Commit Graph

3251 Commits

Author SHA1 Message Date
Hein-Pieter van Braam
d4d7535524
Merge pull request #46256 from hpvb/dri-prime-amd-master
Add 'AMD' GPU vendor name to PRIME detector
2021-02-20 17:18:46 +01:00
Hein-Pieter van Braam-Stewart
e6a5899646 Add 'AMD' GPU vendor name to PRIME detector
Apparently some recent Mesa version also changed AMD's vendor string. In
addition I found a small uninitialized variable that's corrected now.
2021-02-20 16:49:06 +01:00
Hein-Pieter van Braam-Stewart
c9b3a00a63 Use -latomic when linking whe using clang on Linux
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.

This fixes linking using Clang on Linux
2021-02-20 16:40:55 +01:00
Hein-Pieter van Braam-Stewart
5233d78f49 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

This closes #46223
2021-02-20 01:24:30 +01:00
Rémi Verschelde
480c5f28ab
Merge pull request #46200 from Faless/js/4.x_canvas_size_pr
[HTML5] Easier HTML templates, better canvas size handling
2021-02-19 15:16:23 +01:00
Fabio Alessandrelli
65abf94675 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:12:32 +01:00
Fabio Alessandrelli
2972ea3229 [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:12:32 +01:00
Rémi Verschelde
247b7e2448
Merge pull request #46131 from bruvzg/move_tablet_to_ds
Move tablet driver API from OS to DisplayServer
2021-02-18 20:36:46 +01:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
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
bruvzg
3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Fredia Huya-Kouadio
526b99ee36 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:20:49 -08:00
Rémi Verschelde
8870f43d74
Merge pull request #46161 from akien-mga/linux-joypads-udev-fallback
Linux: Fix fallback logic when udev fails creating a context
2021-02-18 11:30:12 +01:00
Rémi Verschelde
e26a1f807b
Linux: Fix fallback logic when udev fails creating a context
Thanks to Noshyaar for pointing out the bug.
2021-02-18 10:28:37 +01:00
Fredia Huya-Kouadio
edeca16fb6 Override ANDROID_NDK_ROOT based on the project ndk version.
This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).
2021-02-17 19:11:05 -08:00
Fredia Huya-Kouadio
9418197081 Add missing ndkVersion to the library gradle build config. 2021-02-17 16:31:31 -08:00
Fredia Huya-Kouadio
e5311f3523 Revert AGP to version 4.0.1 as a workaround to https://issuetracker.google.com/issues/171235570 in version 4.1.x 2021-02-17 15:39:53 -08:00
Rémi Verschelde
327ac7c375
Merge pull request #46143 from hpvb/dont-clobber-symbols
Don't clobber original library symbols
2021-02-18 00:38:48 +01:00
Rémi Verschelde
c730da8b20
Android: Bump NDK version to 21.4.7075529
This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.
2021-02-18 00:28:51 +01:00
Hein-Pieter van Braam-Stewart
8d36b17343 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

This closes #46140
2021-02-18 00:21:10 +01:00
Fredia Huya-Kouadio
9714abf8cb Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:18:41 -08:00
Rémi Verschelde
ab4f5c0668
Merge pull request #46117 from akien-mga/dynamic-load-libudev
Dynamically load libudev.so.1 on Linux
2021-02-17 13:40:15 +01:00
Rémi Verschelde
a10c259c1d
Dynamically load libudev.so.1 on Linux if udev=yes
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).

If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).

Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.

The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
  --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
  --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
2021-02-17 13:14:59 +01:00
Fabio Alessandrelli
26ec6ca576 [HTML5] Implement get_processor_count. 2021-02-17 13:03:52 +01:00
Fabio Alessandrelli
1446cfd13d [HTML5] Fix compilation issues in 4.0
More memory is needed, and a Workaround to avoid undefined symbol due to
dead code elimination.
2021-02-17 13:03:52 +01:00
Fabio Alessandrelli
a3c52b62db
Merge pull request #46087 from Quadtree/add_cwrap_to_runtime_methods
Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
2021-02-17 12:30:40 +01:00
Hein-Pieter van Braam-Stewart
09f82fa6ea Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

This closes #20978
2021-02-16 20:31:49 +01:00
Quadtree
d2c34e83b5 Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS 2021-02-16 01:04:44 -08:00
Fredia Huya-Kouadio
fe9f0758db Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:55:59 -08:00
bruvzg
d756f6a294
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:20:50 +02:00
Fabio Alessandrelli
6cff589b5b [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:01:44 +01:00
Rémi Verschelde
ab4c3ddf32
Merge pull request #45888 from Faless/js/4.x_xhr_fix
[HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:08 +01:00
Fabio Alessandrelli
75c4e2c5fa [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 10:03:36 +01:00
Fabio Alessandrelli
3366122e1a [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 07:56:10 +01:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rémi Verschelde
f3d15771bf
Merge pull request #45771 from CherokeeLanguage/master
Fix joystick axis mapping issues with NVIDIA shield. Probably others.
2021-02-10 17:03:42 +01:00
Michael Conrad
cc2547a9e9 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
Issues addressed:

a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.

The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.

b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.

If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.

c) Unnecessary events were being sent to the Godot engine.

A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".

See #45712
2021-02-09 08:37:22 -05:00
Bastiaan Olij
4946ae16fc Use /Zi and /FS for including debugger symbols on Windows with MSVC 2021-02-09 00:20:42 +11:00
Rémi Verschelde
849c090343
SCons: Fix debug_symbols tests after switch to BoolVariable
Bug introduced in #45679.

Fixes part of #45816.
2021-02-08 08:53:16 +01:00
kobewi
b6e2ad0e7e Cancel event dispatch on error 2021-02-07 21:50:12 +01:00
Rémi Verschelde
54857d7e81
Merge pull request #44949 from m4gr3d/specify_project_ndk_version
Improve the logic to compile for Android
2021-02-05 13:27:37 +01:00
Rémi Verschelde
5e0f3f1fe1
Merge pull request #45705 from Faless/js/4.x_editor_preload
[HTML5] Better editor persistent folders, automatically open zip import popup
2021-02-04 14:53:31 +01:00
Fabio Alessandrelli
95d2102565 [HTML5] Make home path persistent in editor.
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
2021-02-03 18:59:54 +01:00
Rémi Verschelde
43ab0edbd2
Merge pull request #45686 from naithar/feature/extend-plugin-params-4.0
[4.0] [iOS] Additional 'linker_flags' plugin parameter
2021-02-03 18:37:42 +01:00
Sergey Minakov
c575fb81cc iOS: Use storyboard as loading screen
If 'Launch Screen' storyboard is present it will be used as loading screen.
2021-02-03 19:53:52 +03:00
Sergey Minakov
9f5265766d [iOS] Additional 'linker_flags' plugin parameter 2021-02-03 18:27:26 +03:00
Sergey Minakov
4fda1ae6b8 [iOS] Remove remote notifications code
Using any remote notification method (even indirectly) causes App Store to trigger APNS warning email.
2021-02-03 15:00:43 +03:00
Rémi Verschelde
db26871210 SCons: Add production=yes option to use production defaults
This is meant for users making custom builds to match the options used on
optimized, official builds.

This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)

Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
  significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
  we tried it extensively.

All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
2021-02-03 11:48:17 +01:00
Fabio Alessandrelli
97288f25f4 [HTML5] Fix mouse_mode and fullscreen detection.
The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
2021-02-02 20:08:51 +01:00