Commit graph

15 commits

Author SHA1 Message Date
vittorioromeo
55ed34e37c Use '_v' shorthand for type traits and 'if constexpr' where appropriate 2024-02-02 15:43:21 +01:00
Pedro J. Estébanez
a731774813 WorkerThreadPool: Avoid most runtime allocations
Just a little optimization.

**NOTE:**
With `RID_Owner` we could replace each pair of `PagedAllocator` and
`HashMap`-of-ids-to-pointers. However, that would force us to expose
`RID` as the task/group id, instead of `int`, which would break the
API. Too bad. Let's wait until Godot 5.0.
2024-01-08 12:46:31 +01:00
Pedro J. Estébanez
0567c5df9f Make PagedAllocator more compatible (esp., with HashMap) 2023-12-20 12:05:27 +01:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
Pedro J. Estébanez
341b95871c Add missing thread safety to PagedAllocator 2023-05-08 18:38:56 +02:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
lawnjelly
b221eab426 Variant memory pools
Memory pools via PagedAllocator for Transform2D, Transform3D, Basis and AABB.
2022-07-04 12:01:46 +01:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
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
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
AndreaCatania
c81cb64416 Add the possibility to initialize the classes allocated with the PagedAllocator
It uses the (`const T &&... p_args`) forward reference, to avoid copying the
memory in case it's an rvalue, or pass a reference in case it's an lvalue.

This is an example:
```c++
PagedAllocator<btShapeBox> box_allocator;
btShapeBox* box = box_allocator.alloc( btVector3(1.0, 1.0, 1.0) );
```
2021-08-14 09:04:31 +02:00
Morris Tabor
d1bc88d426 Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 22:35:42 +02:00
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
reduz
2e66e5d599 Use page allocator for BVH 2020-12-24 14:08:03 -03:00
reduz
83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00