Commit graph

104 commits

Author SHA1 Message Date
Thaddeus Crews
41a81f5360
Style: Format yaml files 2024-09-13 08:06:53 -05:00
A Thousand Ships
df29cc696f
[Core] Optionally delete Ref nullptr comparisons
Adds an optional (default false) compile option to enable comparing
`Ref` to `nullptr` to ensure correct use, as well as future expandsion
for more general dev checks (enabled with `dev_mode`)
2024-09-12 11:26:49 +02:00
A Thousand Ships
a2d16c0313
[CI] Run unit tests on desktop release templates 2024-07-18 15:17:33 +02:00
A Thousand Ships
32f8292679
[CI] Upload build cache before running tests
This improves turnaround time on large PRs where compilation is
successful but unit testing or similar fails, forcing recompilation of
unchanged code
2024-07-13 17:45:37 +02:00
Rémi Verschelde
a63c37dca1
SCons: Bump min version to 3.1.2, test it on CI with one Linux job
The min SCons version had to be bumped as SCons 3.0 before 3.0.3 seems
broken (see #92043), and there's little gain from supporting 3.0.3-3.0.5.

3.1.2 is also the first version to avoid ambiguities between Python 2
and Python 3 usage, so we finally use it as the minimum baseline.

Also test against Python 3.6 which is also our minimum supported version.
This should help prevent regressions whenever we modernize the build scripts.
2024-05-17 11:18:57 +02:00
Aaron Franke
2b2dec1f60
CI: Enable submodules on the checkout action 2024-03-15 19:53:06 -07:00
Rémi Verschelde
ad8d3cf1c9
CI: Update actions to latest versions, use default runner .NET version 2024-02-22 23:02:35 +01:00
Raul Santos
99b4f3086d
C#: Run source generators tests in CI
Also fixes ScriptPathAttributeGenerator for generic types and its test.
2024-02-19 19:41:15 +01:00
Riteo
7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
Hugo Locurcio
dec26e15b3
Use colored output on CI for Doctest
GitHub Actions output is not considered a TTY, so colored output
must be forced.
2023-10-28 09:22:36 +02:00
Rémi Verschelde
261fef72ad
CI: Workaround recently broken add-apt-repository on GHA
Hopefully adding the sources manually still works.
2023-10-12 23:48:37 +02:00
Rémi Verschelde
303b54bcee
CI: Switch mesa PPA from kisak-mesa to turtle
May solve a weird name clash we seem to have on CI since yesterday.
2023-10-11 13:54:00 +02:00
Rémi Verschelde
de14f1d295
CI: Bump version for actions/checkout@v4 and actions/setup-dotnet@v3 2023-09-04 16:05:57 +02:00
Rémi Verschelde
5eb8253fc0
CI: Propagated error code when glue generation fails
This used to be ignored as we ran the X11 version with Vulkan software renderer and xvfb-run, which could crash at the time. Now that we have headless mode, this is not a problem anymore.
2023-08-21 13:21:19 +02:00
Yuri Sizov
16a93563bf
Merge pull request #73777 from myaaaaaaaaa/enable-tsan
Add a Linux ThreadSanitizer job to CI
2023-08-04 21:28:42 +02:00
Rémi Verschelde
a890457693
CI: Make extension API compatibility check mandatory
This means that any PR which breaks the extension API should
handle it properly, that is:

- Add compatibility methods to ensure that existing function hashes work
- Document the changes in the relevant misc/extension_api_validation/ file
2023-08-03 15:56:34 +02:00
Yuri Sizov
deb6025781 CI: Extract godot-cpp testing into its own job
This ensures that the godot-cpp job has plenty of resources
to run its build and avoid being affected by the main build.

Additionally:
- Extract test tasks into dedicated actions.
- Upload artifacts as early as possible.
- Ensure that we check master cache before random cache.
2023-08-01 20:41:45 +02:00
Rémi Verschelde
611123f7fd
CI: Free disk space on Linux runners
Removing the Android toolchain saves 14 GiB, which gives us more room
for growth and to avoid running into out-of-space errors in the Linux
sanitizers + debug symbols builds.

Related to #79919, though the caches were just one part of the problem,
the real issue is that our Linux sanitizers builds take 12 GiB, and
adding godot-cpp on top with 2 GiB leaves only a few GiB left for the
cache itself.
2023-08-01 14:29:20 +02:00
myaaaaaaaaa
8b78ad5fc4 Add a Linux ThreadSanitizer job to CI 2023-06-26 11:47:42 -04:00
Rémi Verschelde
8c564cd974
CI: Use SCU build for Linux w/ sanitizers build
It's the slowest build so a speedup from SCU is welcome.
The other purpose of this change is to actually catch global scope
conflicts which would break the SCU build.

SCU builds have drawbacks as they won't fully validate that the
includes are correct, but we should have enough other builds in the CI
build matrix to catch this type of bug.
2023-06-20 13:15:34 +02:00
RedworkDE
0cf491bcb5 Allow validating the extension api against a reference version and a list of known changes. 2023-05-19 18:43:04 +02:00
Rémi Verschelde
a28c9701ed
CI: Use GODOT_BASE_BRANCH for the godot-cpp checkout 2023-05-18 16:22:25 +02:00
yedpodtrzitko
93b7bcb33d ci: wait for static check results before starting builds 2023-04-04 22:05:15 +07:00
Rémi Verschelde
17da86eb7b
CI: Disable debug_symbols for Linux + all sanitizers build
We're running out of disk space so builds are failing...
2023-02-18 23:41:44 +01:00
Rémi Verschelde
57d0afb365
CI: Remove flaky packages.microsoft.com Ubuntu repository
We don't need it.
2023-02-11 17:05:05 +01:00
Rémi Verschelde
da124e9d04
CI: Remove custom Linux deps and SwiftShader
The default environment already includes everything we need to build
all our configurations.

Remove custom SwiftShader setup as lavapipe should now be good enough,
but we need to install the latest one.
2023-02-06 18:21:15 +01:00
bruvzg
8cb7bd5230
[CI] Remove packages that are no longer necessary. 2023-01-25 10:55:34 +02:00
bruvzg
daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
Rémi Verschelde
de5aaf1d13
CI: Fix dumping GDExtension interface and API for godot-cpp
Follow-up to https://github.com/godotengine/godot-cpp/pull/960.

Fix exit code for --dump-extension-api and --dump-gdextension-interface.

Removed the planned API validation step as we still didn't implement
anything, and maintaining a stub isn't useful.
2022-12-14 16:42:14 +01:00
Rémi Verschelde
f1edd03d4c
Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextension
Rename all gdnative occurences to gdextension
2022-12-12 11:43:59 +01:00
Gilles Roudière
be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
Hugo Locurcio
063637ec77
Rename float=64 SCons option to precision=double
This avoids confusion with the old `bits=64` option and building
for 64-bit CPUs in general.
2022-12-10 16:43:45 +01:00
Raul Santos
d3641c9d0d
Add GCC problem matcher to CI 2022-11-11 19:41:36 +01:00
Rémi Verschelde
0056acf46f CI: Update target for godot-cpp after https://github.com/godotengine/godot-cpp/pull/867 2022-10-04 16:51:58 +02:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde
ef28da8006 CI: Bump various GitHub actions to latest versions
actions/cache@v3
actions/checkout@v3
actions/upload-artifact@v3
actions/setup-dotnet@v2
actions/setup-java@v3
actions/setup-python@v4
mymindstorm/setup-emsdk@v11

Also reset cache keys as we're going to cleanup all caches.
2022-08-25 13:44:22 +02:00
Aaron Franke
27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
Ignacio Roldán Etcheverry
20bd64db69 CI: Remove second build with mono_glue=yes
A second build is no longer needed. It was resulting in a null build
that still took more than 1 minute of CI time.

Also removed other usages of `mono_glue=no` and `mono_static=yes`,
as these options no longer exist.
2022-08-23 04:23:29 +02:00
Ignacio Roldán Etcheverry
18f805b3aa C#: Upgrade to .NET 6 (5.0 -> 6.0) 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
34db8d2c6c CI: Setup .NET Sdk to fix CI and build C# code as well 2022-08-22 03:36:51 +02:00
Rafał Mikrut
49632bf993 Check also GLES3 in CI 2022-08-06 19:12:09 +02:00
antonWetzel
87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
Rémi Verschelde
da14b19bbf CI: Link MoltenVK statically on macOS
Same as done for official builds.

Also make artifacts executable before zipping.
2022-07-29 14:32:57 +02:00
bruvzg
36ef8f29dc
Implement support for loading system fonts on Linux, macOS / iOS and Windows. 2022-07-26 08:38:05 +03:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde
c8479c0d4d SCons: Refactor Linux linker options with linker=<bfd|gold|lld|mold>
The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:

- `default`: No change, typically uses GNU ld (bfd) unless the user or
  distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
  use in production but great for development speed. Provided by distro
  `mold` package or needs to be compiled from source and installed to
  `/usr` otherwise.

Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.

Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
2022-07-22 01:00:35 +02:00
Rémi Verschelde
26f9e87235 CI: Use Gold (GCC) and LLD (Clang) as linker for Linux sanitizers builds
They're very memory hungry to a point where GNU ld can crash on CI.
Both Gold and LLD should be nicer to RAM and thus a safer option.
2022-07-21 08:53:11 +02:00
Riteo
ef9039ad36 Revert "CI: Disable Linux GCC ASAN temporarily"
This reverts commit 04e955841f.

It looks like we can just remove `-pipe` for the CI to complete.
2022-07-20 19:03:38 +02:00
Rémi Verschelde
04e955841f
CI: Disable Linux GCC ASAN temporarily
Another attempt at fixing CI which seems to get a linker crash since today (likely OOM).
2022-07-20 16:35:03 +02:00
Rémi Verschelde
ea21122575 SCons: Default num_jobs to max CPUs minus 1 if not specified
This doesn't change the behavior when `--jobs`/`-j` is specified as a
command-line argument or in `SCONSFLAGS`.

The SCons hack used to know if `num_jobs` was set by the user is derived
from the MongoDB setup.

We use `os.cpu_count()` for portability (available since Python 3.4).

With 4 CPUs or less, we use the max. With more than 4 we use max - 1 to
preserve some bandwidth for the user's other programs.
2022-07-17 12:38:41 +02:00