This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes#25262.
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.
As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html
- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
default, this includes the value of $CCFLAGS, so that setting
$CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
included in any command that uses the C preprocessor, including not
just compilation of C and C++ source files [...], but also [...]
Fortran [...] and [...] assembly language source file[s].
TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes#26569.
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.
Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.
Fix ETC check invalidating templates on HTML5.
Fixes#26476.
Also drop some unused files.
Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
(same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
`godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
`EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
`PowerOSX`
- `OSUWP` renamed to `OS_UWP`
Dropped:
- `platform/windows/ctxgl_procaddr.h`
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes#24540 and fixes#24841
By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.
This should improve performance of String usage for most cases.