Sam Green
f12c0d1e98
Stub out Vulkan context for iPhone
2020-02-21 22:01:13 -08:00
Sam Green
2ba72b3a65
Add use_static_mvk option
2020-02-21 22:00:34 -08:00
Sam Green
f40ff128b5
Update detect.py
2020-02-21 21:42:34 -08:00
Sam Green
e03e607230
Resolve iOS and GLES compilation failures
2020-02-21 21:01:34 -08:00
Sam Green
6e25a5448d
Import the correct rasterizer based on build settings
2020-02-21 20:48:19 -08:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Twarit
04882a481b
Remove unused driver/dummy/audio_driver_dummy.h
2020-02-20 00:59:31 +05:30
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
Rémi Verschelde
3dea5fd631
Remove incomplete battery status/power API
...
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 .
2020-02-14 13:43:32 +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
Relintai
cb29ce8a3b
Fix startGame's logic in engine.js.
2020-02-12 23:13:53 +01:00
Juan Linietsky
525c40a488
Force vulkan driver until OpenGL is implemented
2020-02-12 11:45:40 -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
bruvzg
0ce4433686
Restore parts of #33783 and #32809 missing after rebase.
2020-02-11 12:06:30 +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
Rémi Verschelde
a8e14bee58
Merge pull request #32821 from bruvzg/vlk_fix_macos_exit
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[Vulkan, macOS] Fix RID leaks and crashes on exit.
2020-02-11 12:04:20 +01:00
bruvzg
a85923b972
Move Vulkan context/rendering_device destruction to windowWillClose notification.
2020-02-11 12:04:16 +01:00
bruvzg
d5df1b651c
Improve HiDPI handling, fix incorrect window viewport clipping.
2020-02-11 12:04:04 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
Rémi Verschelde
65ad12e79a
glslang: Disable warnings and allow unbundling
2020-02-11 12:02:50 +01:00
Rémi Verschelde
511f65214f
SCons: Streamline Vulkan buildsystem + fixups
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- 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
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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
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
0586e18449
Custom material support seems complete.
2020-02-11 11:53:29 +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
9b0dd4f571
A lot of progress with canvas rendering, still far from working.
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4
Texture refactor
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-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
1522d8c3ee
Added support for push constants
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
muiroc
e51c6a0d28
Allow per pixel transparency in javascript platform
2020-02-10 14:27:30 +01:00
Rémi Verschelde
a832776262
Merge pull request #34140 from bruvzg/ios_auto_icons_and_loadscreens
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[iOS] Option to automatically generate icons and launch screens
2020-02-10 11:27:47 +01:00
Rémi Verschelde
0ead0eeabb
Merge pull request #35301 from Calinou/improve-console-error-logging
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Improve the console error logging appearance
2020-02-10 11:16:01 +01:00
Rémi Verschelde
052118afa6
Merge pull request #35802 from bruvzg/linux_tablet_ranges
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Fix pressure / tilt ranges on Linux.
2020-02-10 10:47:54 +01:00
Rémi Verschelde
e4ddbe8fd8
Merge pull request #36003 from MennoMax/linux-cursor-fallback
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Adjusted linux cursors and added fallbacks
2020-02-10 10:40:31 +01:00
MennoMax
a9946b9515
adjusted linux cursors, added fallbacks
2020-02-10 01:52:19 +01:00
Rémi Verschelde
8e674ea70c
Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regression
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Fix double tap pressed event regression
2020-02-09 13:12:16 +01:00
Rémi Verschelde
42f04cbc1a
Merge pull request #35982 from akien-mga/scons-modules-enabled-header-and-split
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SCons: Split libmodules.a in folder-based libs
2020-02-08 15:43:10 +01:00
Fabio Alessandrelli
343b29a651
Merge pull request #35381 from Calinou/html5-export-favicon
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Export and reference the icon as favicon when exporting to HTML5
2020-02-08 04:45:53 +01:00
Rémi Verschelde
4e2dbb1bc0
SCons: Split libmodules.a in folder-based libs
...
This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
2020-02-07 14:19:51 +01:00
muiroc
e563b47dbe
Fix javascript platform build
2020-02-07 01:46:15 +01:00
Rémi Verschelde
17ce184921
Merge pull request #35886 from doot24/fix_#35871
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Fixed Godot not recognising 150x150 icon for uwp export #35871
2020-02-06 10:31:31 +01:00
Hugo Locurcio
2dd3a01d11
Remove per-file progress reporting when exporting to Android
...
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.
Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.
This closes #30850 .
2020-02-05 22:24:39 +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
D00T24
88bd3227ac
fixed godot not recognising 150x150 icon for uwp export
2020-02-03 20:40:10 +04:00
Yuri Roubinsky
90f00c0813
Restores correct window position after fullscreen toggling off on Linux
2020-02-03 18:16:20 +03:00