Fixes#90017Fixes#90030Fixes#98044
This PR makes the following changes:
# Force processing of GPU commands for frame_count frames
The variable `frames_pending_resources_for_processing` is added to track
this.
The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.
Technically this works and is a viable solution.
However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).
To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.
Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make Godot's behavior different while minimized vs while the
window is presenting.
\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).
# Rename p_swap_buffers for p_present
**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).
"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".
However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).
Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".
Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.
Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.
This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.
But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.
There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.
This eases troubleshooting when working with command line arguments.
Warnings are only printed if the argument does not exist as a file
or directory path (relative or absolute). This allows positional arguments
to keep working as they are now, without printing warnings when a project
reads positional arguments to perform operations on files (e.g. when
drag-and-dropping a file onto a project executable).
This now prints a warning:
godot --non-existent-argument
This still doesn't print a warning, as it's an user argument:
godot -- --non-existent-argument
This doesn't print a warning if the file/folder path exists:
godot /path/to/file.txt
A warning is still printed if the file/folder doesn't exist. Drag-and-drop
associations always refer to existing files/folders, so that scenario was
unlikely to be encountered.
Adds "--accurate-breadcrumbs" CLI command
Additionally, leave out breadcrumbs code in non-debug, non-dev builds.
Fix regression introduced in #98388 where command_insert_breadcrumb() is
called even in non-debug builds.
Fixes#98338
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot
Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`
^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
XR is disabled when 3D is disbled so there is no sense in
setting xr specific settings and adding `--xr-mode` option
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
If the module is enabled (default), 2D physics works as it did before.
If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).
The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
If the module is enabled (default), 3D physics works as it did before.
If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).
The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
PR #90993 added several debugging utilities.
Among them, advanced memory tracking through the use of custom
allocators and VK_EXT_device_memory_report.
However as issue #95967 reveals, it is dangerous to leave it on by
default because drivers (or even the Vulkan loader) can too easily
accidentally break custom allocators by allocating memory through std
malloc but then request us to deallocate it (or viceversa).
This PR fixes the following problems:
- Adds --extra-gpu-memory-tracking cmd line argument
- Adds missing enum entries to
RenderingContextDriverVulkan::VkTrackedObjectType
- Adds RenderingDevice::get_driver_and_device_memory_report
- GDScript users can easily check via print(
RenderingServer.get_rendering_device().get_driver_and_device_memory_report()
)
- Uses get_driver_and_device_memory_report on device lost for appending
further info.
Fixes#95967
Before it was a bit unclear on what was happening, since a display
server has to fail to fall back and so the user would be left with an
error _and_ a (hopefully) running game.
Should make the experience more pleasant on Linux/BSD now that we have
two display servers.
- Deduplicate rendering driver names.
- Tweak grammar and punctuation to be consistent across both messages.
- Use "rendering method" terminology in the relevant error message.
Preview:
`--rendering-driver unknown`:
Unknown rendering driver 'unknown', aborting.
Valid options are 'vulkan', 'opengl3', 'opengl3_es' and 'dummy'.
`--rendering-method unknown`:
Unknown rendering method 'unknown', aborting.
Valid options are 'forward_plus', 'mobile' and 'gl_compatibility'.
- Returns an empty list when there's not registered plugins, thus preventing the creation of spurious iterator objects
- Inline `Godot#getRotatedValues(...)` given it only had a single caller. This allows to remove the allocation of a float array on each call and replace it with float variables
- Disable sensor events by default. Sensor events can fired at 10-100s Hz taking cpu and memory resources. Now the use of sensor data is behind a project setting allowing projects that have use of it to enable it, while other projects don't pay the cost for a feature they don't use
- Create a pool of specialized input `Runnable` objects to prevent spurious, unbounded `Runnable` allocations
- Disable showing the boot logo for Android XR projects
- Delete locale references of jni strings
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
Before ProjectSettings::get was used, resulting in ignoring
feature tag overrides for display/window/size/window_width_override
and display/window/size/window_height_override.
Fixes#92062
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
This makes it clearer that `tests=yes` should be used at compile-time.
Previously, the engine would run as if the argument wasn't passed,
which can be confusing.
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
- `Main::setup` early exits (failure or `--help`/`--version`) now
consistently return `EXIT_FAILURE` or `EXIT_SUCCESS` on all platforms,
instead of 255 on some and a Godot Error code on others.
- `Main::start` now returns the exit code, simplifying the handling of early
failures.
- `Main::iteration` needs to explicit set the exit code in OS if it errors
out.
- Web and iOS now properly return `OS::get_exit_code()` instead of 0.
fixes godotengine#82061
fixes godotengine#61556
Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
This can be used to quickly see how recent a development build is,
without having to look up the commit date manually.
When juggling around with various builds (e.g. for benchmarking),
this can also be used to ensure that you're actually running the
binary you intended to run.
The date stored is the date of the Git commit that is built, not
the current date at the time of building the binary. This ensures
binaries can remain reproducible.
The version timestamp can be accessed using the `timestamp` key
of the `Engine.get_version_info()` return value.
* Do not print empty line when header is disabled
* Do not print Vulcan header
* Also add "Print header" project setting (default On)
(suggested by @kaissouDev)
* Add docs for the project setting
(with suggestions by @Mickeon and @akien-mga)
Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
ReShade can still be used on projects run from the editor as well
as exported projects.
This avoids several issues:
- ReShade doesn't play well with low-processor mode, making it hard
to use unless the Update Continuously editor setting is enabled.
- The ReShade overlay appears on every popup opened, which made popups
unusable.
- If you use a ReShade configuration that heavily affects the image,
it won't affect the editor UI which may become unreadable as a result.
This doesn't affect the editor being run via OpenGL or Direct3D 12
as ReShade is injected in a different manner when using those graphics
APIs.
The way that it was implemented before allowed for the project property
to spill over to the editor if the `prefer_wayland` property is not
present which, while not completely likely, is still a possibility. This
specific part is thus more of a correctness change, ensuring that we
always enforce the default display server when not running a project.
This commit also removes the restart requirement for the relative
display driver project settings as they're independent and a restart
would do nothing useful.
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
This works even if file logging is disabled in the project settings,
or for the editor/project manager.
`--log-file`'s value can be an absolute path or relative to the project
directory (similar to existing arguments like `--write-movie`).
This commits rewrites the sync logic in a way that the
`use_system_threads_for_low_priority_tasks` setting, which was added due to
the lack of a cross-platform wait-for-multiple-objects functionality, can be
removed (it's as if it was effectively hardcoded to `false`).
With the new implementation, we have the best of both worlds: threads don't
have to poll, plus no bespoke threads are used.
In addition, regarding deadlock prevention, since not every possible case of
wait-deadlock could be avoided, this commits removes the current best-effort
avoidance mechanisms and keeps only a simple, pessimistic way of detection.
It turns out that the only current user of deadlock prevention, ResourceLoader,
works fine with it and so every possible situation in resource loading is now
properly handled, with no possibilities of deadlocking. There's a comment in
the code with further details.
Lastly, a potential for load tasks never being awaited/disposed is cleared.
This is helpful for newcomers setting up Godot on CI, as this provides
automatic guidance as for why it doesn't run out of the box if
there's no X11 server available.
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This PR adds a new "--install-android-build-template" command-line option which causes the android build template to be installed before exporting the project.
- Add contexts to give a better sense of benchmarked areas.
- Add missing benchmarks and adjust some begin/end points.
- Clean up names.
- Improve Android's internal benchmarks in a similar manner.
Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
- Isolated the generation of extensions's docs. They're now not cached and refreshed as needed.
- Removed superfluous sorting of the class list.
- Removed some superfluous/unused elements.
- Renamed some items for clarity.
- Provide api to retrieve the running Godot instance from a GodotHost
- Provide api for the GodotHost to register runtime GodotPlugin instances
- Hide the GodotService class until it's completed
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
[macOS] Use ANGLE by default if engine is built with statically linked ANGLE.
[Windows] Add option enable/disable fallback to ANGLE and option force specific GPU to always use ANGLE.