InputEventMouseMotion isn't guaranteed to fire only on actual mouse
movement. It's not uncommon for the underlying OS motion event to be
sent either by the OS itself or another application even though the
mouse hasn't moved. Godot will generate such zero-motion
InputEventMouseMotion events itself for things like cursor shape
changes.
Once started, the tooltip timer is reset only after a mouse movement of
at least 5 pixels in one frame.
- Implements the concept of GDExtension loaders that can be used to customize how GDExtensions are loaded and initialized.
- Moves the parsing of `.gdextension` config files to the new `GDExtensionLibraryLoader`.
- `GDExtensionManager` is now meant to be the main way to load/unload extensions and can optionally take a `GDExtensionLoader`.
- `EditorFileSystem` avoids unloading extensions if the file still exists, this should prevent unloading extensions that are outside the user project.
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.
1. Make handling of user tokens atomic:
Loads started with the external-facing API used to perform a two-step setup of the user token. Between both, the mutex was unlocked without its reference count having been increased. A non-user-initiated load could therefore destroy the load task when it unreferenced the token.
Those stages now happen atomically so in the one hand, the described race condition can't happen so the load task life insurance doesn't have a gap anymore and, on the other hand, the ugliness that the call to load could return `ERR_BUSY` if happening while other thread was between both steps is gone.
The code has been refactored so the user token concerns are still outside the inner load start function, which is agnostic to that for a cleaner implementation.
2. Clear ambiguity between load operations running on `WorkerThreadPool`:
The two cases are: single-loaded thread directly started by a user pool task and a load started by the system as part of a multi-threaded load.
Since ensuring all the code dealing with this distinction would make it very complex, and error-prone, a different measure is applied instead: just take one of the cases out of the dicotomy. We now ensure every load happening on a pool thread has been initiated by the system.
The way of achieving that is that a single-threaded user-started load initiated from a pool thread, is run as another task.
Benefits:
- Simpler code. The main load function is renamed so it's apparent that it's not just a thread entry point anymore.
- Cache and thread modes of the original task are honored. A beautiful consequence of this is that, unlike formerly, re-issued loads can use the resource cache, which makes this mechanism much more performant.
- The newly added getter for caller task id in WorkerThreadPool allows to remove the custom tracking of that in ResourceLoader.
- The check to replace a cached resource and the replacement itself happen atomically. That fixes deadlock prevention leading to multiple resource instances of the same one on disk. As a side effect, it also makes the regular check for replace load mode more robust.
Before, they would always complain even if there was no attempt at
initializing them (e.g. because there's no X11 display).
While we're at it, this patch also adds a specific message for OpenGL ES
and rewords "OpenGLES" to "OpenGL ES" in an error, for consistency
(AFAIK we either say "GLES" or "OpenGL ES").
Before it was a bit unclear on what was happening, since a display
server has to fail to fall back and so the user would be left with an
error _and_ a (hopefully) running game.
Should make the experience more pleasant on Linux/BSD now that we have
two display servers.