This switches to 64-bit integers in select locations of the Image
class, so that image resolutions of 16384×16384 (used by
lightmap texture arrays) can be used properly. Values that are larger
should also work.
VRAM compression is also supported, although most VRAM-compressed
formats are limited to individual slices of 16384×16384. WebP
is limited to 16383×16383 due to format limitations.
This is about not letting the resource format loader set the error code directly on the task anymore. Instead, it's stored locally and assigned only when it is right to do so.
Otherwise, other tasks may see an error code in the current one before it's state having transitioned to errored. While this, besides the technically true data race, may not be a problem in practice, it causes surprising situations during debugging as it breaks assumptions.
ResourceLoader:
- Fix invalid tokens being returned.
- Remove no longer written `ThreadLoadTask::dependent_path` and the code reading from it.
- Clear deadlock hazard by keeping the mutex unlocked during userland polling.
WorkerThreadPool:
- Include thread call queue override in the thread state reset set, which allows to simplify the code that handled that (imperfectly) in the ResourceLoader.
- Handle the mutex type correctly on entering an allowance zone.
CommandQueueMT:
- Handle the additional possibility of command buffer reallocation that mutex unlock allowance introduces.
These deferring measures were added to aid threaded resource loading in being safe.
They were removed as seemingly unneeded, but it seems they are needed so resources involved in threaded loading interact with others only after "sync points".
Fixes#73374
As of godot 4 On windows/osx the game window will be frozen and will not
be updated.
In the debugger loop it calls
OS::get_singleton()->process_and_drop_events();
which allows windows/osx to handle system events. If the window doesn't
handle these events then both systems will judge the window to be 'not
responding' (osx beachball cursor)
When the event processing code was migrated from OS to DisplayServer the
process_and_drop_events() logic was moved to DisplayServer, but the call
inside the remote debugger pause loop was not updated to call the
DisplayServer version, there are currently no implementations of
OS::process_and_drop_events() so i removed it and switched to the new
DisplayServer::force_process_and_drop_events() method.
Editor code is not instantiable outside of the editor
(1d14c054a1/core/object/class_db.cpp (L369)).
This is fine for editor plugins and the like, but the GDScript analyzer
balks at it, causing F5 runs to fail: #73525.
Instead, we really just want to know if the type is abstract - so add
a new ClassDB method to check that and nothing else.
Update core/object/class_db.cpp
Apply code review comments
Co-Authored-By: Bryce <1522777+baptr@users.noreply.github.com>
- Allows the message queue override to flush after loading each resource, which was the original intent.
- Removes a redundant call to mark the thread as safe-for-nodes.
This reverts commit 150b50cfcd.
As discussed with the GDScript team, this has some implications which aren't
fully consensual yet, and which we want to revisit.
For now we revert to the 4.2 behavior for the 4.3 release, to avoid breaking
user expectations.
Folder names ending with one or more `.` characters are not allowed
on Windows, so this would break writing logs, shader cache and other
project-specific files. Trailing periods are now stripped in this case.
On non-Windows platforms, this change still applies in the interest
of portability.