Commit Graph

139 Commits

Author SHA1 Message Date
Ricard Rovira 14d5908057 Use unused from in local vector find function. 2021-06-29 13:37:02 +02:00
Rémi Verschelde f1bcc641dd
Merge pull request #49583 from timothyqiu/texture-crash
Fix crash when freeing GradientTexture and NoiseTexture
2021-06-24 09:40:42 +02:00
Lyuma c21aa9196e Consider a thread done if current_work is null 2021-06-17 05:22:43 -07:00
jfons 3a53ae5d9f Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.

Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.

This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).

Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.

Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
2021-06-14 12:17:11 +02:00
Haoyu Qiu 37db8d6184 Fix crash when freeing GradientTexture and NoiseTexture 2021-06-14 12:32:19 +08:00
reduz c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Morris Tabor d1bc88d426 Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 22:35:42 +02:00
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Rémi Verschelde 9e9ac9f6ad
Merge pull request #46476 from DarknessCatt/master
Add fill method to Arrays and PackedArrays
2021-04-28 16:52:31 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde 3d46f28558
Add type_traits include for `std::is_trivially_destructible` 2021-04-22 16:23:55 +02:00
Matheus Lima Cunha efd27a63c1 Add fill method to Arrays and PackedArrays 2021-04-21 11:33:53 -03:00
Juan Linietsky 2b730cad90 Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer

Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.

For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-19 14:12:22 -03:00
Bartłomiej T. Listwon 1eaaf2f9a2 Separate set.h from map.h 2021-04-14 11:43:45 +02:00
Marcel Admiraal 755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Pedro J. Estébanez b1edb69249 Fix SafeNumeric::conditional_increment() for NO_THREADS 2021-02-25 21:22:01 +01:00
Rafał Mikrut bb6ece1450 Change CRASH_COND to ERR_FAIL in Cowdata::set 2021-02-24 21:36:08 +01:00
Pedro J. Estébanez e3ec31f999 Improve robustness of atomics
And fix increment in `CowData` not being conditional anymore after the recent changes.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-19 03:05:56 +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
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
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
AndreaCatania 5ba60c17dd Add function `LocalVector::remove_unordered`
Added LocalVector unit tests.
2021-01-11 13:47:31 +01:00
reduz 77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz 5d2a1d7892 Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
reduz 9a2f18f8e7 Reorganize renderer code.
So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
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
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
reduz 548524152e Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
reduz 2e66e5d599 Use page allocator for BVH 2020-12-24 14:08:03 -03:00
reduz 83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
reduz 37c6434e16 Add a paged array template
Used for reusable stacks, or filling arrays from multiple threads efficiently.
2020-12-21 15:06:50 -03:00
Jordan Schidlowsky 2d56e09276 packed*arrays are pass by ref now. support duplicate and update documentation 2020-12-17 16:09:32 -06:00
reduz e93b2242c2 Reorganize rendering server.
-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-12-03 19:01:01 -03:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
bruvzg 493da99269
[Complex Text Layouts] Implement TextServer interface. Implement Fallback TextServer. 2020-11-26 13:55:26 +02:00
Rafał Mikrut 7bd03b7188 Initialize class/struct variables with default values in core/ and drivers/ 2020-11-23 17:38:46 +01:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
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