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2023-02-26basisu: Loop over the last mipmap lodLyuma
2023-02-25Fix basisu mipmapsK. S. Ernest (iFire) Lee
Previously basisu was storing mip maps as an array of basisu in the internal format for Texture. The new work makes sense and it generates smaller files with one image. This pull request fixes the basisu decompression and keep the approach of 1 image. If we need to change the format in 4.x, we can still support the old format with some limitations too. Basisu from gltfpack can only output with mipmaps. The single image will not work for StreamedTexture. We should support both approaches for CompressedTexture we use one, and for StreamedTexture we use another. Additional error checking for hdr images and for nullptr.
2023-02-16Fix includes of thirdparty libs which can be unbundled on LinuxRémi Verschelde
Changes `builtin_icu` and `builtin_recast` to match the folder names in `thirdparty`.
2023-01-27Handle gltf binaryK. S. Ernest (iFire) Lee
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ] Enable compressed mip maps from Basis Universal for faster compressions. Increase the quality of Basis to avoid corruption. To keep compatibility use the first mip of the previous internal Godot format. Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-21Fix Basis Universal format texture rendering failureHirotoshi Yoshitaka
Fix "failed! on level 0" error message on exported projects with Basis Universal textures.
2022-10-14Make some Image methods statickobewi
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-05-04Refactor module initializationreduz
* Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-30Add PortableCompressedTexturereduz
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes.
2022-03-28basisu_uastc_enc.cpp was included twice in encoder_sourcesMarkus Sauermann
2022-03-24Update basis universal to version 1.16.3.K. S. Ernest (iFire) Lee
Enable basis universal uastc internal storage instead of etc1s for better quality.
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-05-07basis_universal: Update to upstream commit from Apr 16, 2021Rémi Verschelde
BinomialLLC/basis_universal@ba1c3e40f1d434ebaf9a167b44e9b11d2bf0f765.
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
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.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-09-06Fix header guards in modules:Marcel Admiraal
- Add missing header guards to various modules' register_types.h - Add header guard to basis_universal/texture_basisu.h. - Ensure header guard encloses entire header in webrtc/webrtc_data_channel_js.h.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Fix more -Wmaybe-uninitialized warnings with target=release_debugRémi Verschelde
I have no idea why those don't get triggered in target=debug builds. Fixes #37461.
2020-03-30Fix another batch of -Wmaybe-uninitialized warningsRémi Verschelde
And simplify code in CSGShape.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
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.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Fix some -Wmaybe-uninitialized warningsRémi Verschelde
Namely: ``` modules/basis_universal/register_types.cpp: In function 'Ref<Image> basis_universal_unpacker(const Vector<unsigned char>&)': modules/basis_universal/register_types.cpp:266:15: warning: 'imgfmt' may be used uninitialized in this function [-Wmaybe-uninitialized] 266 | image->create(info.m_width, info.m_height, info.m_total_levels > 1, imgfmt, gpudata); | ~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ modules/basis_universal/register_types.cpp:255:39: warning: 'format' may be used uninitialized in this function [-Wmaybe-uninitialized] 255 | bool ret = tr.transcode_image_level(ptr, size, 0, i, dst + ofs, level.m_total_blocks - i, format); | ~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ``` ``` servers/visual_server.cpp: In member function 'Error VisualServer::_surface_set_data(Array, uint32_t, uint32_t*, uint32_t, Vector<unsigned char>&, int, Vector<unsigned char>&, int, AABB&, Vector<AABB>&)': servers/visual_server.cpp:636:15: warning: 'iw' may be used uninitialized in this function [-Wmaybe-uninitialized] 636 | copymem(&iw[i * 2], &v, 2); | ^ ``` ``` core/image.cpp: In member function 'Error Image::generate_mipmap_roughness(Image::RoughnessChannel, const Ref<Image>&)': core/image.cpp:1683:11: warning: 'roughness' may be used uninitialized in this function [-Wmaybe-uninitialized] 1683 | float roughness; | ^~~~~~~~~ ```
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
2020-03-11Fix basis_universal to not include tool main file.Fabio Alessandrelli
Avoid build error due to duplicate `main` symbol definition.
2020-02-18Fix compilation warnings and re-enable werror=yes on TravisRémi Verschelde
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings raised by GCC 8 and 9. Fix -Wunused-function, -Wunused-private-field and -Wtautological-constant-out-of-range-compare raised by Clang. Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison operation). GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising errors and will thus not abort compilation with `werror=yes`. Treat glslang headers are system headers to avoid raising warnings. Re-enables us to build with `werror=yes` on Linux and macOS, thus catching warnings that would be introduced by new code. Fixes #36132.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-14Fix various GCC compilation warnings after Vulkan mergeRémi Verschelde
Part of #36132.
2020-02-13basis_universal: Update to upstream commit from Jan 4, 2020Rémi Verschelde
BinomialLLC/basis_universal@895ee8ee7e04f22267f8d16d46de04d5a01d63ac.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `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
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11basis_universal: Use proper basisu_transcoder.h header, fixes Clang buildRémi Verschelde
Also renames bu to basisu to be more explicit and match upstream name.
2020-02-11Fixes to Basis Universal.Juan Linietsky
2020-02-11basis_universal: Fix py3 build and document license and provenanceRémi Verschelde
Also drop unneeded files. Fix build with MinGW. Closes #32384.
2020-02-11Rewritten StreamTexture for better code reuse, added basis universal supportJuan Linietsky