Commit Graph

26 Commits

Author SHA1 Message Date
Bastiaan Olij
9e56e7a3ce Add support for the OpenXR Eye gaze interaction extension
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2023-10-02 14:02:23 -07:00
Bastiaan Olij
d7d334158a Implement OpenXR Foveated rendering support 2023-09-25 17:12:20 +10:00
Rémi Verschelde
3907e53ff6
SCons: Disable C++ exception handling
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.

This is wasteful on multiple aspects:

- Binary size: Around 20% binary size reduction with exceptions disabled
  for both MSVC and GCC binaries.
- Compile time:
  * More than 50% build time reduction with MSVC.
  * 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.

Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
2023-08-16 10:23:34 +02:00
Yuri Sizov
37c3e2e55b Merge pull request #68259 from konczg/openxr_extension_wrapper_gdextension
Add GDExtension support for OpenXR extension wrappers
2023-07-27 15:22:22 +02:00
Gabor Koncz
d600e6eb1b Add GDExtension support for OpenXR extension wrappers
This commit adds the classes OpenXRExtensionWrapperExtension and OpenXRAPIExtension
that can be used in GDExtensions to define OpenXR extension wrappers.
It modifies extension wrapper registration so that they can be registered
before OpenXRAPI instantiation (e.g. in core level initialization of GDExtensions).

Developed by Migeran (https://migeran.com)
2023-07-26 10:27:14 +02:00
Bastiaan Olij
a9c8feeba0 Compile OpenXR into MacOS build 2023-07-19 00:02:47 +10:00
Rémi Verschelde
34a07b81ae
Allow unbundling OpenXR (for Linux distros)
Copy XrMatrix4x4f_CreateProjectionFov to our OpenXRUtil, instead of relying
on a private header.
2023-06-16 16:25:04 +02:00
Ron Bessems
e78088cc3a Add Magic Leap 2 OpenXR Interaction Profile 2023-02-02 06:45:43 -05:00
rsjtdrjgfuzkfg
e6370a45d8 OpenXR: Add preliminary Pico controller profile
This commit adds the Pico controller used in the Pico 4 as implemented
in current versions of the OpenXR runtime on the device itself. Note
that the extension and paths used in this commit might become obsolete
once there is official support for the Pico 4 in the OpenXR standard.
2023-01-06 14:02:41 +01:00
Bastiaan Olij
b6550c46ee Removed member variables from OpenXRExtensionWrapper
Made extension container in OpenXRAPI static
Moved controller meta data into extensions where applicable
2023-01-04 11:34:58 +11:00
David Snopek
23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
Bastiaan Olij
e14717bb2e Adding support for the OpenXR Display Refresh Rate extension 2022-10-10 20:41:46 +11:00
Bastiaan Olij
c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Rémi Verschelde
f47979f087
Merge pull request #66242 from akien-mga/scons-unify-tools-target 2022-09-30 12:28:50 +02:00
Gabor Koncz
72203a4da4 Add Passthrough extension wrapper 2022-09-27 12:26:53 +02:00
Rémi Verschelde
809927862b Merge pull request #66282 from BastiaanOlij/openxr_palm_pose
Add OpenXR palm pose extension support
2022-09-27 10:03:56 +02:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Bastiaan Olij
23d32c0e16 Adding OpenXR hand tracking support 2022-09-26 19:47:06 +10:00
Gergely Kis
d5445c25a6 Dynamic loading of OpenXR Loader on Android
This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.

Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.

On Windows and Linux the OpenXR loader is included in the main
engine binary.

On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.

Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
2022-09-24 13:57:03 +02:00
Bastiaan Olij
6da6e1690e Add OpenXR palm pose extension support 2022-09-23 13:20:12 +10:00
Riteo
a21f8b7c13 Improve linuxbsd headless building, cleanup build scripts
Now the `linuxbsd` platform can be built headlessly (e.g. without X11
development libraries).

I also cleaned up some weird (old?) usages of the `env` variable which
seem to make no difference and are used nowhere else.
2022-07-20 19:48:35 +02:00
Bastiaan Olij
95f75b232f Adding HTC tracker support 2022-06-16 16:52:13 +10:00
Rémi Verschelde
77843355a0 CI: Update black formatter and apply changes 2022-04-05 17:43:12 +02:00
Bastiaan Olij
9b7b9de0e5 Add action map editor for OpenXR 2022-04-04 18:43:29 +10:00
Rémi Verschelde
a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00