébanez
7b7e17a626 Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
Rémi Verschelde
554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00
bruvzg
d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00
reduz
ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde
cb52f2c9c0
FileAccessWindows: Add missing share.h include
Follow-up to #51430.
2021-08-10 13:01:16 +02:00
Max Hilbrunner
a5c179e4f8 FileAccessWindows: Cosmetic improvements 2021-08-09 14:43:09 +02:00
Max Hilbrunner
b48cbb5da9 Fix Windows platform file access
This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See b902a2f2a7)
Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.")

This new function
1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings
2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE.

_SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems).
_SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read.

This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game).

What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.)

Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity.

Fixes #28036.
2021-08-09 14:41:38 +02:00
Bastiaan Olij
b920bf05a4 Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
Rémi Verschelde
a12f832060
Merge pull request #51103 from Calinou/vulkan-detect-intel-title-case
Use title case instead of uppercase for Vulkan Intel GPU detection
2021-07-31 21:19:30 +02:00
Rémi Verschelde
00ce2d41ca
Merge pull request #51108 from Calinou/vulkan-print-verbose
Move Vulkan debugging prints to verbose
2021-07-31 20:48:54 +02:00
Hugo Locurcio
1bf402c061
Use title case instead of uppercase for Vulkan Intel GPU detection
This matches how the vendor name is displayed in most places.

The Apple GPU vendor was also added for the M1.
2021-07-31 16:43:54 +02:00
Hugo Locurcio
500ba02e90
Move Vulkan debugging prints to verbose
These messages can now be displayed in release builds if the
`--verbose` command line argument is specified, which is useful for
troubleshooting.
2021-07-31 16:28:35 +02:00
Hugo Locurcio
5920bc32c3
Print the Vulkan device name in release builds too
This is important information to include in bug reports for exported
projects, and is consistent with the behavior found in the GLES3 and
GLES2 renderers in `3.x`.
2021-07-31 14:31:31 +02:00
Rémi Verschelde
8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
reduz
cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
luz paz
5cf3bed0c8 Fix various typos
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Rémi Verschelde
2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
reduz
32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg
618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
bruvzg
53f84e39fd Fix MoltenVK static linking on macOS (add missing include path, Vulkan SDK path option, use xcframework instead of static framework). 2021-07-22 16:29:24 +03:00
reduz
76e25438c9 Fixes to forward mobile
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
reduz
ad9f606ed8 Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00
reduz
b2f6db7aa8
Implement Specialization Constants
* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
2021-07-11 23:16:09 +02:00
Hugo Locurcio
a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync 2021-07-10 01:02:23 +02:00
reduz
83addd6ee5 Fix material invalidation on reimport.
* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
2021-07-07 19:55:20 -03:00
reduz
24efb13f7e Fix threaded update for textures
* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07 18:06:06 -03:00
Hendrik Brucker
043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
Rémi Verschelde
ffab3949e3
Merge pull request #50048 from Calinou/remove-travis-code
Remove unused code related to Travis CI
2021-07-05 14:15:24 +02:00
reduz
6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
Hugo Locurcio
257a8a337e
Remove unused code related to Travis CI 2021-07-01 18:02:00 +02:00
K. S. Ernest (iFire) Lee
d87526b391 Enum constant in boolean context
error: enum constant in boolean context [-Werror=int-in-bool-context]
2021-06-30 01:38:56 -07:00
reduz
4d19c052f7 Fix Context Validation Layer Errors
* Multisampling was wrongly selected, possibly fixes #49937
* Image semaphore acquisition is now per window, possibly fixes #41614

Please make sure to test the above two issues again, since I can't reproduce either anyway.
2021-06-28 17:43:10 -03:00
reduz
bde6f5eed1 Implement Framebuffer Subpass support
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
2021-06-24 15:59:15 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Bastiaan Olij
15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde
ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Rémi Verschelde
50d1e0ea99
Merge pull request #47835 from mortarroad/master-lossless-webp
Implement lossless WebP encoding
2021-06-11 19:34:36 +02:00
Morris Tabor
1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
Rémi Verschelde
8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde
6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Aaron Franke
f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde
ba82626c2c
Merge pull request #49506 from akien-mga/vulkan_prefer_discrete_gpu
Prefer discrete GPU over integrated one
2021-06-11 13:34:38 +02:00
Blazej Floch
36130e5a05
Prefer discrete GPU over integrated one
This unblocks launching on Linux laptops that default to the integrated
GPU which can not handle Vulkan in many instances.
Ideally a manual device selection, or an option for the optimal selection
strategy should be provided via CLI or config, but for the time being
this will unblock the Linux devs.

Partially addresses #42348 and #43714
2021-06-11 13:02:30 +02:00
Rémi Verschelde
01d5c463be
FileAccess: Don't err in store_buffer with buffer of size 0
The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.

Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).

Fixes #33564.
2021-06-07 18:34:00 +02:00
Rémi Verschelde
c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Hugo Locurcio
5ea1c75d63
Rename String.is_abs_path() to String.is_absolute_path()
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
Rémi Verschelde
8c23236e1d
Merge pull request #48350 from RandomShaper/fix_alsamidi_crash
Fix crash when using ALSA MIDI with PulseAudio
2021-06-03 10:59:29 +02:00
Pedro J. Estébanez
958d79828b Fix crash when using ALSA MIDI with PulseAudio 2021-06-03 10:10:10 +02:00
Rémi Verschelde
9990f28d84
Merge pull request #49026 from sarchar/multiple-dns-resolves 2021-06-01 18:41:41 +02:00
Fabio Alessandrelli
8cdef21d6c Move remaining dummy drivers to servers. 2021-06-01 16:50:32 +02:00
Fabio Alessandrelli
8594613f94 LinuxBSD now compiles without vulkan/x11. 2021-06-01 16:27:54 +02:00
Fabio Alessandrelli
ae04dac2db Remove server platform 2021-06-01 16:27:54 +02:00
Fabio Alessandrelli
801aadb401 Add DisplayServerDummy for headless display.
Uses RasterizerDummy internally. This is always compiled in, maybe we
should add a switch to enable/disable it via scons?
2021-06-01 16:27:54 +02:00
Fabio Alessandrelli
9fb18e4998 Sync RasterizerDummy changes. 2021-06-01 16:20:38 +02:00
Chuck
dd8fa11ac1 Support multiple address resolution in DNS requests
Add two new functions to the IP class that returns all addresses/aliases associated with a given address.

This is a cherry-pick merge from 010a3433df which was merged in 2.1, and has been updated to build with the latest code.

This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
2021-06-01 11:24:34 +07:00
bruvzg
1d7a63fb8f
Fix Directory::get_space_left() result on macOS and Linux. 2021-05-31 12:57:18 +03:00
Marcel Admiraal
da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
bruvzg
a1cb6f07a1
Add GDNative Framework loading and export support. 2021-05-24 12:49:05 +03:00
bruvzg
139a9d6370
Add symlink API to the DirAccess (on macOS and Linux). 2021-05-22 17:33:34 +03:00
Tomasz Chabora
b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Rémi Verschelde
aa5552278d
Merge pull request #48719 from Faless/js/4.x_interfaces
[HTML5] Implement Godot <-> JavaScript interface.
2021-05-20 17:13:02 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Pedro J. Estébanez
469fa47e06
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00
Fabio Alessandrelli
eed483c481 Sync DummyRasterizer. 2021-05-14 13:36:29 +02:00
R. Alex Hofer
65a10f4db5 Handle having no sinks in the PulseAudio driver.
Also make PulseAudio errors more verbose.
2021-05-13 18:28:22 -04:00
Hugo Locurcio
064ca9adae
Remove debugging prints in the Linux DisplayServer
Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
2021-05-08 19:07:50 +02:00
Fabio Alessandrelli
9a98c09bb2 Sync RasterizerDummy with latest changes. 2021-05-07 17:57:40 +02:00
Rémi Verschelde
42b07f713f
Merge pull request #37700 from Calinou/rename-ip-unix-tcp-server
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores
2021-05-06 08:36:30 +02:00
Bastiaan Olij
90ef5d73c4 Cleanup vulkan capabilities check and add multiview check 2021-05-06 12:06:07 +10:00
Hugo Locurcio
3f078c99f6
Rename IP_Unix, IP_Address and TCP_Server to remove underscores 2021-05-06 02:52:01 +02:00
Ben Armstrong
880d4703a4 Fixed the audio 'output latency' project setting not appearing when using the WASAPI audio driver. Added variable output latency support to the WASAPI audio driver for systems that support it. 2021-05-04 20:20:36 +10:00
Hugo Locurcio
bf7c4da804
Tweak warning messages related to leaked RIDs
- Use hardcoded pluralization for messages.
  - Since these messages are English-only, it's fine to hardcode it.
- Use double quotes for consistency with other messages.
2021-05-03 16:05:38 +02:00
Rémi Verschelde
d12e0b6ef1
Merge pull request #48336 from bruvzg/fix_mixed_url_decode
Fix `url_decode` with mixed percent-encoding/Unicode strings.
2021-04-30 23:02:51 +02:00
bruvzg
b6a21f85a7
Fix url_decode with mixed percent-encoding/Unicode strings. Treat Unix drive names as UTF-8 encoded. 2021-04-30 21:22:39 +03:00
Fabio Alessandrelli
f0e6a02108 Sync RasterizerDummy. 2021-04-29 16:46:10 +02:00
Rémi Verschelde
5b16020846
Replace remaining uses of NULL with nullptr
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde
72bd64c1d5
Merge pull request #47398 from Faless/feature/network-local-port-salvaged 2021-04-27 15:04:30 +02:00
Fabio Alessandrelli
46f7b0f74b [Net] Fix socket poll timeout on Windows.
Now correctly computes the timeout value in milliseconds.
2021-04-26 07:23:39 +02:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
dam
da8c2310b5 Allow local port control on net_socket connections 2021-04-12 21:05:33 +02:00
Szymon Majewski
0a29322991 Validation layers on Android 2021-04-12 10:09:06 -07:00
Rémi Verschelde
9e8acb3897
Merge pull request #47640 from BastiaanOlij/fix_vulkan_format
Chose format from supported ones that we support
2021-04-05 14:55:32 +02:00
Bastiaan Olij
ceebe4b565 Chose format from supported ones that we support 2021-04-05 22:39:17 +10:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Szymon Majewski
1328208063 Removed debug code 2021-04-01 20:09:48 -07:00
Rémi Verschelde
8621c86f4d
Merge pull request #47283 from Panquesito7/fix_lgtm_alerts
fix: 3 LGTM alerts/warnings
2021-03-31 18:52:04 +02:00
David Leal
a31626ae0b
fix: 3 LGTM alerts/warnings 2021-03-31 10:34:40 -06:00
Rémi Verschelde
9cd1e50969
Merge pull request #47250 from BastiaanOlij/check_vulkan_version
Obtain supported Vulkan API
2021-03-31 13:45:43 +02:00
Szymon Majewski
c3de4aeb75 WIP: Add support for VK_EXT_debug_report in Vulkan 2021-03-30 10:18:16 -07:00
Marcel Admiraal
fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Bastiaan Olij
a6c989bc1b Obtain supported Vulkan API 2021-03-26 12:06:57 +11:00
bruvzg
b202a0dd2a
FileDialog: add Back/Forward buttons, add message for inaccessible folders. 2021-03-23 08:03:41 +02:00
Alex Hirsch
c28428fe4d Allow nullptr with zero length in FileAccess get_buffer
fix #47071
2021-03-16 22:55:11 +01:00
Rémi Verschelde
7a64819c2f
Thread: Re-add pthread_np.h include for FreeBSD/OpenBSD
Was a regression from #45315.

Fixes #46998.
2021-03-14 22:42:48 +01:00
Rémi Verschelde
8051307efe
Merge pull request #46810 from W4RH4WK/file-access-get-buffer-parameter-checks
Add parameter checks to FileAccess get_buffer functions
2021-03-14 01:11:55 +01:00
Rémi Verschelde
7015027cbf
Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_calls
Replace malloc's with Godot's memalloc macro
2021-03-13 21:55:52 +01:00
Ev1lbl0w
838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Alex Hirsch
cdf3099c68 Add parameter checkes to FileAccess get_buffer functions
fix #46540
2021-03-09 13:55:20 +01:00
Rafał Mikrut
f9d0ea9f6b Fix memory leak in VulkanContext 2021-03-07 15:28:47 +01:00
Ev1lbl0w
1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Hein-Pieter van Braam-Stewart
f42a7f9849 Omit some functions in alsa wrapper
These functions don't yet exist on ubuntu 14.04 so this leads to build
problems there. Omitting these symbols in the generated wrappers fixes
this. If we want to start using these symbols at a later date we should
just regenerate the wrapper.
2021-02-22 19:22:53 +01:00
Hein-Pieter van Braam-Stewart
5233d78f49 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

This closes #46223
2021-02-20 01:24:30 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Hein-Pieter van Braam-Stewart
8d36b17343 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

This closes #46140
2021-02-18 00:21:10 +01:00
Fabio Alessandrelli
0ae762a701 RasterizerDummy now instances Image(s).
Avoid crash on start-up, we will need to slowly re-implement the various
methods with dummy objects so exporting works again like in 3.2
2021-02-17 12:42:59 +01:00
Hein-Pieter van Braam-Stewart
09f82fa6ea Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

This closes #20978
2021-02-16 20:31:49 +01:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Fabio Alessandrelli
e9e2dedb76 Sync and cleanup Rasterizer Dummy.
Code diverged too much, removing disabled code too as it's unlikely it
can be reused now.
2021-02-11 07:55:57 +01:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
reduz
33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
Rémi Verschelde
2ba66c1457
Merge pull request #45672 from reduz/barrier-optimization
Rewrote how barriers work for faster rendering
2021-02-04 17:19:35 +01:00
reduz
f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Fabio Alessandrelli
67532dfa95 Sync RasterizerDummy. 2021-02-03 18:59:54 +01:00
bruvzg
7be7e87ff3
Always init DEBUG_UTILS_MESSENGER_CREATE_INFO structure if DEBUG_UTILS functions are used. Add temporary variables to fix potential use-after-free. 2021-02-02 11:27:47 +02:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Rémi Verschelde
96bcaadbf2
Merge pull request #45476 from qarmin/add_temp_variable
Add temporary variable to not use freed memory
2021-01-26 17:14:46 +01:00
reduz
280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
Rafał Mikrut
b80c502c2c Add temporary variable to not use freed memory 2021-01-26 13:41:42 +01:00
clayjohn
7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
Fabio Alessandrelli
2ea7592ca1 DummyRasterizer Sync. 2021-01-25 15:58:38 +01:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Rémi Verschelde
d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
Modernize RWLock
2021-01-22 14:51:05 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Pedro J. Estébanez
8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Rémi Verschelde
59495adb7c
Merge pull request #45157 from madmiraal/fix-44514
Raise SIGKILL instead of CRASH_NOW in child process when fork fails
2021-01-13 15:51:09 +01:00
Marcel Admiraal
89225884f6 Raise SIGKILL instead of CRASH_NOW in child process when fork fails 2021-01-13 10:18:57 +00:00
bruvzg
533ed0c7c8
Fix OS::execute() and OS::create_process() command line argument CharStrings freed before use. 2021-01-13 11:38:02 +02:00
Rémi Verschelde
1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
Rémi Verschelde
f414a323b1
Merge pull request #42740 from lolleko/fix-nanosleep-usage
Fix nanosleep usage
2021-01-11 14:42:10 +01:00
Fabio Alessandrelli
88300af7e4 Sync RasterizerDummy. 2021-01-10 12:04:09 +01:00
Marcel Admiraal
2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Rémi Verschelde
07e89131c6
spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021) 2021-01-08 14:30:44 +01:00
reduz
77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
clayjohn
0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
clayjohn
44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
reduz
666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
985892bfec Turn off robust buffer access by default.
It can be a performance bottleneck in some hardware.
2020-12-18 21:12:55 -03:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Marcel Admiraal
fa435a550a Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
reduz
bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Fabio Alessandrelli
e1ccd37e34 Sync RasterizerDummy changes.
Will also need to be renamed.
2020-12-09 14:27:41 +01:00
Rémi Verschelde
0c5d3b838c
Merge pull request #44199 from bruvzg/pvs_fixes_1
PVS-Studio static analyzer fixes
2020-12-09 10:23:21 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
e5e1277ecd
Merge pull request #44161 from Faless/fix/fa_buffered_remove
Remove unused FileAccessBuffered
2020-12-09 09:14:14 +01:00
David Snopek
26f1d05400 Fix dummy rasterizer so that javascript can build again 2020-12-06 18:29:32 -06:00
Fabio Alessandrelli
781efc26e0 Remove now unused FileAccessBuffered. 2020-12-06 19:37:11 +01:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz
2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00
reduz
70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Fabio Alessandrelli
e2a0c44d06 Sync RasterizerDummy changes. 2020-11-30 12:07:20 +01:00
Rémi Verschelde
d1943f6a77
Merge pull request #38939 from hbina/vk_error_handling
Better error handling of vkEnumerateInstanceExtensionProperties
2020-11-29 13:03:01 +01:00
Rémi Verschelde
ef2d1f6d19
Merge pull request #42761 from fire/color-grading-3d
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28 23:07:52 +01:00
clayjohn
076908bed9 Environment brightness, contrast, saturation restore with color correction.
Allow gradients and 2d images.

Use shader versions for LUT in tonemap

Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28 07:37:49 -08:00
Hanif Bin Ariffin
cc2097c79c Better error handling of vkEnumerateInstanceExtensionProperties
Refer: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkEnumerateInstanceExtensionProperties.html
According to the documentation, there are 2 success code:
1. VK_SUCCESS
2. VK_INCOMPLETE

VK_INCOMPLETE will be returned when not all avaiable properties are returned.
2020-11-28 19:28:23 +08:00
Rémi Verschelde
94341ac547
Merge pull request #42987 from clayjohn/VULKAN-sky-only
Add sky_only setting to DirectionalLight3Ds
2020-11-28 09:07:09 +01:00
Cooper Harasyn
25b2f82ccf Prevent ALSA audio corruption
When using the ALSA driver, corruption would occur if `snd_pcm_writei`
was unable to consume the entire sound buffer. This would occur
frequently on the Raspberry Pi 3 which uses the `snd_bcm2835` audio
driver.

This bug resulted from incorrect pointer math on line 187, resulting in
the sample source pointer being advanced by `total * ad->channels` bytes
instead of `total * ad->channels` samples. In my opinion, the best fix
is to change `*src` to type `int16_t`, since that is the sample type in
use.

Fixes #43927.
2020-11-27 16:05:59 -05:00
Rafał Mikrut
7bd03b7188 Initialize class/struct variables with default values in core/ and drivers/ 2020-11-23 17:38:46 +01:00
Rémi Verschelde
a655de89e3
doc: Warn about using Node internal processing
See #43689.

Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
2020-11-20 09:52:37 +01:00
Jordan Schidlowsky
e9527d0353 allow vulkan validation layers in release builds if explicity asked for 2020-11-18 14:07:28 -06:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
bruvzg
f09a37a8d5
Fixes crash if Vulkan presentation surface is not available. 2020-11-14 13:41:13 +02:00
Fabio Alessandrelli
25d56e9666 RasterizerDummy fixes. 2020-11-10 11:42:51 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
John Zulauf
784f8fbbe5 Synchronization - Clean subpass dependency init
Fix incorrect subpass dependency initialization
2020-10-29 15:53:47 -06:00
Rémi Verschelde
6a951267ae
vulkan: Backport build fix for MinGW-w64 8.0.0
Taken from https://github.com/KhronosGroup/Vulkan-Loader/pull/475.

Supersedes and reverts #43119 since the upstream change removes the need for
that custom define.
2020-10-29 12:47:35 +01:00
reduz
8ab9b39707 Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Rémi Verschelde
54e6338c9b
Vulkan: Make validation layers optional
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.

When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.

Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).

Also moved VulkanContext member initializations to header.

Fixes #37102.
2020-10-27 16:19:15 +01:00
K. S. Ernest (iFire) Lee
b2d5b619fd Changes for 43094 mingw llvm build error. 2020-10-26 19:58:44 -07:00
Rémi Verschelde
825ab3b784
Merge pull request #42817 from akien-mga/vulkan-sdk-1.2.154.0
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
2020-10-26 15:15:19 +01:00
Rémi Verschelde
d77deda7b6
Merge pull request #43056 from Ev1lbl0w/bugfix-wrong-exitcode
Fix wrong exit code being returned
2020-10-26 08:58:13 +01:00
rsjtdrjgfuzkfg
b1f95e150e Fix crash in RenderingDeviceVulkan::shader_create
This commit moves the declaration of a local variable to ensure its
scope survives long enough; at least in some versions of GCC and LLVM
the associated memory was freed too early and thus caused issues ranging
from black screens to crashes.
2020-10-25 22:32:10 +01:00
Robbie Cooper
85e99460b4 Fix file panel renaming unable to change the case of dirs on Windows
Tested on Windows 10.
2020-10-25 03:05:21 -04:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Ev1lbl0w
0d3a168a53
Fix wrong exit code being returned 2020-10-24 19:16:49 +01:00
clayjohn
6299575250 Add sky_only setting to DirectionalLight3Ds 2020-10-21 23:28:08 -07:00
reduz
dd0b097e44 Fix invalid buffer updates in SDFGI 2020-10-19 17:39:09 -03:00
Juan Linietsky
c71e941ee8
Revert "Revert "Synchronization validation fix patch set 3 (inclusive of all previous patches)"" 2020-10-19 17:32:19 -03:00
Juan Linietsky
f11f28936d
Revert "Synchronization validation fix patch set 3 (inclusive of all previous patches)" 2020-10-19 17:04:24 -03:00
Juan Linietsky
791b259a63
Revert "Cause buffer_update to emit error if called during compute/draw list" 2020-10-19 17:00:13 -03:00
Juan Linietsky
5f65eba5c4
Merge pull request #40849 from jzulauf-lunarg/zulauf_buffer_update_err_msg
Cause buffer_update to emit error if called during compute/draw list
2020-10-19 14:10:41 -03:00
Juan Linietsky
f9918cbc0e
Merge pull request #42866 from jzulauf-lunarg/zulauf_sync_fixes_3
Synchronization validation fix patch set 3 (inclusive of all previous patches)
2020-10-19 14:10:06 -03:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
Juan Linietsky
d98261ab8f
Merge pull request #42077 from clayjohn/MSSAO
Replace SAO implementation with MSSAO
2020-10-18 18:34:43 -03:00
clayjohn
366ee46774 Replace SAO implementation with MSSAO 2020-10-18 13:15:51 -07:00
clayjohn
63a34b93aa Optimize Glow with local memory 2020-10-18 11:37:12 -07:00
John Zulauf
d2083282c0 Add pre-copy barrier to buffer update
Add a barrier to "safe" the buffer update write from previous accesses
to buffer range being updated.  Remove duplicate unneed barrier.
2020-10-16 19:18:33 -06:00
John Zulauf
459fa078e0 Add subpass sync support for layout transitions
Add additional source and dest mask bits for "from external" and "to
external" subpass dependencies (respectively) when intial and final
layouts cause implicit layout transitions.

This is a big hammer -- any transition in a given direction will create
a full barrier.  Attachment specific stage and access flags could be
used instead with additional logic to deduce the prior and intended
subsequent usages.
2020-10-16 19:17:07 -06:00
John Zulauf
5191a8e9db Sync fix for clear texture
Make pre and post barriers non-conditional on format, as there are cases
where pending operations in the GENERAL layout hazarding with clear.
2020-10-16 15:50:48 -06:00
John Zulauf
9a9f667818 Sync fix texture_get_data bad barrier param
Changed srcStageMask to the valid stage for post transfer barrier.
2020-10-16 15:43:51 -06:00
John Zulauf
3a1f14461a Additional synchronization fixes w/o FORCE_FULL_BARRIER
Additional synchronization fixes from hazards arising from disabling
FORCE_FULL_BARRIER.
2020-10-16 11:33:02 -06:00
John Zulauf
474fc19601 Correct stage masks for storage texture barriers
Change the srcStageMasks and dstStageMasks for the storage texture end
draw barriers to refer to the correct stages for the use.
2020-10-16 11:33:02 -06:00
John Zulauf
d92f2e4a2d Add barrier for buffer getting
Add barrier for source buffer when getting.  Refactor common "owner and
stage/access" code to utility function.
2020-10-16 11:33:02 -06:00
John Zulauf
5a77eb5a83 Add fragment stage to texture copy/resolve barriers
Added the fragment stage to the texture copy and resolve final barriers
for source and dest.  As the textures could subsequently be used by the
fragment stage, this was triggering a validation error from the
pre-alpha synchronization validation.
2020-10-16 11:33:02 -06:00
Rémi Verschelde
148ad49c93
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
Actually sdk-1.2.154.1 for Vulkan-Loader.

glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.

COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
2020-10-15 12:29:42 +02:00
Fabio Alessandrelli
4294b1f4bb Fix dummy rasterizer with new interface. 2020-10-13 12:58:05 +02:00
Lorenz Junglas
1107c7f327 Fix nanosleep usage
nanosleep returns 0 or -1 not the error code.
The error code "EINTR" (if encountered) is placed in errno, in which case nanosleep can be safely recalled with the remaining time.

This is required, so that nanosleep continues if the calling thread is interrupted by a signal.

See manpage nanosleep(2) for additional details.
2020-10-12 16:27:31 +02:00
Haoyu Qiu
1998f78679 Hides special folders in FileDialog for macOS 2020-09-28 14:36:21 +08:00
Bartłomiej T. Listwon
317c2b194d Add all headers to VS Project 2020-09-27 18:03:51 +02:00
Fabio Alessandrelli
179e6fabb4 Fix RasterizerDummy, override, cleanup.
Add override keyword to RasterizerDummy methods.
Plus cleanup unused methods, remove virtual keyword.
2020-09-18 18:43:15 +02:00
Rémi Verschelde
01185acecb
NetBSD: Implement OS_Unix::get_executable_path()
Same implementation as OpenBSD seems to work fine.
2020-09-18 11:54:18 +02:00
Rémi Verschelde
5f4d64f4f3
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.
2020-09-18 10:27:55 +02:00
Marcel Admiraal
4b3aec50c0 Replace calls to gmtime with gmtime_r and localtime with localtime_r. 2020-09-04 12:22:43 +01:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Marcel Admiraal
f6ad1954f7 Ensure header guards enclose entire header. 2020-09-03 11:29:42 +01:00
clayjohn
8da3c739bf Add high quality glow mode 2020-08-31 23:16:41 -07:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
bruvzg
d6e3a8a137
[macOS] Fix crash on failed fork. 2020-08-11 17:45:09 +03:00
John Zulauf
98d677ef26 Cause buffer_update to emit error if called during compute/draw list
Add error message to buffer update if a compute or draw list is active.
2020-07-29 14:13:37 -06:00
Rémi Verschelde
3b340985cc SCons: Support linking system Vulkan loader while using vendored VMA 2020-07-26 13:20:08 +02:00
Sergey Minakov
fe60815d66 iOS SCons: static Vulkan binary usage
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
2020-07-25 21:55:25 +02:00
Rémi Verschelde
dfdfee04df Vulkan: Fix struct init for VkClearAttachment
The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.

The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
2020-07-22 16:31:22 +02:00
Rémi Verschelde
f54fd5ac10
Merge pull request #38835 from madmiraal/fix-38829
Fix may be used unitialized warnings in _render_pass_create() and  _draw_list_insert_clear_region().
2020-07-22 16:12:54 +02:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Andy Maloney
8b949918b1 Fix spelling of a var, a struct, and message output 2020-07-17 12:02:06 -04:00
bruvzg
996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Johan Rastén
e7e632cbed Handle 16 bit PNG files in sRGB format 2020-07-09 21:01:06 +02:00
PouleyKetchoupp
e19a3df98f Fixed mesh data access errors in GLES2
1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes
2020-07-09 13:41:57 +02:00
Nathan Franke
09aeb7706b
Fix Directory Open Check 2020-07-06 11:32:05 -05:00
Rémi Verschelde
9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Yuri Roubinsky
c554d9e556 Added const qualifier support for function arguments in shaders 2020-07-01 12:55:00 +03:00
Fabio Alessandrelli
eb2121d513 Fix RasterizerDummy after SDF GI changes.
Re-enable JavaScript CI.
2020-06-30 21:05:49 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Rémi Verschelde
4b5b60de85
Merge pull request #39189 from touilleMan/issue-38925
Unify OS.get_system_time_* and OS.get_unix_time
2020-06-15 23:57:16 +02:00
Yuri Roubinsky
1a7e101324 Fix shader's length() function parsing in expressions 2020-06-03 19:39:48 +03:00
Rémi Verschelde
5e62a2ee75 Vulkan: Initialize struct members on declaration
Supersedes and closes #38945.
2020-06-03 13:18:22 +02:00
Aaron Franke
bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -04:00
Emmanuel Leblond
c6de3872f9
Remove OS.get_system_time_secs/get_system_time_msecs and change OS.get_unix_time return type to double 2020-05-31 14:19:31 +02:00
Nathan Franke
e48fb01d59
fix(Directory): remove erasing print
Fixes #39106
2020-05-28 05:46:01 -05:00
CJ DiMaggio
66a294d459 Delete DummyMesh when RasterizerStorageDummy is freed 2020-05-20 21:23:37 -04:00
Marcel Admiraal
19d3e17f01 Fix may be used unitialized warnings in _render_pass_create()
and  _draw_list_insert_clear_region()
2020-05-19 04:14:57 +01:00
Fabio Alessandrelli
90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Rémi Verschelde
4f23215395
Merge pull request #38750 from madmiraal/fix-vulkan-uninitialized-warning
Silence mulitple may be used uninitialized warnings in RenderingDeviceVulkan::uniform_set_create()
2020-05-15 18:02:56 +02:00
Marcel Admiraal
8f0b3392c3 Silence mulitple may be used uninitialized warnings in
RenderingDeviceVulkan::uniform_set_create()
2020-05-15 11:48:06 +01:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Fabio Alessandrelli
2dbd227c9a Fix DummyRenderer after new lightmapper merge. 2020-05-11 18:26:06 +02:00
Rémi Verschelde
32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
New GPU lightmapper
2020-05-11 13:45:48 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Fabio Alessandrelli
11a81341fa Restore RasterizerDummy. 2020-05-10 18:19:23 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Pedro J. Estébanez
f7706659b5 Improve shader time roll over
- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
2020-04-30 11:42:11 +02:00
Rémi Verschelde
0bf6a86db4
Merge pull request #37795 from Chaosus/shader_fix_const_order2
Fix shader constant sorting
2020-04-29 09:41:34 +02:00
bruvzg
b5caa2e8b0
[Vulkan] Use VK_LAYER_KHRONOS_validation instead of deprecated VK_LAYER_LUNARG_standard_validation. 2020-04-26 16:47:25 +03:00
Rémi Verschelde
2074b43c6f
Merge pull request #36083 from Calinou/dummy-loader-add-extensions
Add more extensions to the dummy texture loader
2020-04-23 12:05:38 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Juan Linietsky
ae09b55a19 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.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
b4855f5c83
Merge pull request #38056 from clayjohn/GLES2-depth-buffer
Use proper depth buffer format for rgba shadows
2020-04-20 23:47:24 +02:00
clayjohn
123dd390e4 Use proper depth buffer format for rgba shadows 2020-04-20 11:58:59 -07:00
Juan Linietsky
49d0c6a5c9 Ability to create local RenderingDevice instances. 2020-04-18 21:47:17 -03:00
qarmin
943ec79859 Fixes leaks in ResourceCache, Vulkan and X11 2020-04-15 10:27:57 +02:00
Rémi Verschelde
84142f6a5f
Merge pull request #37881 from qarmin/leak_vulkan
Fixes leaks with Vulkan device and instance
2020-04-14 21:45:48 +02:00
qarmin
2ab4b054e0 Fixes leaks with Vulkan device and instance 2020-04-14 20:15:48 +02:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky
a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
Juan Linietsky
9dc19f7619
Merge pull request #37808 from reduz/port-effects-to-compute
Moved most of the effect code to compute.
2020-04-11 23:38:05 -03:00
Juan Linietsky
d81911490b Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11 19:44:07 -03:00
Yuri Roubinsky
bc30f541e6 Fix shader constant sorting 2020-04-11 12:40:17 +03:00
Juan Linietsky
d06f8ef75a Shows proper scene render time in editor info
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
PouleyKetchoupp
802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
Rémi Verschelde
23d786d6fb
Merge pull request #36919 from nekomatata/android-vulkan-rendering
Vulkan rendering support on Android
2020-04-09 00:16:26 +02:00
Hugo Locurcio
3007c7e2a3 Add more extensions to the dummy texture loader
This should make headless exporting work in projects using textures
in any format.

Error messages should no longer appear when running a project
that used image formats that were previously not present in the list.
2020-04-08 16:55:20 +02:00
PouleyKetchoupp
e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
clayjohn
3db61ce91c Avoid material rebinds when using skeletons 2020-04-07 10:34:35 -07:00
Rémi Verschelde
597ec5dbf8
Merge pull request #37586 from qarmin/vulkan_allocator_leak
Fix leak with Vulkan allocator
2020-04-07 09:16:02 +02:00
Rémi Verschelde
befbdda7f2
Merge pull request #37635 from qarmin/leak_vertex
Fixed leak with vertex_formats
2020-04-06 21:32:25 +02:00
qarmin
f4301b7259 Fixed leak with vertex_formats 2020-04-06 18:07:31 +02:00
Rémi Verschelde
61342e5831 Vulkan: Use VK_NULL_HANDLE for handles, fixes 32-bit builds
Some Vulkan types are defined as "non dispatchable handles" and use a
different typedef on 32-bit and 64-bit systems (struct pointer on
64-bit, `uint64_t` otherwise).

0e78ffd1dc/include/vulkan/vulkan_core.h (L59-L65)

Contrarily to `NULL`, `nullptr` can't be converted to `uint64_t` so
build was now failing on 32-bit after converting the codebase from
using `NULL` to `nullptr`.

Fixes #37620.
2020-04-06 10:21:32 +02:00
qarmin
a0832e6f5e Fix leak with Vulkan allocator 2020-04-04 20:16:48 +02:00
PouleyKetchoupp
af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Pedro J. Estébanez
741f8d9bec Fix res:// trimmed to s:// on Windows 2020-04-01 10:30:22 +02:00
Rémi Verschelde
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Rémi Verschelde
cbbe0743a9
Merge pull request #37219 from RajatGoswami/missing-include-guards
Adding missing include guards to header files identified by LGTM
2020-03-23 11:17:24 +01:00
Rajat Goswami
2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Bastiaan Olij
c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
05d9d1c0e7
Merge pull request #36905 from Faless/js/restore_and_ci
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-11 07:31:16 +01:00
Rémi Verschelde
f70b5fa30c Revert "Enhanced physical device selection to use device type and available memory in relation to issue #35397"
This reverts commit 4f3006e5ac.
2020-03-10 08:58:34 +01:00
Haoyu Qiu
46230d253b Initializes VulkanContext::queue_props to NULL 2020-03-10 14:36:39 +08:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
PouleyKetchoupp
d99bea20dc More explicit error messages when vulkan calls return errors 2020-03-09 13:25:54 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli
aa8c825855 OS_Javascript temporarly uses dummy rasterizer. 2020-03-08 03:35:13 +01:00
Fabio Alessandrelli
7b22ca339f Restore dummy rasterizer
Not all functionalities are back, but it compiles and runs minimal
project.
2020-03-08 01:55:27 +01:00
Rémi Verschelde
42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde
398f714dfc
Merge pull request #36792 from akien-mga/vulkan-better-debug-prints
Vulkan: Use Godot print macros matching MessageSeverity flag
2020-03-04 20:31:02 +01:00
Rémi Verschelde
3625b057af Vulkan: Use Godot print macros matching MessageSeverity flag
Otherwise any verbose/info/warning debug message from Vulkan would
raise an error, confusing users about the severity of the message.

Cf. #36185, #36790.
2020-03-04 15:02:49 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde
f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde
2856740e6b
Merge pull request #36385 from kuruk-mm/some_static_asserts
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 13:18:48 +01:00
Rémi Verschelde
98f88a4102
Merge pull request #36585 from disks86/master
Enhanced physical device selection
2020-03-04 13:00:52 +01:00
Mateo Dev .59
c933eb7acc Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert 2020-03-04 04:44:47 -03:00
Mateo Dev .59
8a88637705 os: execute parse the command output from utf8 2020-03-03 21:58:50 -03:00
Pedro J. Estébanez
9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Pedro J. Estébanez
aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Haoyu Qiu
771e66b080 Adds null check of pMessageIdName 2020-02-29 18:26:38 +08:00
Christopher Joseph Dean Schaefer
4f3006e5ac Enhanced physical device selection to use device type and available memory in relation to issue #35397 2020-02-28 21:02:29 -05:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde
3a7f1300ee
Merge pull request #36186 from Calinou/remove-vulkan-debugging-prints
Remove Vulkan debugging prints
2020-02-27 21:11:24 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
da3a504216
Merge pull request #36454 from akien-mga/vulkan-workaround-32-bit-lib-error
Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDs
2020-02-22 16:28:48 +01:00
Juan Linietsky
54dfdd1cdb Correct condition wrongly converted to ERR_FAIL_COND_MSG
Fixes debugging of giprobes not working, likely other stuff
2020-02-22 11:36:26 -03:00
Rémi Verschelde
e596439497 Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDs
In the vast majority of cases, this will be a false positive error
thrown by Vulkan-Loader when a Linux system has Vulkan ICDs for both
32-bit and 64-bit. The error is of the form:
```
ERROR: [Loader Message] Code 0 : /usr/lib/libvulkan_intel.so: wrong ELF class: ELFCLASS32
ERROR: [Loader Message] Code 0 : /usr/lib/libvulkan_radeon.so: wrong ELF class: ELFCLASS32
```

The loader dlopen's the 32-bit ICDs first, raises this error, and then
happily goes on to try and use the 64-bit ICDs.

Upstream report: https://github.com/KhronosGroup/Vulkan-Loader/issues/262

Fixes #36185.
2020-02-22 15:32:20 +01:00
Sam Green
06d7316419 Add iphone to vulkan drivers SCsub 2020-02-21 22:00:48 -08:00
Rémi Verschelde
5ace0beeaa
Merge pull request #36367 from IronicallySerious/rem-audio-driver-dummy
Remove unused driver/dummy/audio_driver_dummy.h
2020-02-19 21:49:17 +01:00
Twarit
04882a481b Remove unused driver/dummy/audio_driver_dummy.h 2020-02-20 00:59:31 +05:30
Rémi Verschelde
05e610b78c
Merge pull request #36357 from MateoMiccino/rendering_vulkan_vertexdescriptionkey_fix
rendering_vulkan: VertexDescriptionKey equal comparator was checking …
2020-02-19 15:54:33 +01:00
Mateo Dev .59
ab88d291b2 rendering_vulkan: VertexDescriptionKey equal comparator was checking only the first element of his vector of VertexDescription 2020-02-19 10:01:19 -03:00
Fabio Alessandrelli
19ef28a614 Fix set_reuse_address on non-Windows platforms.
Broken after cae0d8853d .
2020-02-19 10:15:36 +01:00
Rémi Verschelde
6e64036693
Merge pull request #36321 from Faless/net/win_tcp_noreuse
Disable NetSocket reuse address on Windows.
2020-02-18 16:03:29 +01:00
Rémi Verschelde
27326f8238
Merge pull request #36296 from Faless/dtls/enet_vulkan
DTLS support + optional ENet encryption
2020-02-18 15:01:53 +01:00
Rémi Verschelde
c3f4c1baed
Merge pull request #36320 from madmiraal/fix-c4996-warning-vulkan_context
Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.
2020-02-18 13:57:57 +01:00
Fabio Alessandrelli
cae0d8853d Disable NetSocket reuse address on Windows.
It actually means reuse port -.- ...
2020-02-18 13:00:10 +01:00
Marcel Admiraal
529f924aaa Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.
Use Godot's String to concatenate C-strings instead of strcat and sprintf,
which are unsafe, because they don't check for buffer overflows.
2020-02-18 12:35:59 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Fabio Alessandrelli
2811f07084 Add peek option to NetSocket recv_from. 2020-02-16 01:11:30 +01:00
Rémi Verschelde
79a7be6e7d Vulkan-Loader: Mark secure_getenv as available on Linux
It's a GNU extension part of glibc since 2.17, and it was also added
recently to musl libc. It doesn't seem to be available on *BSD (but
also not used there by Vulkan-Loader).

Could be made more thorough by doing a test compilation of a file to
check for the existence of the function on the host system, but unless
we run into actual issues, that's likely overkill.
2020-02-14 15:32:04 +01:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Hugo Locurcio
71b74195de
Remove Vulkan debugging prints 2020-02-13 18:50:07 +01:00
Rémi Verschelde
f1ac292084
Merge pull request #36169 from timothyqiu/memleak
Fixes some memory leaks
2020-02-13 11:28:35 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Haoyu Qiu
a23a52db3f Fixes some memory leaks 2020-02-13 09:46:13 +08:00
Yuri Roubinsky
4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky
6b99bda1e8 Added support for arrays as shader struct members 2020-02-12 17:10:20 +03:00
Rémi Verschelde
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Yuri Roubinsky
6f162395ff Implementation of 'struct' for shaders 2020-02-11 20:00:42 +03:00
Rémi Verschelde
db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
bruvzg
7bf72ed14e Update Vulkan loader to 1.1.127 2020-02-11 12:05:27 +01:00
Rémi Verschelde
fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky
da0457fa29 Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
Juan Linietsky
2af701fa03 Use a different strategy to get textures from GPU (via buffers), for more compatibility. 2020-02-11 12:04:54 +01:00
bruvzg
d5df1b651c Improve HiDPI handling, fix incorrect window viewport clipping. 2020-02-11 12:04:04 +01:00
Juan Linietsky
561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky
6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
Juan Linietsky
965185c765 Better GIProbe quality settings. 2020-02-11 12:03:23 +01:00
Juan Linietsky
acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky
4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky
263bebe023 Untested support for compute shaders 2020-02-11 12:02:34 +01:00
Juan Linietsky
123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky
2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky
8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Rémi Verschelde
511f65214f SCons: Streamline Vulkan buildsystem + fixups
- Renamed option to `builtin_vulkan`, since that's the name of the
  library and if we were to add new components, we'd likely use that
  same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
  against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
2020-02-11 11:59:04 +01:00
Rémi Verschelde
6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg
b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky
c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky
60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +01:00
Juan Linietsky
0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky
8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky
ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky
a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky
e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky
836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky
9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky
1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky
edb6966024 Improved validation of attachments 2020-02-11 11:53:26 +01:00
Juan Linietsky
fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Rémi Verschelde
0ead0eeabb Merge pull request #35301 from Calinou/improve-console-error-logging
Improve the console error logging appearance
2020-02-10 11:16:01 +01:00
Rémi Verschelde
a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
clayjohn
68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
Yuri Roubinsky
15358b808b Fix shader crash if using multiple underscores in identifier names 2020-01-31 09:11:17 +03:00
clayjohn
eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Eric Rybicki
3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
clayjohn
3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Hugo Locurcio
90a1f8d8a7
Make OS.execute() blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Rémi Verschelde
a8460bffd2
Merge pull request #35414 from Ovnuniarchos/AlsaMidiBadPitchBend
ALSA MIDI: Pitch bend and System Common messages
2020-01-22 22:12:57 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Ovnuniarchos
9c48eb1c59 ALSA MIDI driver:
Pith bend message now has correct size (was 2 bytes instead of 3).
	Recognized (but not implemented) 0xF? messages. SysEx messages will be reocognized as such, but their contents will be ignored.
2020-01-22 21:41:48 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
00284a75e8 GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.

Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter

Fixes #35436.
2020-01-22 15:18:56 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde
837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98a:
  "Expose audio callbacks as signals."
- dabaa11b3c:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde
90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde
4d052e51a2
Merge pull request #35302 from clayjohn/GLES3-env-map
Reduce complexity of irradiance map generation
2020-01-19 12:39:36 +01:00
Rémi Verschelde
dc4db4ab45 GLES3: Slight optimization to irradiance compute
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
2020-01-19 11:03:11 +01:00
Rémi Verschelde
43caf83c09
Merge pull request #35284 from Ovnuniarchos/MidiNoReopen
Alsa MIDI input thread gets properly reinitialized on open_midi_input.
2020-01-19 09:34:38 +01:00
clayjohn
0979411cad reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
Hugo Locurcio
580b8cc012
Improve the console error logging appearance
This makes secondary information less visually prominent
to improve overall readability.

Various loggers were also tweaked for consistency.
2020-01-19 00:24:17 +01:00
Ovnuniarchos
af95554aff Alsa MIDI input thread gets properly reinitialized on open. 2020-01-18 15:59:59 +01:00
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
clayjohn
041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn
f3af81b059 Gracefully handle 3D textures in GLES2 2020-01-16 11:28:14 -08:00
Yuri Roubinsky
5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
Rémi Verschelde
3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde
318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn
f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn
910f8719a0 Fix array constructor for lightmaps 2020-01-15 17:41:46 -08:00
clayjohn
a345088433 Add background mode keep to GLES2 2020-01-15 15:59:00 -08:00
Rémi Verschelde
8130decfe4
Merge pull request #35064 from clayjohn/rendering_crashes
Fix light and multimesh crashes
2020-01-13 09:13:18 +01:00
clayjohn
179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
clayjohn
796d35d8b3 Fix generation of irradiance map 2020-01-12 14:45:31 -08:00
Rémi Verschelde
815bf761a5 RasterizerCanvas: Use getornull to fetch light occluder polygon
Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
Rémi Verschelde
377ae2af97
Merge pull request #34808 from Calinou/no-color-in-non-tty
Disable colored console output when standard output isn't a TTY
2020-01-06 16:39:47 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Hugo Locurcio
785af45d8e
Disable colored console output when standard output isn't a TTY
This prevents Godot from writing ANSI escape codes when redirecting
stdout and stderr to a file.
2020-01-04 04:04:08 +01:00
Rémi Verschelde
94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn
906b5e7f3f Fix crash on trimesh_create by making surface->data available in non-tool builds 2020-01-03 13:39:40 -08:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
Rémi Verschelde
2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide
bb6f04c9f5
Fix wrong return type
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed:
0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float`  caused by #34704
2020-01-01 19:14:51 +07:00
Rémi Verschelde
e4907e50fe GLES3: Fix false positive in ninepatch axis stretch code
See #34704.
2020-01-01 11:49:58 +01:00
PouleyKetchoupp
1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
162bebcafa
Merge pull request #34647 from madmiraal/pulse-audio-null-pointer
Check for null pointer in PulseAudio server info callback.
2019-12-30 17:41:28 +01:00
Rémi Verschelde
a96c95f1ef
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
2019-12-30 16:11:58 +01:00
Winston
c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço
16429a4289 Reset GLES3 MultiMesh buffer id when reallocating. 2019-12-28 18:38:25 +00:00
Marcel Admiraal
32eccb87e0 Check for null pointer in PulseAudio server info callback. 2019-12-28 08:38:29 +01:00
Bruno Lourenço
65195f505f Fix canvas GLES3 skeleton transform uniform updating. 2019-12-23 18:40:48 +00:00
Bruno Lourenço
f26c9d650b Fix 2D lighting when using skeleton. 2019-12-23 00:00:18 +00:00
Rémi Verschelde
e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço
d47374385c Fix GLES3 light cutoff. 2019-12-21 20:52:54 +00:00
Bruno Lourenço
d7f9d71be2 Fix contact shadow when light is outside of viewport. 2019-12-21 16:55:41 +00:00
clayjohn
28543667fd Always use 16 bit renderbuffer depth on WebGL 2019-12-19 20:41:32 -08:00
Fabio Alessandrelli
feb54d0ed7 Make NetSockets quiter.
Use print_verbose instead of ERR_* for network errors.
2019-12-17 16:08:24 +01:00
Rémi Verschelde
c39aa2b200
Merge pull request #34367 from clayjohn/GLES2-shadow_color
Fix shadow color in GLES2 by making sRGB
2019-12-16 08:05:17 +01:00
clayjohn
2a694a44cb fix shadow color in GLES2 by making sRGB 2019-12-15 10:27:31 -08:00
Rémi Verschelde
d3a07d3550
Merge pull request #33910 from Faless/net/android_mlock
Acquire MulticastLock on Android when using broadcast/multicast
2019-12-14 21:53:08 +01:00
Fabio Alessandrelli
9269d6be32 UDP sockets broadcast is now disabled by default.
Add method `set_broadcast_enabled` to allow enabling broadcast via
GDScript.
2019-12-14 17:48:16 +01:00
volzhs
904b7700fa Remove convex_decomp in drivers/SCsub
follow-up f111d1aaed
2019-12-14 21:41:21 +09:00
Rémi Verschelde
f111d1aaed Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.

Follow-up to #34293.
2019-12-13 23:29:52 +01:00
Rémi Verschelde
371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Rémi Verschelde
f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
Add a default POINT_SIZE
2019-12-12 06:45:31 +01:00
Bojidar Marinov
eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
Rémi Verschelde
c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
clayjohn
676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde
435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
Fabio Alessandrelli
ab1bfb9007 NetSocket set_broadcast_enabled returns Error enum 2019-12-10 12:11:52 +01:00
clayjohn
fd31cebcbe Use renderbuffer depth for post-process buffers when appropriate 2019-12-09 22:19:11 -08:00
clayjohn
e8d652f160 Force 32 bit depth buffer for WebGL 2019-12-09 22:14:12 -08:00
Rémi Verschelde
cd07a34598 GLES3: Properly unbind buffers after draw commands
Patch provided by @oeleo1.

Fixes #34120.
2019-12-09 09:25:20 +01:00
Rémi Verschelde
fbfd56c247 GLES2: Fix uninitialized members in ShaderGLES2::Version
Fixes #34109.
2019-12-05 09:15:31 +01:00
Rémi Verschelde
745a8915fc Properly orphan polygon index buffer after binding (take 2)
Follow-up to #34088, patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-04 12:16:50 +01:00