Valgrind was showing a read from uninitialized memory. r_fill_state.curr_batch->color is unset (for performance reasons), so can contain random data.
This actually doesn't matter in practice, since logically this uninitialized state can only occur when change_batch is set, and the only side effect is that change_batch is set. Hence why no bugs occur in practice.
This PR prevents this read from uninitialized data. It is likely free in terms of performance after optimization, and keeps the Valgrind logs clearer, so why not.
(cherry picked from commit 23fedc0d1a)
Since the new asynchronous shader compilation message prints to a
separate line (as it can be quite long), this frees up space in the
editor Output panel.
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
In the legacy renderer unrigged polys would display with no transform applied, whereas the software skinning didn't deal with these at all (outputted them with position zero). This PR simply copies the source to destination verts and replicates the legacy behaviour.
All my earlier test cases for software skinning had the polys parent transform to be identity. This works fine until you had cases where the user had moved the transform of the parent nodes of skinned polys.
This PR fixes this situation by taking into account the final (concatenated) transform of the polys RELATIVE to the skeleton base transform. It does this by applying the inverse skeleton base transform to the poly final transform.
The translation to larger vertex formats was assuming that batches were rects, and not accounting that the num_commands had a different meaning for lines and polys, so the calculation for number of vertices to translate was incorrect in these cases.
Also prevents infinite loop if a single polygon has too many vertices to fit in the batch buffer.
Allows users to override default API usage, in order to get best performance on different platforms.
Also changes the default legacy flags to use STREAM rather than DYNAMIC.
When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.
This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.
It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.
Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
An earlier PR #46898 had flipped the rotation basis polarity. This turns out to also need a corresponding flip for the light angles for the lighting to make sense.
The editor under certain circumstances is passing invalid polys to the renderer. This should be fixed upstream but just in case this PR adds fault tolerance for invalid indices.
Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf.
The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths:
Software (CPU)
Hardware (uniform)
Hardware (attribute)
Large FVF which encodes the transform in a vertex attribute is triggered by reading from VERTEX in a custom shader. This means that the local vertex position must be available in the shader, so the only way to batch is to also pass the transform as an attribute.
The large FVF path already disabled CPU transform in the case of rects, but not in other primitives, which this PR fixes.
Note that large FVF is incompatible with 2d software skinning. So reading from VERTEX in a custom shader when using skinning will not work.
This is something that I missed from the initial implementation of large FVF. In large FVF the transform is sent per vertex in an attribute, and the vertex position is the original vertex position. This is so that the original vertex position can be read and modified in a custom shader.
This whole system is therefore incompatible with the legacy hardware transform method, whereby the transform is sent in a uniform. The shader already correctly ignores the uniform transform, but there are some parts of the CPU side logic that can be confused treating large FVF batches as if they were hardware transform.
This PR completes the logic by making the CPU treat large FVF as though it was software transform.
Slight technical hitch, the basis was reversed that was sent to the shader, so rotations were opposite. This PR reverses polarity of the basis to be correct.
There have been a couple of reports of pixel lines when using light scissoring. These seem to be an off by one error caused by either rounding or pixel snapping.
This PR adds a single pixel boost to light scissor rects to protect against this. This should make little difference to performance.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.
3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.
Class reference is also updated and slightly improved.
`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.
This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
These are benign but worth fixing as it clears the log to find more important errors.
A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.
This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
Valgrind reported two instances of reading uninitialized memory in the batching. They are both pretty benign (as evidenced by no bug reports) but wise to close these.
The first is that when changing batch from a default batch it reads the batch color which is not set (as it is not relevant for default batches). The segment of code is not necessary when it has already deemed a batch change necessary (which will occur from a default batch). In addition this means that the count of color changes will be more accurate, rather than having a possible random value in.
The second is that on initialization _set_texture_rect_mode is called before the state has been properly initialized (it is initialized at the beginning of each canvas_begin, but this occurs outside of that).
Reordering an item from after a copybackbuffer to before would result in the wrong thing being rendered into the backbuffer.
This PR puts in a check to prevent reordering over such a boundary.
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 🎆
(cherry picked from commit b5334d14f7)
Ninepatch code has a check to prevent use of zero sized textures. This didn't deal properly with animated textures, which use a proxy (link to another texture).
This PR uses a generalised method of getting textures, with built in support for proxy textures and protection against infinite loops.
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.
As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
Although the minimum size of ninepatches is set to the sum of the margins in normal use (through gdscript etc) it turns out that it is possible to programmatically create ninepatches that are small than this minimum - in particular zero size is used in sliders to not draw items.
This PR deals with zero sized ninepatches by not drawing anything, and has some basic protection for ninepatches smaller than the margins. Whether these occur in the wild is not clear but is put in for completeness.
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.
This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.
It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
Polys that have no texture assigned contain no UVs in the poly command. These were previously not blanked, leading to random values if read from a custom shader.
This PR just blanks them.
In some situations where polygons were scaled, existing software skinning was producing incorrect results.
The transform inverse needed to use an affine inverse rather than a cheaper inverse to account for this scaling.
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.
It also fixes poly vertex colors not being sent to OpenGL.
Antialiased polys work by drawing a smoothed line around the poly after the main drawing. Batching draws polys as a series of triangles with no concept of 'edge', and when 2 polys are joined it becomes impractical to back calculate the edges from the triangles.
For this reason batching is disabled for antialiased polys in this PR.