Commit graph

2564 commits

Author SHA1 Message Date
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