Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
(cherry picked from commit f3c1232c59)
This was comparing arrays, GCC 12 raises a warning for it:
```
drivers/gles2/shader_gles2.cpp: In member function 'bool ShaderGLES2::bind()':
drivers/gles2/shader_gles2.cpp:80:71: error: comparison between two arrays [-Werror=array-compare]
80 | if (active != this || !version || new_conditional_version.key != conditional_version.key) {
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~
drivers/gles2/shader_gles2.cpp:80:71: note: use unary '+' which decays operands to pointers or '&'component_ref' not supported by dump_decl<declaration error>[0] != &'component_ref' not supported by dump_decl<declaration error>[0]' to compare the addresses
```
When compressed vertex positions are used in a blend shapes mesh, we
need to make sure we set the w-component of the position vector to 1.0
When octahedral compression is used on normals/tangents, they need to be
converted to cartesian floats to be used for blend shapes
This conversion also changes the number of components of that vertex
attribute, which caused issues because previously there was an
assumption that you had the same number of components in the blend shape
buffer as you did in the original mesh's buffer (which is not true for
oct norm/tang)
Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used
This is an issue because the function keeps track of the previous shader
state to try to minimize state changes
Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.
This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
Wrapper functions for uploading buffers to OpenGL take all sizes and offsets in bytes. Some buffer sizes are specified as units (e.g. float) so require conversion to bytes when calling the buffer upload functions.
Two such bugs have been fixed in blendshapes, and parameter names and comments have been changed to emphasize that sizes should be in bytes.
In addition DEV_ASSERTS in the upload wrappers have been changed to ERR_FAIL.
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.
(cherry picked from commit 1bdb82c64e)
On some platforms, exporters are prevented from exporting S3TC textures. This causes problems if the .import file contains a reference to such a texture - the exported project will attempt to load the S3TC, fail, and probably crash.
This PR prevents this problem by faking lack of hardware support for S3TC on the affected platforms. This prevents the engine attempting to load the S3TC and avoids the problem.
A previous change missed setting a flag that specified whether half
floats were being used on vertex positions when in the GLES2 driver
This caused errors with the vertex buffer when platforms (specifically
iOS) which do not properly support half float vertex attributes on
GLES2, try to remapt the vertex buffer to stop using half floats
(in this case that remapping never happened and caused artifacts)
Re-enable setting that flag to fix rendering issues on these platforms
- Prevent debug enforced use of ubershader on shaders not supporting it
- Use unsigned integer for ubershader flags
- Add project setting for disabling async shader compilation on mobile
- Stop sampling some textures through different kinds of samplers at the same time
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.
This can be fine on high power desktops but can be an annoyance on lower power machines.
This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.
An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:
* Continuous
* Update all changes
* Update vital changes
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.
(cherry picked from commit 49297d937c)
I don't see any reference to gzip/svgz supported in the nanosvg library,
and the handful of test gzip compressed svgz files I tried failed loading.
Also cleaning a couple missing includes in platform export code.
Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh
Now make the blend_shapes shader octahedral compression aware!
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 non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
Since the new asynchronous shader compilation message prints to a
separate line (as it can be quite long), this frees up space in the
editor Output panel.
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.
(cherry picked from commit 5acb8a253e)
The "webgl/webgl2.h" include provides that function, but it's not
available in emscripten versions < 2.0.17 .
Since we need to support emscripten 1.39.9 (mono builds), this commit
adds a JS function in library_godot_display.js as a compatibility layer
for it, and implement glGetBufferSubData by funneling the call to that
function (so we don't have name collisions JS-side with recent emcc).
All those hacks are now moved to the platform directory instead of being
ifdefs inside the drivers implementations.
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 GeometryInstance
(and therefore MeshInstance), 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.
Implemented in rasterizer of both GLES2 and GLES3.
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.
(cherry picked from commit de912a8bd9)
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.
(cherry picked from commit 47496a55bc)
Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
For octahedral compressed normals/tangents, we use vec4 in the shader
regardless of whether a normal/tangent does/doesn't exist
For the case where we only have a normal vector, we need to specify that
there are only two components being used when calling glVertexAttrib
Before we would always specify that there were 4 components, and used
offsets to determine where in the vertex buffer to read data from but
this doesn't work on all platforms
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`.
Immediate meshes do not have geometry of type Surface so we check
to see the mesh isn't immediate before trying to cast to surface
to check for octahedral compression
This patch fixes rendering of multiple reflection probes for a single
mesh in the GLES2 renderer. If there were two reflection probes, one of
them would always have the `interior` option flipped, resulting in
broken blending between probes and flickering of ambient reflection.
Also make note of GLES2 reflection probe limit
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.
When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting
Update _get_array_from_surface to also support vertex stream splitting
Add a condition on split stream usage to ensure it does not get used on
dynamic meshes
Handle case when Tangent is compressed but Normal is not compressed
Make stream splitting option require a restart in the settings
Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions
Update Sprite3D to use the dynamic mesh flag
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
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.
(cherry picked from commit b48cbb5da9)
This backports the high quality glow mode from the `master` branch.
Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.
High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
With the octahedral compression, we had attributes of a size of 2 bytes
which potentially caused performance regressions on iOS/Mac
Now add padding to the normal/tangent buffer
For octahedral, normal will always be oct32 encoded
UNLESS tangent exists and is also compressed
then both will be oct16 encoded and packed into a vec4<GL_BYTE>
attribute
Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping
GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors
Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>
Binormal sign is encoded in the y coordinate of the encoded tangent
Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors
sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing
Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults
Created shader flags to specify whether octahedral or cartesian vectors
are being used
Updated importers to use octahedral representation as the default format
for importing meshes
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
Implemented splitting of vertex positions and attributes in the vertex
buffer
Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved
Made a project setting which enables/disabled the buffer formatting
throughout the project
Implemented in both GLES2 and GLES3
This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data
Updated Docs and Project Setting