Commit Graph

2614 Commits

Author SHA1 Message Date
clayjohn
8da3c739bf Add high quality glow mode 2020-08-31 23:16:41 -07:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
bruvzg
d6e3a8a137
[macOS] Fix crash on failed fork. 2020-08-11 17:45:09 +03:00
John Zulauf
98d677ef26 Cause buffer_update to emit error if called during compute/draw list
Add error message to buffer update if a compute or draw list is active.
2020-07-29 14:13:37 -06:00
Rémi Verschelde
3b340985cc SCons: Support linking system Vulkan loader while using vendored VMA 2020-07-26 13:20:08 +02:00
Sergey Minakov
fe60815d66 iOS SCons: static Vulkan binary usage
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
2020-07-25 21:55:25 +02:00
Rémi Verschelde
dfdfee04df Vulkan: Fix struct init for VkClearAttachment
The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.

The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
2020-07-22 16:31:22 +02:00
Rémi Verschelde
f54fd5ac10
Merge pull request #38835 from madmiraal/fix-38829
Fix may be used unitialized warnings in _render_pass_create() and  _draw_list_insert_clear_region().
2020-07-22 16:12:54 +02:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Andy Maloney
8b949918b1 Fix spelling of a var, a struct, and message output 2020-07-17 12:02:06 -04:00
bruvzg
996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Johan Rastén
e7e632cbed Handle 16 bit PNG files in sRGB format 2020-07-09 21:01:06 +02:00
PouleyKetchoupp
e19a3df98f Fixed mesh data access errors in GLES2
1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes
2020-07-09 13:41:57 +02:00
Nathan Franke
09aeb7706b
Fix Directory Open Check 2020-07-06 11:32:05 -05:00
Rémi Verschelde
9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Yuri Roubinsky
c554d9e556 Added const qualifier support for function arguments in shaders 2020-07-01 12:55:00 +03:00
Fabio Alessandrelli
eb2121d513 Fix RasterizerDummy after SDF GI changes.
Re-enable JavaScript CI.
2020-06-30 21:05:49 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Rémi Verschelde
4b5b60de85
Merge pull request #39189 from touilleMan/issue-38925
Unify OS.get_system_time_* and OS.get_unix_time
2020-06-15 23:57:16 +02:00
Yuri Roubinsky
1a7e101324 Fix shader's length() function parsing in expressions 2020-06-03 19:39:48 +03:00
Rémi Verschelde
5e62a2ee75 Vulkan: Initialize struct members on declaration
Supersedes and closes #38945.
2020-06-03 13:18:22 +02:00
Aaron Franke
bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -04:00
Emmanuel Leblond
c6de3872f9
Remove OS.get_system_time_secs/get_system_time_msecs and change OS.get_unix_time return type to double 2020-05-31 14:19:31 +02:00
Nathan Franke
e48fb01d59
fix(Directory): remove erasing print
Fixes #39106
2020-05-28 05:46:01 -05:00
CJ DiMaggio
66a294d459 Delete DummyMesh when RasterizerStorageDummy is freed 2020-05-20 21:23:37 -04:00
Marcel Admiraal
19d3e17f01 Fix may be used unitialized warnings in _render_pass_create()
and  _draw_list_insert_clear_region()
2020-05-19 04:14:57 +01:00
Fabio Alessandrelli
90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Rémi Verschelde
4f23215395
Merge pull request #38750 from madmiraal/fix-vulkan-uninitialized-warning
Silence mulitple may be used uninitialized warnings in RenderingDeviceVulkan::uniform_set_create()
2020-05-15 18:02:56 +02:00
Marcel Admiraal
8f0b3392c3 Silence mulitple may be used uninitialized warnings in
RenderingDeviceVulkan::uniform_set_create()
2020-05-15 11:48:06 +01:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Fabio Alessandrelli
2dbd227c9a Fix DummyRenderer after new lightmapper merge. 2020-05-11 18:26:06 +02:00
Rémi Verschelde
32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
New GPU lightmapper
2020-05-11 13:45:48 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Fabio Alessandrelli
11a81341fa Restore RasterizerDummy. 2020-05-10 18:19:23 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
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.
2020-05-10 13:12:16 +02:00
Pedro J. Estébanez
f7706659b5 Improve shader time roll over
- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
2020-04-30 11:42:11 +02:00
Rémi Verschelde
0bf6a86db4
Merge pull request #37795 from Chaosus/shader_fix_const_order2
Fix shader constant sorting
2020-04-29 09:41:34 +02:00
bruvzg
b5caa2e8b0
[Vulkan] Use VK_LAYER_KHRONOS_validation instead of deprecated VK_LAYER_LUNARG_standard_validation. 2020-04-26 16:47:25 +03:00
Rémi Verschelde
2074b43c6f
Merge pull request #36083 from Calinou/dummy-loader-add-extensions
Add more extensions to the dummy texture loader
2020-04-23 12:05:38 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
b4855f5c83
Merge pull request #38056 from clayjohn/GLES2-depth-buffer
Use proper depth buffer format for rgba shadows
2020-04-20 23:47:24 +02:00
clayjohn
123dd390e4 Use proper depth buffer format for rgba shadows 2020-04-20 11:58:59 -07:00
Juan Linietsky
49d0c6a5c9 Ability to create local RenderingDevice instances. 2020-04-18 21:47:17 -03:00
qarmin
943ec79859 Fixes leaks in ResourceCache, Vulkan and X11 2020-04-15 10:27:57 +02:00
Rémi Verschelde
84142f6a5f
Merge pull request #37881 from qarmin/leak_vulkan
Fixes leaks with Vulkan device and instance
2020-04-14 21:45:48 +02:00
qarmin
2ab4b054e0 Fixes leaks with Vulkan device and instance 2020-04-14 20:15:48 +02:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky
a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
Juan Linietsky
9dc19f7619
Merge pull request #37808 from reduz/port-effects-to-compute
Moved most of the effect code to compute.
2020-04-11 23:38:05 -03:00
Juan Linietsky
d81911490b Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11 19:44:07 -03:00
Yuri Roubinsky
bc30f541e6 Fix shader constant sorting 2020-04-11 12:40:17 +03:00
Juan Linietsky
d06f8ef75a Shows proper scene render time in editor info
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
PouleyKetchoupp
802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
Rémi Verschelde
23d786d6fb
Merge pull request #36919 from nekomatata/android-vulkan-rendering
Vulkan rendering support on Android
2020-04-09 00:16:26 +02:00
Hugo Locurcio
3007c7e2a3 Add more extensions to the dummy texture loader
This should make headless exporting work in projects using textures
in any format.

Error messages should no longer appear when running a project
that used image formats that were previously not present in the list.
2020-04-08 16:55:20 +02:00
PouleyKetchoupp
e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
clayjohn
3db61ce91c Avoid material rebinds when using skeletons 2020-04-07 10:34:35 -07:00
Rémi Verschelde
597ec5dbf8
Merge pull request #37586 from qarmin/vulkan_allocator_leak
Fix leak with Vulkan allocator
2020-04-07 09:16:02 +02:00
Rémi Verschelde
befbdda7f2
Merge pull request #37635 from qarmin/leak_vertex
Fixed leak with vertex_formats
2020-04-06 21:32:25 +02:00
qarmin
f4301b7259 Fixed leak with vertex_formats 2020-04-06 18:07:31 +02:00
Rémi Verschelde
61342e5831 Vulkan: Use VK_NULL_HANDLE for handles, fixes 32-bit builds
Some Vulkan types are defined as "non dispatchable handles" and use a
different typedef on 32-bit and 64-bit systems (struct pointer on
64-bit, `uint64_t` otherwise).

0e78ffd1dc/include/vulkan/vulkan_core.h (L59-L65)

Contrarily to `NULL`, `nullptr` can't be converted to `uint64_t` so
build was now failing on 32-bit after converting the codebase from
using `NULL` to `nullptr`.

Fixes #37620.
2020-04-06 10:21:32 +02:00
qarmin
a0832e6f5e Fix leak with Vulkan allocator 2020-04-04 20:16:48 +02:00
PouleyKetchoupp
af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Pedro J. Estébanez
741f8d9bec Fix res:// trimmed to s:// on Windows 2020-04-01 10:30:22 +02:00
Rémi Verschelde
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Rémi Verschelde
cbbe0743a9
Merge pull request #37219 from RajatGoswami/missing-include-guards
Adding missing include guards to header files identified by LGTM
2020-03-23 11:17:24 +01:00
Rajat Goswami
2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Bastiaan Olij
c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
05d9d1c0e7
Merge pull request #36905 from Faless/js/restore_and_ci
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-11 07:31:16 +01:00
Rémi Verschelde
f70b5fa30c Revert "Enhanced physical device selection to use device type and available memory in relation to issue #35397"
This reverts commit 4f3006e5ac.
2020-03-10 08:58:34 +01:00
Haoyu Qiu
46230d253b Initializes VulkanContext::queue_props to NULL 2020-03-10 14:36:39 +08:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
PouleyKetchoupp
d99bea20dc More explicit error messages when vulkan calls return errors 2020-03-09 13:25:54 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli
aa8c825855 OS_Javascript temporarly uses dummy rasterizer. 2020-03-08 03:35:13 +01:00
Fabio Alessandrelli
7b22ca339f Restore dummy rasterizer
Not all functionalities are back, but it compiles and runs minimal
project.
2020-03-08 01:55:27 +01:00
Rémi Verschelde
42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde
398f714dfc
Merge pull request #36792 from akien-mga/vulkan-better-debug-prints
Vulkan: Use Godot print macros matching MessageSeverity flag
2020-03-04 20:31:02 +01:00
Rémi Verschelde
3625b057af Vulkan: Use Godot print macros matching MessageSeverity flag
Otherwise any verbose/info/warning debug message from Vulkan would
raise an error, confusing users about the severity of the message.

Cf. #36185, #36790.
2020-03-04 15:02:49 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde
f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde
2856740e6b
Merge pull request #36385 from kuruk-mm/some_static_asserts
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 13:18:48 +01:00
Rémi Verschelde
98f88a4102
Merge pull request #36585 from disks86/master
Enhanced physical device selection
2020-03-04 13:00:52 +01:00
Mateo Dev .59
c933eb7acc Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert 2020-03-04 04:44:47 -03:00
Mateo Dev .59
8a88637705 os: execute parse the command output from utf8 2020-03-03 21:58:50 -03:00
Pedro J. Estébanez
9a3a2b03b8 Drop old semaphore implementation
- 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.
2020-03-03 13:20:42 +01:00
Pedro J. Estébanez
aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Haoyu Qiu
771e66b080 Adds null check of pMessageIdName 2020-02-29 18:26:38 +08:00
Christopher Joseph Dean Schaefer
4f3006e5ac Enhanced physical device selection to use device type and available memory in relation to issue #35397 2020-02-28 21:02:29 -05:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde
3a7f1300ee
Merge pull request #36186 from Calinou/remove-vulkan-debugging-prints
Remove Vulkan debugging prints
2020-02-27 21:11:24 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
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`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
da3a504216
Merge pull request #36454 from akien-mga/vulkan-workaround-32-bit-lib-error
Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDs
2020-02-22 16:28:48 +01:00
Juan Linietsky
54dfdd1cdb Correct condition wrongly converted to ERR_FAIL_COND_MSG
Fixes debugging of giprobes not working, likely other stuff
2020-02-22 11:36:26 -03:00
Rémi Verschelde
e596439497 Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDs
In the vast majority of cases, this will be a false positive error
thrown by Vulkan-Loader when a Linux system has Vulkan ICDs for both
32-bit and 64-bit. The error is of the form:
```
ERROR: [Loader Message] Code 0 : /usr/lib/libvulkan_intel.so: wrong ELF class: ELFCLASS32
ERROR: [Loader Message] Code 0 : /usr/lib/libvulkan_radeon.so: wrong ELF class: ELFCLASS32
```

The loader dlopen's the 32-bit ICDs first, raises this error, and then
happily goes on to try and use the 64-bit ICDs.

Upstream report: https://github.com/KhronosGroup/Vulkan-Loader/issues/262

Fixes #36185.
2020-02-22 15:32:20 +01:00
Sam Green
06d7316419 Add iphone to vulkan drivers SCsub 2020-02-21 22:00:48 -08:00
Rémi Verschelde
5ace0beeaa
Merge pull request #36367 from IronicallySerious/rem-audio-driver-dummy
Remove unused driver/dummy/audio_driver_dummy.h
2020-02-19 21:49:17 +01:00
Twarit
04882a481b Remove unused driver/dummy/audio_driver_dummy.h 2020-02-20 00:59:31 +05:30
Rémi Verschelde
05e610b78c
Merge pull request #36357 from MateoMiccino/rendering_vulkan_vertexdescriptionkey_fix
rendering_vulkan: VertexDescriptionKey equal comparator was checking …
2020-02-19 15:54:33 +01:00
Mateo Dev .59
ab88d291b2 rendering_vulkan: VertexDescriptionKey equal comparator was checking only the first element of his vector of VertexDescription 2020-02-19 10:01:19 -03:00
Fabio Alessandrelli
19ef28a614 Fix set_reuse_address on non-Windows platforms.
Broken after cae0d8853d .
2020-02-19 10:15:36 +01:00
Rémi Verschelde
6e64036693
Merge pull request #36321 from Faless/net/win_tcp_noreuse
Disable NetSocket reuse address on Windows.
2020-02-18 16:03:29 +01:00
Rémi Verschelde
27326f8238
Merge pull request #36296 from Faless/dtls/enet_vulkan
DTLS support + optional ENet encryption
2020-02-18 15:01:53 +01:00
Rémi Verschelde
c3f4c1baed
Merge pull request #36320 from madmiraal/fix-c4996-warning-vulkan_context
Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.
2020-02-18 13:57:57 +01:00
Fabio Alessandrelli
cae0d8853d Disable NetSocket reuse address on Windows.
It actually means reuse port -.- ...
2020-02-18 13:00:10 +01:00
Marcel Admiraal
529f924aaa Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.
Use Godot's String to concatenate C-strings instead of strcat and sprintf,
which are unsafe, because they don't check for buffer overflows.
2020-02-18 12:35:59 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Fabio Alessandrelli
2811f07084 Add peek option to NetSocket recv_from. 2020-02-16 01:11:30 +01:00
Rémi Verschelde
79a7be6e7d Vulkan-Loader: Mark secure_getenv as available on Linux
It's a GNU extension part of glibc since 2.17, and it was also added
recently to musl libc. It doesn't seem to be available on *BSD (but
also not used there by Vulkan-Loader).

Could be made more thorough by doing a test compilation of a file to
check for the existence of the function on the host system, but unless
we run into actual issues, that's likely overkill.
2020-02-14 15:32:04 +01:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Hugo Locurcio
71b74195de
Remove Vulkan debugging prints 2020-02-13 18:50:07 +01:00
Rémi Verschelde
f1ac292084
Merge pull request #36169 from timothyqiu/memleak
Fixes some memory leaks
2020-02-13 11:28:35 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
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!
2020-02-13 10:36:44 +01:00
Haoyu Qiu
a23a52db3f Fixes some memory leaks 2020-02-13 09:46:13 +08:00
Yuri Roubinsky
4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky
6b99bda1e8 Added support for arrays as shader struct members 2020-02-12 17:10:20 +03:00
Rémi Verschelde
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Yuri Roubinsky
6f162395ff Implementation of 'struct' for shaders 2020-02-11 20:00:42 +03:00
Rémi Verschelde
db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
bruvzg
7bf72ed14e Update Vulkan loader to 1.1.127 2020-02-11 12:05:27 +01:00
Rémi Verschelde
fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky
da0457fa29 Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
Juan Linietsky
2af701fa03 Use a different strategy to get textures from GPU (via buffers), for more compatibility. 2020-02-11 12:04:54 +01:00
bruvzg
d5df1b651c Improve HiDPI handling, fix incorrect window viewport clipping. 2020-02-11 12:04:04 +01:00
Juan Linietsky
561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky
6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
Juan Linietsky
965185c765 Better GIProbe quality settings. 2020-02-11 12:03:23 +01:00
Juan Linietsky
acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky
4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky
263bebe023 Untested support for compute shaders 2020-02-11 12:02:34 +01:00
Juan Linietsky
123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky
2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky
8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Rémi Verschelde
511f65214f SCons: Streamline Vulkan buildsystem + fixups
- Renamed option to `builtin_vulkan`, since that's the name of the
  library and if we were to add new components, we'd likely use that
  same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
  against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
2020-02-11 11:59:04 +01:00
Rémi Verschelde
6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg
b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky
c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky
60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +01:00
Juan Linietsky
0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky
8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky
ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky
a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky
e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky
836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky
9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky
1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky
edb6966024 Improved validation of attachments 2020-02-11 11:53:26 +01:00
Juan Linietsky
fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Rémi Verschelde
0ead0eeabb Merge pull request #35301 from Calinou/improve-console-error-logging
Improve the console error logging appearance
2020-02-10 11:16:01 +01:00
Rémi Verschelde
a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
clayjohn
68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
Yuri Roubinsky
15358b808b Fix shader crash if using multiple underscores in identifier names 2020-01-31 09:11:17 +03:00
clayjohn
eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Eric Rybicki
3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
clayjohn
3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Hugo Locurcio
90a1f8d8a7
Make OS.execute() blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Rémi Verschelde
a8460bffd2
Merge pull request #35414 from Ovnuniarchos/AlsaMidiBadPitchBend
ALSA MIDI: Pitch bend and System Common messages
2020-01-22 22:12:57 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Ovnuniarchos
9c48eb1c59 ALSA MIDI driver:
Pith bend message now has correct size (was 2 bytes instead of 3).
	Recognized (but not implemented) 0xF? messages. SysEx messages will be reocognized as such, but their contents will be ignored.
2020-01-22 21:41:48 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
00284a75e8 GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.

Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter

Fixes #35436.
2020-01-22 15:18:56 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde
837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98a:
  "Expose audio callbacks as signals."
- dabaa11b3c:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde
90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde
4d052e51a2
Merge pull request #35302 from clayjohn/GLES3-env-map
Reduce complexity of irradiance map generation
2020-01-19 12:39:36 +01:00
Rémi Verschelde
dc4db4ab45 GLES3: Slight optimization to irradiance compute
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
2020-01-19 11:03:11 +01:00
Rémi Verschelde
43caf83c09
Merge pull request #35284 from Ovnuniarchos/MidiNoReopen
Alsa MIDI input thread gets properly reinitialized on open_midi_input.
2020-01-19 09:34:38 +01:00
clayjohn
0979411cad reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
Hugo Locurcio
580b8cc012
Improve the console error logging appearance
This makes secondary information less visually prominent
to improve overall readability.

Various loggers were also tweaked for consistency.
2020-01-19 00:24:17 +01:00
Ovnuniarchos
af95554aff Alsa MIDI input thread gets properly reinitialized on open. 2020-01-18 15:59:59 +01:00
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
clayjohn
041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn
f3af81b059 Gracefully handle 3D textures in GLES2 2020-01-16 11:28:14 -08:00
Yuri Roubinsky
5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
Rémi Verschelde
3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde
318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn
f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn
910f8719a0 Fix array constructor for lightmaps 2020-01-15 17:41:46 -08:00
clayjohn
a345088433 Add background mode keep to GLES2 2020-01-15 15:59:00 -08:00
Rémi Verschelde
8130decfe4
Merge pull request #35064 from clayjohn/rendering_crashes
Fix light and multimesh crashes
2020-01-13 09:13:18 +01:00
clayjohn
179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
clayjohn
796d35d8b3 Fix generation of irradiance map 2020-01-12 14:45:31 -08:00
Rémi Verschelde
815bf761a5 RasterizerCanvas: Use getornull to fetch light occluder polygon
Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
Rémi Verschelde
377ae2af97
Merge pull request #34808 from Calinou/no-color-in-non-tty
Disable colored console output when standard output isn't a TTY
2020-01-06 16:39:47 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Hugo Locurcio
785af45d8e
Disable colored console output when standard output isn't a TTY
This prevents Godot from writing ANSI escape codes when redirecting
stdout and stderr to a file.
2020-01-04 04:04:08 +01:00
Rémi Verschelde
94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn
906b5e7f3f Fix crash on trimesh_create by making surface->data available in non-tool builds 2020-01-03 13:39:40 -08:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
Rémi Verschelde
2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide
bb6f04c9f5
Fix wrong return type
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed:
0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float`  caused by #34704
2020-01-01 19:14:51 +07:00
Rémi Verschelde
e4907e50fe GLES3: Fix false positive in ninepatch axis stretch code
See #34704.
2020-01-01 11:49:58 +01:00
PouleyKetchoupp
1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
162bebcafa
Merge pull request #34647 from madmiraal/pulse-audio-null-pointer
Check for null pointer in PulseAudio server info callback.
2019-12-30 17:41:28 +01:00
Rémi Verschelde
a96c95f1ef
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
2019-12-30 16:11:58 +01:00
Winston
c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço
16429a4289 Reset GLES3 MultiMesh buffer id when reallocating. 2019-12-28 18:38:25 +00:00
Marcel Admiraal
32eccb87e0 Check for null pointer in PulseAudio server info callback. 2019-12-28 08:38:29 +01:00
Bruno Lourenço
65195f505f Fix canvas GLES3 skeleton transform uniform updating. 2019-12-23 18:40:48 +00:00
Bruno Lourenço
f26c9d650b Fix 2D lighting when using skeleton. 2019-12-23 00:00:18 +00:00
Rémi Verschelde
e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço
d47374385c Fix GLES3 light cutoff. 2019-12-21 20:52:54 +00:00
Bruno Lourenço
d7f9d71be2 Fix contact shadow when light is outside of viewport. 2019-12-21 16:55:41 +00:00
clayjohn
28543667fd Always use 16 bit renderbuffer depth on WebGL 2019-12-19 20:41:32 -08:00
Fabio Alessandrelli
feb54d0ed7 Make NetSockets quiter.
Use print_verbose instead of ERR_* for network errors.
2019-12-17 16:08:24 +01:00
Rémi Verschelde
c39aa2b200
Merge pull request #34367 from clayjohn/GLES2-shadow_color
Fix shadow color in GLES2 by making sRGB
2019-12-16 08:05:17 +01:00
clayjohn
2a694a44cb fix shadow color in GLES2 by making sRGB 2019-12-15 10:27:31 -08:00
Rémi Verschelde
d3a07d3550
Merge pull request #33910 from Faless/net/android_mlock
Acquire MulticastLock on Android when using broadcast/multicast
2019-12-14 21:53:08 +01:00
Fabio Alessandrelli
9269d6be32 UDP sockets broadcast is now disabled by default.
Add method `set_broadcast_enabled` to allow enabling broadcast via
GDScript.
2019-12-14 17:48:16 +01:00
volzhs
904b7700fa Remove convex_decomp in drivers/SCsub
follow-up f111d1aaed
2019-12-14 21:41:21 +09:00
Rémi Verschelde
f111d1aaed Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.

Follow-up to #34293.
2019-12-13 23:29:52 +01:00
Rémi Verschelde
371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Rémi Verschelde
f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
Add a default POINT_SIZE
2019-12-12 06:45:31 +01:00
Bojidar Marinov
eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
Rémi Verschelde
c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
clayjohn
676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde
435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
Fabio Alessandrelli
ab1bfb9007 NetSocket set_broadcast_enabled returns Error enum 2019-12-10 12:11:52 +01:00
clayjohn
fd31cebcbe Use renderbuffer depth for post-process buffers when appropriate 2019-12-09 22:19:11 -08:00
clayjohn
e8d652f160 Force 32 bit depth buffer for WebGL 2019-12-09 22:14:12 -08:00
Rémi Verschelde
cd07a34598 GLES3: Properly unbind buffers after draw commands
Patch provided by @oeleo1.

Fixes #34120.
2019-12-09 09:25:20 +01:00
Rémi Verschelde
fbfd56c247 GLES2: Fix uninitialized members in ShaderGLES2::Version
Fixes #34109.
2019-12-05 09:15:31 +01:00
Rémi Verschelde
745a8915fc Properly orphan polygon index buffer after binding (take 2)
Follow-up to #34088, patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-04 12:16:50 +01:00
clayjohn
b2dfbd77ec properly orphan polygon index buffer after binding 2019-12-03 07:54:25 -08:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Rémi Verschelde
65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
Rémi Verschelde
d53e3d3acc
Merge pull request #33985 from nekomatata/shadow_viewport
Disable shadow map sampling when shadows are not used in GLES3
2019-12-02 09:28:42 +01:00
PouleyKetchoupp
f5e81b894a Removed duplicated conditional in GLES2 2019-11-29 06:32:55 +01:00
PouleyKetchoupp
299b85c46f Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
2019-11-29 06:21:17 +01:00
PouleyKetchoupp
e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
Rémi Verschelde
da880520ca
Merge pull request #33963 from clayjohn/GLES3-sky-mipmaps-on-mobile
Fix radiance map generation on mobile
2019-11-28 09:06:38 +01:00
clayjohn
192aacd5d7 Fix radiance map generation on mobile 2019-11-27 22:18:21 -08:00
George Marques
c51fe7f7cd
Use ANGLE multisample extensions for UWP 2019-11-26 13:55:19 -03:00
clayjohn
5ab3b61520 Restructure depth_internalformat code to work on mobile
This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.

Fixes #33825.
2019-11-23 18:08:19 -08:00
Rémi Verschelde
bb1d75f55e glTexImage2D: Fix confusion between format and internal format
The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.

Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml

Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn
334d41d7cc Fix Specular Blinn function 2019-11-22 22:03:26 -08:00
clayjohn
203fb1b348 Fix GL error by properly using float uniform 2019-11-21 07:44:09 -08:00
clayjohn
4d6737ec73 Fix bugs introduced by IBL fixes 2019-11-20 22:54:44 -08:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Rémi Verschelde
3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn
cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
Rémi Verschelde
7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij
15cd81dc69 Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 2019-11-19 20:57:18 +11:00
Rémi Verschelde
6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn
14b06fc207 Fix negative light flickering 2019-11-17 22:18:54 -08:00
clayjohn
1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
Rémi Verschelde
6b1628f9fc
Merge pull request #33517 from madmiraal/fix-_MSG-macros
Send *_MSG macros' explanations directly to the _err_print_error().
2019-11-11 13:27:51 +01:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
Marcel Admiraal
d18b2e599d Remove all uses of ERR_EXPLAIN macros. 2019-11-11 10:24:04 +01:00
PouleyKetchoupp
90b6062ebb Handle missing file properly when checking for case mismatch
This was causing false alarms to be randomly reported on Windows for files that didn't exist.
2019-11-10 09:51:09 +01:00
Bastiaan Olij
add5eaca43 Make MSAA work with external texture 2019-11-08 23:27:48 +11:00
Bastiaan Olij
f7cba26a52 Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda.
2019-11-08 22:47:36 +11:00
Rémi Verschelde
a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde
47389c3a16 Partial revert of #32657, undoing line shifting by 0.5
As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.

Fixes #33393.
Fixes #33421.
2019-11-07 15:43:04 +01:00
Holger Dammertz
418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn
bc32779542 Fix depth format on Android in GLES2 2019-11-02 21:58:30 -07:00
Rémi Verschelde
d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky
6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
Rafał Mikrut
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
clayjohn
033ae8a543 When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL 2019-10-30 07:45:09 -07:00
Rémi Verschelde
63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde
826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut
e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
clayjohn
7b3d098b2b Fixed using compressed textures and add work around for firefox webgl mesa sampler limit 2019-10-27 23:53:52 -07:00
clayjohn
51db564811 use proper texture in Android MSAA 2019-10-27 16:50:15 -07:00
Rémi Verschelde
ad685960da
Merge pull request #32617 from Faless/fix/fopen_close_exec
Disable file descriptor sharing with subprocs.
2019-10-26 23:11:41 +02:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde
3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn
6ec7686a0c Fix shadow mapping with RGBA textures on html 2019-10-26 10:17:22 -07:00
Rémi Verschelde
dba22e9788
Merge pull request #33059 from akien-mga/webgl2-resize-non-po2
WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
2019-10-26 18:05:37 +02:00
Fabio Alessandrelli
d780570faf Use WSAConnect instead of connect on Windows.
The misterious windows networking stack...
Using connect instead of WSAConnect causes socket error 10022 under
certain conditions.
See: https://github.com/godotengine/webrtc-native/ (issue 6)
Having to guess, code path for connect is different then WSAConnect with
NULL extra parameters.
The only reference about weird error with this code mentions something
called "Windows Filtering Platform" but windows internals are, as
always, obscure.

This might be something to try and report to Microsoft if anyone has the
time to spare with the likely outcome of being ignored.
2019-10-25 18:13:51 +02:00
Rémi Verschelde
69003457b3 WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.

At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.

As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.

Fixes #33058.
2019-10-25 13:01:10 +02:00
bruvzg
7b64340eb0
Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
clayjohn
071bf81750 only render depth with alpha prepass on prepass 2019-10-11 22:34:10 -07:00
Paul Trojahn
bdaedb601c Fix draw_rect
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde
a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Rémi Verschelde
02d75f99b9
Merge pull request #32616 from Faless/net/fix_close_exec
Disable socket descriptor sharing with subprocs.
2019-10-08 07:32:11 +02:00
Rémi Verschelde
e43155b44f
Merge pull request #32454 from jeronimo-schreyer/disable_unix_socket
Optional Unix Socket disable for devices that do not support it
2019-10-08 06:40:17 +02:00
Valentin Zagura
100d05cbec GLES3 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-10-07 13:19:27 +01:00
Fabio Alessandrelli
ad9a5ee6f1 Disable file descriptor sharing with subprocs.
On Unix systems, file descriptors are usually shared among child
processes.
This means, that if we spawn a subprocess (or we fork) like we do in
the editor any open file descriptor will leak to the new process.
This PR sets the close-on-exec flag when opening a file, which causes
the file descriptor to not be shared with the child process.
2019-10-07 11:57:44 +02:00
Fabio Alessandrelli
9c91b2051a Disable socket descriptor sharing with subprocs.
On Unix systems, sockets are like file descriptors, and file descriptors
are usually shared among child processes.
This means, that if we spawn a subprocess (or we fork) like we do in the
editor, open file descriptors will leak to the new process.
This causes issue with sockets as they might remain open and bound
(listening) when the original process closes.
2019-10-07 11:53:01 +02:00
Rémi Verschelde
234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn
77939c6e2e add canvas background mode to GLES2 2019-10-06 23:26:11 -07:00
clayjohn
cea1f13176 fix current issues with post-processing 2019-10-06 12:07:31 -07:00
Rémi Verschelde
0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde
ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn
a152816c52 remove glViewport call as it wasnt needed and caused crash 2019-10-02 20:21:41 -07:00
clayjohn
07fd9719bf Fix reflection probe crash in GLES2 with post-processing 2019-10-02 14:35:10 -07:00
Rémi Verschelde
642a258d54
Merge pull request #32492 from akien-mga/fix-ip-uwp
IP: Fix build error on UWP
2019-10-02 21:03:59 +02:00
Rémi Verschelde
3f32ac11cc IP: Fix build error on UWP
Fixes this error:
```
drivers\unix\ip_unix.cpp(155): error C2593: 'operator =' is ambiguous
.\core/ustring.h(177): note: could be 'void String::operator =(const CharType *)'
.\core/ustring.h(176): note: or       'void String::operator =(const char *)'
drivers\unix\ip_unix.cpp(155): note: while trying to match the argument list '(String, int)'
```
2019-10-02 13:38:02 +02:00
Yuri Roubinsky
1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
clayjohn
afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
Kanabenki
add91724e6 Fix casting to uint64_t when returning unix system time 2019-10-01 11:44:26 +02:00
Jairo
fe068b61ad Optional Unix Socket disable for devices that do not support it 2019-09-30 21:15:50 -03:00
clayjohn
82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
Ruslan Mullayanov
b4c927b514 Added an exit code to the blocking mode of OS::execute
Updated documentation accordingly.

Fixes #31881.
2019-09-26 08:12:07 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde
823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde
f1146c261d
Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas
Throw error when canvas background is used without sample buffer
2019-09-23 15:35:31 +02:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde
393a0152ea
Merge pull request #32055 from qarmin/some_code_fixes
Changed some code found by Clang Tidy and Coverity
2019-09-23 10:00:31 +02:00
Rémi Verschelde
7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz
94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
qarmin
50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
lawnjelly
f5365aa0e1 Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
Rémi Verschelde
e23cb2c715
Merge pull request #32004 from raphael10241024/fix_shader_uniform
Fix gles3 shader uniform vec3 error
2019-09-19 20:09:04 +02:00
Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00