godot/editor/editor_run_native.cpp
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00

213 lines
6.9 KiB
C++

/*************************************************************************/
/* editor_run_native.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "editor_run_native.h"
#include "editor_export.h"
#include "editor_node.h"
#include "editor_scale.h"
void EditorRunNative::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
for (int i = 0; i < EditorExport::get_singleton()->get_export_platform_count(); i++) {
Ref<EditorExportPlatform> eep = EditorExport::get_singleton()->get_export_platform(i);
if (eep.is_null()) {
continue;
}
Ref<ImageTexture> icon = eep->get_run_icon();
if (!icon.is_null()) {
Ref<Image> im = icon->get_data();
im = im->duplicate();
im->clear_mipmaps();
if (!im->empty()) {
im->resize(16 * EDSCALE, 16 * EDSCALE);
Ref<ImageTexture> small_icon;
small_icon.instance();
small_icon->create_from_image(im, 0);
MenuButton *mb = memnew(MenuButton);
mb->get_popup()->connect("id_pressed", this, "_run_native", varray(i));
mb->connect("pressed", this, "_run_native", varray(-1, i));
mb->set_icon(small_icon);
add_child(mb);
menus[i] = mb;
}
}
}
}
if (p_what == NOTIFICATION_PROCESS) {
bool changed = EditorExport::get_singleton()->poll_export_platforms() || first;
if (changed) {
for (Map<int, MenuButton *>::Element *E = menus.front(); E; E = E->next()) {
Ref<EditorExportPlatform> eep = EditorExport::get_singleton()->get_export_platform(E->key());
MenuButton *mb = E->get();
int dc = eep->get_options_count();
if (dc == 0) {
mb->hide();
} else {
mb->get_popup()->clear();
mb->show();
if (dc == 1) {
mb->set_tooltip(eep->get_option_tooltip(0));
} else {
mb->set_tooltip(eep->get_options_tooltip());
for (int i = 0; i < dc; i++) {
mb->get_popup()->add_icon_item(eep->get_option_icon(i), eep->get_option_label(i));
mb->get_popup()->set_item_tooltip(mb->get_popup()->get_item_count() - 1, eep->get_option_tooltip(i));
}
}
}
}
first = false;
}
}
}
void EditorRunNative::_run_native(int p_idx, int p_platform) {
if (!EditorNode::get_singleton()->ensure_main_scene(true)) {
resume_idx = p_idx;
resume_platform = p_platform;
return;
}
Ref<EditorExportPlatform> eep = EditorExport::get_singleton()->get_export_platform(p_platform);
ERR_FAIL_COND(eep.is_null());
if (p_idx == -1) {
if (eep->get_options_count() == 1) {
menus[p_platform]->get_popup()->hide();
p_idx = 0;
} else {
return;
}
}
Ref<EditorExportPreset> preset;
for (int i = 0; i < EditorExport::get_singleton()->get_export_preset_count(); i++) {
Ref<EditorExportPreset> ep = EditorExport::get_singleton()->get_export_preset(i);
if (ep->is_runnable() && ep->get_platform() == eep) {
preset = ep;
break;
}
}
if (preset.is_null()) {
EditorNode::get_singleton()->show_warning(TTR("No runnable export preset found for this platform.\nPlease add a runnable preset in the Export menu or define an existing preset as runnable."));
return;
}
emit_signal("native_run");
int flags = 0;
if (deploy_debug_remote) {
flags |= EditorExportPlatform::DEBUG_FLAG_REMOTE_DEBUG;
}
if (deploy_dumb) {
flags |= EditorExportPlatform::DEBUG_FLAG_DUMB_CLIENT;
}
if (debug_collisions) {
flags |= EditorExportPlatform::DEBUG_FLAG_VIEW_COLLISONS;
}
if (debug_navigation) {
flags |= EditorExportPlatform::DEBUG_FLAG_VIEW_NAVIGATION;
}
if (debug_shader_fallbacks) {
flags |= EditorExportPlatform::DEBUG_FLAG_SHADER_FALLBACKS;
}
eep->run(preset, p_idx, flags);
}
void EditorRunNative::resume_run_native() {
_run_native(resume_idx, resume_platform);
}
void EditorRunNative::_bind_methods() {
ClassDB::bind_method("_run_native", &EditorRunNative::_run_native);
ADD_SIGNAL(MethodInfo("native_run"));
}
void EditorRunNative::set_deploy_dumb(bool p_enabled) {
deploy_dumb = p_enabled;
}
bool EditorRunNative::is_deploy_dumb_enabled() const {
return deploy_dumb;
}
void EditorRunNative::set_deploy_debug_remote(bool p_enabled) {
deploy_debug_remote = p_enabled;
}
bool EditorRunNative::is_deploy_debug_remote_enabled() const {
return deploy_debug_remote;
}
void EditorRunNative::set_debug_collisions(bool p_debug) {
debug_collisions = p_debug;
}
bool EditorRunNative::get_debug_collisions() const {
return debug_collisions;
}
void EditorRunNative::set_debug_navigation(bool p_debug) {
debug_navigation = p_debug;
}
bool EditorRunNative::get_debug_navigation() const {
return debug_navigation;
}
void EditorRunNative::set_debug_shader_fallbacks(bool p_debug) {
debug_shader_fallbacks = p_debug;
}
bool EditorRunNative::get_debug_shader_fallbacks() const {
return debug_shader_fallbacks;
}
EditorRunNative::EditorRunNative() {
set_process(true);
first = true;
deploy_dumb = false;
deploy_debug_remote = false;
debug_collisions = false;
debug_navigation = false;
debug_shader_fallbacks = false;
resume_idx = 0;
resume_platform = 0;
}