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2020-03-11Merge pull request #36905 from Faless/js/restore_and_ciRémi Verschelde
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-10Revert "Enhanced physical device selection to use device type and available ↵Rémi Verschelde
memory in relation to issue #35397" This reverts commit 4f3006e5ac30d00b90eb531f3bdfd4bfa0d4025b.
2020-03-10Initializes VulkanContext::queue_props to NULLHaoyu Qiu
2020-03-09Merge pull request #36751 from Faless/debugger/threads_and_profilersRémi Verschelde
ScriptDebugger refactor, threading, profilers.
2020-03-09More explicit error messages when vulkan calls return errorsPouleyKetchoupp
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
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.
2020-03-08OS_Javascript temporarly uses dummy rasterizer.Fabio Alessandrelli
2020-03-08Restore dummy rasterizerFabio Alessandrelli
Not all functionalities are back, but it compiles and runs minimal project.
2020-03-05Merge pull request #36752 from RandomShaper/rework_semaphoreRémi Verschelde
Drop old semaphore implementation
2020-03-04Merge pull request #36792 from akien-mga/vulkan-better-debug-printsRémi Verschelde
Vulkan: Use Godot print macros matching MessageSeverity flag
2020-03-04Vulkan: Use Godot print macros matching MessageSeverity flagRémi Verschelde
Otherwise any verbose/info/warning debug message from Vulkan would raise an error, confusing users about the severity of the message. Cf. #36185, #36790.
2020-03-04Merge pull request #36733 from qarmin/static_analyzer_fixesRémi Verschelde
Fixes bugs found by Sonarcloud and Coverity
2020-03-04Merge pull request #36069 from RandomShaper/imvu/improve_drives_uxRémi Verschelde
Improve UX of drive letters
2020-03-04Merge pull request #36385 from kuruk-mm/some_static_assertsRémi Verschelde
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04Merge pull request #36585 from disks86/masterRémi Verschelde
Enhanced physical device selection
2020-03-04Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assertMateo Dev .59
2020-03-03os: execute parse the command output from utf8Mateo Dev .59
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- 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.
2020-03-03Improve UX of drive lettersPedro J. Estébanez
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.
2020-03-02Fixes bugs found by Sonarcloud and Coverityqarmin
2020-02-29Adds null check of pMessageIdNameHaoyu Qiu
2020-02-28Enhanced physical device selection to use device type and available memory ↵Christopher Joseph Dean Schaefer
in relation to issue #35397
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Merge pull request #36186 from Calinou/remove-vulkan-debugging-printsRémi Verschelde
Remove Vulkan debugging prints
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
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`.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- 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.
2020-02-22Merge pull request #36454 from akien-mga/vulkan-workaround-32-bit-lib-errorRémi Verschelde
Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDs
2020-02-22Correct condition wrongly converted to ERR_FAIL_COND_MSGJuan Linietsky
Fixes debugging of giprobes not working, likely other stuff
2020-02-22Vulkan: Work around false positive on 64-bit Linux w/ 32-bit ICDsRémi Verschelde
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.
2020-02-21Add iphone to vulkan drivers SCsubSam Green
2020-02-19Merge pull request #36367 from IronicallySerious/rem-audio-driver-dummyRémi Verschelde
Remove unused driver/dummy/audio_driver_dummy.h
2020-02-20Remove unused driver/dummy/audio_driver_dummy.hTwarit
2020-02-19Merge pull request #36357 from ↵Rémi Verschelde
MateoMiccino/rendering_vulkan_vertexdescriptionkey_fix rendering_vulkan: VertexDescriptionKey equal comparator was checking …
2020-02-19rendering_vulkan: VertexDescriptionKey equal comparator was checking only ↵Mateo Dev .59
the first element of his vector of VertexDescription
2020-02-19Fix set_reuse_address on non-Windows platforms.Fabio Alessandrelli
Broken after cae0d8853d7a373ad8720289c12c7c2e7b5ef240 .
2020-02-18Merge pull request #36321 from Faless/net/win_tcp_noreuseRémi Verschelde
Disable NetSocket reuse address on Windows.
2020-02-18Merge pull request #36296 from Faless/dtls/enet_vulkanRémi Verschelde
DTLS support + optional ENet encryption
2020-02-18Merge pull request #36320 from madmiraal/fix-c4996-warning-vulkan_contextRémi Verschelde
Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.
2020-02-18Disable NetSocket reuse address on Windows.Fabio Alessandrelli
It actually means reuse port -.- ...
2020-02-18Fix VisualStudio throwing multiple C4996 warnings in vulkan_context.cpp.Marcel Admiraal
Use Godot's String to concatenate C-strings instead of strcat and sprintf, which are unsafe, because they don't check for buffer overflows.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-16Add peek option to NetSocket recv_from.Fabio Alessandrelli
2020-02-14Vulkan-Loader: Mark secure_getenv as available on LinuxRémi Verschelde
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.
2020-02-14Fix various GCC compilation warnings after Vulkan mergeRémi Verschelde
Part of #36132.
2020-02-13Remove Vulkan debugging printsHugo Locurcio
2020-02-13Merge pull request #36169 from timothyqiu/memleakRémi Verschelde
Fixes some memory leaks
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
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!
2020-02-13Fixes some memory leaksHaoyu Qiu
2020-02-12Merge pull request #36141 from Chaosus/shader_struct_member_arraysYuri Roubinsky
Added support for arrays as shader struct members