Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.
Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes#8770.
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes#26569.
Also drop some unused files.
Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
(same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
`godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
`EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
`PowerOSX`
- `OSUWP` renamed to `OS_UWP`
Dropped:
- `platform/windows/ctxgl_procaddr.h`
Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.
Fixes#23437.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes#15324
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes#13447
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes#13004.
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!