Commit graph

51 commits

Author SHA1 Message Date
Matias N. Goldberg
364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
Thaddeus Crews
9903e6779b
Enforce template syntax typename over class 2024-03-07 22:39:09 -06:00
bruvzg
7bcb419149
[Core] Improve CowData and Memory metadata alignment. 2024-02-05 17:30:02 +02:00
vittorioromeo
55ed34e37c Use '_v' shorthand for type traits and 'if constexpr' where appropriate 2024-02-02 15:43:21 +01:00
A Thousand Ships
893f889d74 [Core] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-11 19:45:49 +02:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Fabio Alessandrelli
6f02183f8c [Core] Use std type traits to check operations triviality. 2022-08-04 14:05:17 +02:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
AndreaCatania
98ceb60eb4 Refactors the memnew_placement.
With this commit the macro `memnew_placement` uses the standard memory
placement syntax: `new (mem) TheClass()`, and removes the outdated and
not used syntax:
```
_ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) {
```

Thanks to this change, the function `memnew_placement` call is compatible with
any class, and can also initialize classes with non-empty constructor:
```
// This is valid, like before.
memnew_placement(mem, Variant);

// This works too:
memnew_placement(mem, Variant(123));
```
2021-08-13 10:18:34 +02:00
Haoyu Qiu
542d7d6460 Fix memfree parameter name 2021-07-09 14:41:00 +08:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
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
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
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
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
1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.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
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
Rémi Verschelde
13a9bfbca7 Style: Harmonize header guards to style guide [Core] 2020-03-25 11:22:19 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Marcel Admiraal
c2aa3e2351 Remove circular include between core/typedefs.h and core/error_macros.h 2019-10-08 11:03:57 +02:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Hein-Pieter van Braam
4240e3d668 Optimizations for trivial types
Relying on various compiler primitives we can reduce the work done
in our memory allocators and CowData. For types with trivial ctors or
dtors we can skip looping over all elements when creating, resizing,
and destroying lists of objects.

These primitives are supported by clang, msvc, and GCC. However, once
we've moved to C++11 we can rely on several std:: primitives that do
the same thing and are standardized.

In my testing the extra conditionals introduced here get removed from
the generated program entirely as the results for these primitives is
known at compile time.
2019-01-03 08:47:34 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Matthias Hoelzl
4c76c6892c Add placement deletes to avoid warnings on VC++
When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.

I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291  to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.

Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.

Fixes #12654 (probably, difficult to say without log)
2017-11-19 21:25:18 +01:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Pedro J. Estébanez
02607b3103 Use atomics for memory use tracking
Plus:
- An allocation is counted only after checking its success.
- Max usage is updated after growing reallocs as well.
- Drop unused header.
- Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
2017-08-01 01:50:56 +02:00
Rémi Verschelde
711ebafa71 Revert "Improve reliability of memory stats" 2017-07-11 14:26:34 +02:00
Pedro J. Estébanez
490a2ff0b9 Improve reliability of memory stats
The allocation count is managed atomically and where it actually should
change (for instance, not counting an allocation before its success has
been checked).

Bonus: Improve readability of the pre-pad checks.
2017-07-05 10:26:55 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Geequlim
728ce570a5 Add spaces to macros in memory.h to make C++11 compilers happy 2016-05-27 16:48:27 +08:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Ariel Manzur
3ac0267daa better array alignment 2016-02-19 07:01:57 -03:00
Ariel Manzur
0846ab6a5f fixes array allocation bug and sets DEFAULT_ALIGNMENT to 1. probably needs testing 2016-02-19 05:40:24 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
4e46143499 some optimizations in godot memory handling 2015-06-12 18:27:48 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00