Commit graph

2427 commits

Author SHA1 Message Date
Rafał Mikrut
f9d0ea9f6b Fix memory leak in VulkanContext 2021-03-07 15:28:47 +01:00
Ev1lbl0w
1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Hein-Pieter van Braam-Stewart
f42a7f9849 Omit some functions in alsa wrapper
These functions don't yet exist on ubuntu 14.04 so this leads to build
problems there. Omitting these symbols in the generated wrappers fixes
this. If we want to start using these symbols at a later date we should
just regenerate the wrapper.
2021-02-22 19:22:53 +01:00
Hein-Pieter van Braam-Stewart
5233d78f49 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

This closes #46223
2021-02-20 01:24:30 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Hein-Pieter van Braam-Stewart
8d36b17343 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

This closes #46140
2021-02-18 00:21:10 +01:00
Fabio Alessandrelli
0ae762a701 RasterizerDummy now instances Image(s).
Avoid crash on start-up, we will need to slowly re-implement the various
methods with dummy objects so exporting works again like in 3.2
2021-02-17 12:42:59 +01:00
Hein-Pieter van Braam-Stewart
09f82fa6ea Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

This closes #20978
2021-02-16 20:31:49 +01:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Fabio Alessandrelli
e9e2dedb76 Sync and cleanup Rasterizer Dummy.
Code diverged too much, removing disabled code too as it's unlikely it
can be reused now.
2021-02-11 07:55:57 +01:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
reduz
33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
Rémi Verschelde
2ba66c1457
Merge pull request #45672 from reduz/barrier-optimization
Rewrote how barriers work for faster rendering
2021-02-04 17:19:35 +01:00
reduz
f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Fabio Alessandrelli
67532dfa95 Sync RasterizerDummy. 2021-02-03 18:59:54 +01:00
bruvzg
7be7e87ff3
Always init DEBUG_UTILS_MESSENGER_CREATE_INFO structure if DEBUG_UTILS functions are used. Add temporary variables to fix potential use-after-free. 2021-02-02 11:27:47 +02:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Rémi Verschelde
96bcaadbf2
Merge pull request #45476 from qarmin/add_temp_variable
Add temporary variable to not use freed memory
2021-01-26 17:14:46 +01:00
reduz
280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
Rafał Mikrut
b80c502c2c Add temporary variable to not use freed memory 2021-01-26 13:41:42 +01:00
clayjohn
7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
Fabio Alessandrelli
2ea7592ca1 DummyRasterizer Sync. 2021-01-25 15:58:38 +01:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Rémi Verschelde
d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
Modernize RWLock
2021-01-22 14:51:05 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Pedro J. Estébanez
8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Rémi Verschelde
59495adb7c
Merge pull request #45157 from madmiraal/fix-44514
Raise SIGKILL instead of CRASH_NOW in child process when fork fails
2021-01-13 15:51:09 +01:00
Marcel Admiraal
89225884f6 Raise SIGKILL instead of CRASH_NOW in child process when fork fails 2021-01-13 10:18:57 +00:00
bruvzg
533ed0c7c8
Fix OS::execute() and OS::create_process() command line argument CharStrings freed before use. 2021-01-13 11:38:02 +02:00
Rémi Verschelde
1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
Rémi Verschelde
f414a323b1
Merge pull request #42740 from lolleko/fix-nanosleep-usage
Fix nanosleep usage
2021-01-11 14:42:10 +01:00
Fabio Alessandrelli
88300af7e4 Sync RasterizerDummy. 2021-01-10 12:04:09 +01:00
Marcel Admiraal
2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Rémi Verschelde
07e89131c6
spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021) 2021-01-08 14:30:44 +01:00
reduz
77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
clayjohn
0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
clayjohn
44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
reduz
666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
985892bfec Turn off robust buffer access by default.
It can be a performance bottleneck in some hardware.
2020-12-18 21:12:55 -03:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Marcel Admiraal
fa435a550a Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
reduz
bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Fabio Alessandrelli
e1ccd37e34 Sync RasterizerDummy changes.
Will also need to be renamed.
2020-12-09 14:27:41 +01:00