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Author SHA1 Message Date
Thaddeus Crews 9f9ee0c813
SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
bruvzg 10f3c1f587
Add support for non-blocking IO mode to `OS.execute_with_pipe`. 2024-09-06 14:16:39 +03:00
bruvzg d4e78b8db5
Store GLES over GL status in the OS to avoid direct renderer includes in the editor. 2024-09-03 16:11:59 +03:00
bruvzg c273786758
Update rendering driver name on fallbacks. Fix rendering driver/method in the editor system info. 2024-09-01 18:22:40 +03:00
Rémi Verschelde 56ffcabae1
Merge pull request #94792 from akien-mga/core-remove-poolallocator
Core: Remove unused PoolAllocator
2024-08-28 00:12:20 +02:00
Rémi Verschelde 330fca1ffd
Merge pull request #93985 from alvinhochun/windows-gpu-pref
Respect integrated GPU preference in Windows Settings
2024-08-28 00:11:45 +02:00
Rémi Verschelde ce44c91223
Merge pull request #93739 from AThousandShips/lock_unlock
[Core] Allow locking/unlocking of `MutexLock`
2024-08-26 22:45:13 +02:00
Pedro J. Estébanez 9cbc3f1419 Change warning muting so it affects all levels, but locally 2024-08-26 13:13:29 +02:00
A Thousand Ships 723f5500f4
[Core] Allow locking/unlocking of `MutexLock` 2024-08-26 12:38:03 +02:00
Rémi Verschelde 0ba0be27c7
Merge pull request #94169 from RandomShaper/wtp_rl_prize
Batch of fixes for `WorkerThreadPool` and `ResourceLoader`
2024-08-26 10:51:25 +02:00
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
Pedro J. Estébanez f4d76853b9 WorkerThreadPool (plus friends): Overhaul unlock allowance zones
This fixes a rare but possible deadlock, maybe due to undefined behavior. The new implementation is safer, at the cost of some added boilerplate.
2024-08-21 12:22:52 +02:00
Rémi Verschelde 46c6865979
Merge pull request #92391 from rburing/fti_3d
Physics interpolation (3D)
2024-08-16 10:33:37 +02:00
Rémi Verschelde 13edeb3ee4
Core: Remove unused PoolAllocator 2024-07-26 13:05:51 +02:00
Alvin Wong 4091abd727 Respect integrated GPU preference in Windows Settings 2024-07-16 23:46:37 +08:00
Jamie Pate b18e1e0dcd Fix Game window stops responding when debugger pauses
Fixes #73374

As of godot 4 On windows/osx the game window will be frozen and will not
be updated.

In the debugger loop it calls

OS::get_singleton()->process_and_drop_events();
which allows windows/osx to handle system events. If the window doesn't
handle these events then both systems will judge the window to be 'not
responding' (osx beachball cursor)

When the event processing code was migrated from OS to DisplayServer the
process_and_drop_events() logic was moved to DisplayServer, but the call
inside the remote debugger pause loop was not updated to call the
DisplayServer version, there are currently no implementations of
OS::process_and_drop_events() so i removed it and switched to the new
DisplayServer::force_process_and_drop_events() method.
2024-07-10 13:38:57 -07:00
Ricardo Buring 2f8ab4a654 Fixed Timestep Interpolation (3D)
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>
2024-07-07 22:15:23 +02:00
Hugo Locurcio 492787b134
Prevent folder names with trailing periods from being used automatically
Folder names ending with one or more `.` characters are not allowed
on Windows, so this would break writing logs, shader cache and other
project-specific files. Trailing periods are now stripped in this case.

On non-Windows platforms, this change still applies in the interest
of portability.
2024-06-26 17:42:47 +02:00
Ibrahn Sahir 607c5ec49f Move MIDI parsing up from ALSA driver to platform independent driver.
Aims for more consistent MIDI support across Windows, MacOS, Linux and
to provide a base for adding MIDI drivers for other platforms.
Reworks the MIDIDriverALSAMidi MIDI parsing implementation as a platform
independent version in MIDIDriver::Parser.
Uses MIDIDriver::Parser to provide running status support in MacOS
MIDIDriverCoreMidi.
Collects connected input names at open, ensuring devices indices reported
in events match names in array returned from get_connected_inputs.

Fixes #77035.
Fixes #79811.

With code review changes by: A Thousand Ships (she/her)
<96648715+AThousandShips@users.noreply.github.com>
2024-06-25 16:46:30 +01:00
Mikael Hermansson 53d3d66f9f Add `nothreads` feature tag to signify lack of `THREADS_ENABLED` 2024-06-24 19:52:21 +02:00
Radiant 789c6ebdfd Implement `amplitude` to Input.vibrate_handheld
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
2024-05-02 19:09:42 +03:00
kobewi 3ebb5b84a0 Add separate feature tags for editor runtime 2024-04-26 14:44:38 +02:00
Fredia Huya-Kouadio 764de7fe31 Collapse the gdextension arguments into the `GDExtensionData` struct
This is used to reduce the number of arguments to `OS::open_dynamic_library(...)`.
2024-04-19 07:56:02 -07:00
Fredia Huya-Kouadio ede88cf59d Fix loading GDExtension dependencies on Android 2024-04-19 07:55:08 -07:00
kobewi dce4a3e4c2 Add get_process_exit_code() method 2024-04-16 12:46:15 +02:00
Rémi Verschelde e73f40e260
Merge pull request #87117 from DmitriySalnikov/rename_pdb
Add renaming of PDB files to avoid blocking them
2024-04-11 11:02:31 +02:00
DmitriySalnikov b73e740786 Add renaming of PDB files to avoid blocking them 2024-04-05 00:14:23 +03:00
Thaddeus Crews bbb3eb3a1a
Update lingering `do/while(0)` defines 2024-04-04 14:17:22 -05:00
bruvzg 082b420c0a
Implement `OS.execute_with_pipe` method to run process with redirected stdio.
Implement `pipe://*` path handling for creation of named pipes.
2024-03-27 11:41:16 +02:00
Rémi Verschelde f49efbe0e5
Merge pull request #89229 from akien-mga/main-refactor-os-exit-code
Refactor OS exit code to be `EXIT_SUCCESS` by default
2024-03-24 01:15:06 +01:00
Ricardo Buring 2ed2ccc2d8 Fixed Timestep Interpolation (2D)
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>
2024-03-23 12:28:36 +01:00
Rémi Verschelde 023dcd44c1
Refactor OS exit code to be `EXIT_SUCCESS` by default
- `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.
2024-03-08 23:31:24 +01:00
Thaddeus Crews 9903e6779b
Enforce template syntax `typename` over `class` 2024-03-07 22:39:09 -06:00
Rémi Verschelde 8a3a559023
Merge pull request #86620 from fbcosentino/midi_device_id
Add MIDI controller device index to `InputEventMIDI.device` property.
2024-02-19 17:06:22 +01:00
Fernando Cosentino b9fd25ea18 Add MIDI controller device index to InputEventMIDI.device property.
It is possible to query the OS for the connected MIDI controllers,
but the event messages' device field was not being used. This implements
controller index being sent in InputEventMIDI messages in the device
property, matching the index from OS.get_connected_midi_inputs().

Based on the work done by @ramdor.

Closes godotengine/godot-proposals#7733

Co-authored-by: Richie <richie_github@grange-lane.co.uk>
2024-02-19 10:23:19 +00:00
Muller-Castro a8bc9f3e78 Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
Rémi Verschelde 62143552f3
Merge pull request #87635 from rune-scape/manage-time-singleton
Manage time singleton in `register_core_types`
2024-02-12 13:34:13 +01:00
rune-scape c5bcc3ae86 Manage time singleton 2024-02-11 14:39:20 -08:00
bruvzg 7bcb419149
[Core] Improve `CowData` and `Memory` metadata alignment. 2024-02-05 17:30:02 +02:00
Rémi Verschelde 63d6bda8e9
Merge pull request #87871 from vittorioromeo/use_v_shorthand
Use `_v` shorthand for type traits and `if constexpr` where appropriate
2024-02-05 15:00:23 +01:00
vittorioromeo 71e0082ab0 Extract 'SafeBinaryMutex' to separate header
This change simply extracts 'SafeBinaryMutex' from 'mutex.h' to
    'safe_binary_mutex.h', in an effort to reduce the compilation
    speed impact of including `mutex.h`.
2024-02-04 16:59:54 +01:00
vittorioromeo 55ed34e37c Use '_v' shorthand for type traits and 'if constexpr' where appropriate 2024-02-02 15:43:21 +01:00
Rémi Verschelde c1dbaa73a6
Merge pull request #87393 from stuartcarnie/bugfix
Use `os_unfair_lock` on Apple platforms
2024-01-29 13:17:00 +01:00
Mel Collins 8406e60522 Add InputEventKey.location to tell left from right
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.

It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
2024-01-26 14:42:28 +01:00
Stuart Carnie e28b31ec96
Use `os_unfair_lock` on Apple platforms 2024-01-21 06:23:09 +11:00
Adam Scott bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Rémi Verschelde dc79e956b6
Merge pull request #86587 from RandomShaper/wtp_enhance
Enhance & fix `WorkerThreadPool`
2024-01-11 17:38:09 +01:00
Pedro J. Estébanez 9444d297ed WorkerThreadPool: Overhaul scheduling and synchronization
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.
2024-01-08 12:45:42 +01:00
Wilson E. Alvarez a3cb1b096f
Add const references detected by clang-tidy 2023-12-16 13:36:44 -05:00
Yuri Sizov fc3f40f37d Improve engine startup/shutdown benchmarks
- 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>
2023-12-08 12:53:04 +01:00
Pedro J. Estébanez fe4850c0d0 Use mingw-std-threads in MinGW builds 2023-11-18 11:56:05 +01:00
bruvzg d4d5d68eda
[iOS, GDExtension] Fix loading and exporting static libraries and xcframeworks. 2023-11-09 20:04:40 +02:00
Rémi Verschelde 0a10f09ce4
Web: Clarify that `OS.get_unique_id` is not supported
Remove the base error message in `OS`, we no longer really error out this
way for not implemented methods. Instead, each platform should override them
to provide the context they want.

Fixes #82439.
2023-09-27 15:17:45 +02:00
A Thousand Ships 893f889d74 [Core] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-11 19:45:49 +02:00
Yuri Sizov d8ff69d53c Extract ScriptInstance to simplify includes
This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.

This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
2023-09-06 22:54:38 +02:00
Fredia Huya-Kouadio 8cc7739197 Godot Android plugin re-architecture 2023-09-03 17:04:10 -07:00
AttackButton 8908ac4e6e Add missing YEN, SECTION and OPENURL names to keycode mappings 2023-08-28 03:37:22 -03:00
bruvzg 4790da7900
[macOS] Implement optional native file selection dialog support for sandboxed apps. 2023-07-12 22:36:24 +03:00
Yuri Sizov 95da8e1394 Merge pull request #70771 from kleonc/main-loop-set-after-resolved
Ensure `MainLoop` and its custom script is set right after it's resolved
2023-07-12 17:15:59 +02:00
Rémi Verschelde 91f029e912
Merge pull request #74012 from myaaaaaaaaa/remove-tap
Remove unused `threaded_array_processor.h`
2023-07-08 18:15:15 +02:00
Daylily-Zeleen 9dd9818c88 Fixed the fallback logic of OS::shell_show_in_file_manager 2023-07-06 13:16:04 +08:00
Rémi Verschelde 92ca08311c
Merge pull request #47996 from madmiraal/fix-17430
Fix `OS.find_scancode_from_string()` not working with modifiers
2023-06-19 15:39:06 +02:00
Danil Alexeev eb391d3302
Display `BitField[Enum]` in docs to distinguish from `Enum` 2023-06-15 17:23:02 +03:00
Rémi Verschelde 390d87e974
Merge pull request #71352 from m4gr3d/editor_optimization_main
Improve startup benchmarking
2023-05-24 08:43:52 +02:00
Pedro J. Estébanez e725b4b02b Allow threads to mark themselves as safe for nodes 2023-05-24 00:22:58 +02:00
Fredia Huya-Kouadio 831b4a5366 Improve startup benchmarking
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
2023-05-23 13:22:35 -07:00
Rémi Verschelde 411b6a95a0
Merge pull request #52314 from lawnjelly/four_delta_smooth
Add frame delta smoothing option (4.x)
2023-05-17 11:25:03 +02:00
lawnjelly 7925670f81 Add frame delta smoothing option (4.x)
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.

This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.

The delta_smooth_enabled setting can also be modified at runtime through OS::, and there is also now a command line setting to override the project setting.
2023-05-16 13:57:25 +01:00
Pedro J. Estébanez 6189ab5291 Robustify multi-threading primitives 2023-05-12 19:04:57 +02:00
Rémi Verschelde 258fabdbb3
Merge pull request #76836 from Faless/tls/system_certs
[TLS] Add support for platform-specific CA bundles.
2023-05-12 11:17:31 +02:00
Fabio Alessandrelli 6fd9982358 [TLS] Add support for platform-specific CA bundles.
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.

The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.

mbedTLS will fall back to bundled certificates when the OS returns no
certificates.

(*) LinuxBSD does not have a standardized certificates store location.
    The current implementation will test for common locations and may
    return an empty string on some distributions (falling back to the
    bundled certificates).
2023-05-12 09:58:23 +02:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Pedro J. Estébanez 8983b20ccd Avoid interaction issues between resource loading threads 2023-05-10 18:53:41 +02:00
Rémi Verschelde 5271186f2f
Merge pull request #75901 from reduz/refactor-node-processing
Refactor Node Processing to allow Scene Multithreading
2023-05-10 12:46:44 +02:00
Juan Linietsky 98c655ec8d Refactor Node Processing
* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.

This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
2023-05-09 19:17:51 +02:00
Pedro J. Estébanez 341b95871c Add missing thread safety to PagedAllocator 2023-05-08 18:38:56 +02:00
Juan Linietsky 273a6eeb66 Redo how the remote filesystem works
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.

The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.

Co-authored-by: m4gr3d
2023-05-08 11:57:54 +02:00
Rémi Verschelde 53191928e5
Merge pull request #76345 from reduz/fix-thread-ids
Fix thread IDs.
2023-04-25 13:20:46 +02:00
Rémi Verschelde 76d33d187f
Merge pull request #69698 from Daylily-Zeleen/daylily-zeleen/show_in_explorer
Implement and expose OS::shell_show_in_file_manager()
2023-04-25 09:57:27 +02:00
Daylily-Zeleen b12ced0a26 Implement and expose OS::shell_show_in_file_manager() 2023-04-25 11:29:32 +08:00
Juan Linietsky a37c30dfc9 Fix thread IDs.
On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.

This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
2023-04-24 15:13:58 +02:00
bruvzg 628f3b2f79
[OS] Implement and expose to scripting APIs `get_memory_info` method instead of old `get_free_static_memory`. 2023-04-24 14:08:55 +03:00
bruvzg a5009f4d3c
[Web] Detect host OS and use macOS keys on mac hosts. 2023-04-11 10:58:54 +03:00
Rémi Verschelde e80ab423ef
Merge pull request #73793 from myaaaaaaaaa/init-race
Fix some race conditions that happen during initialization
2023-03-06 19:57:38 +01:00
myaaaaaaaaa d337ed1c64 Fix data races in startup/teardown 2023-03-06 11:47:12 -05:00
myaaaaaaaaa 4c2915e3e5 Remove unused threaded_array_processor.h 2023-02-26 19:27:08 -05:00
Pedro J. Estébanez daa29d1007 Implement ConditionVariable 2023-02-20 20:43:31 +01:00
Marcel Admiraal 84199757a4 Fix OS.find_keycode_from_string not working with modifiers 2023-02-07 08:25:02 +13:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Pedro J. Estébanez 1de616d8dc Fix code style and consistency of RWLock and Semaphore 2023-01-27 18:45:25 +01:00
Rémi Verschelde f0e3c3f4c3
Merge pull request #72168 from RandomShaper/sensible_lock_return
Booleanize various sync primitives' wait & locking methods
2023-01-27 15:40:43 +01:00
Pedro J. Estébanez f630940591 Booleanize various sync primitives' wait & locking methods 2023-01-27 11:15:30 +01:00
bruvzg 6def1dfdd5
Remove unused SUPER_L/R constants. 2023-01-25 14:22:28 +02:00
bruvzg daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
Rémi Verschelde a3c8ba6cd5
Merge pull request #71396 from reduz/fix-broken-userdir
Fix cases of broken user:// paths.
2023-01-21 11:30:37 +01:00
Rémi Verschelde 818a9e99a4
OS: Add `unset_environment`, better validate input
Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.

Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
2023-01-16 16:39:44 +01:00
Juan Linietsky 3a93efefee Fix cases of broken user:// paths.
* Properly validate paths when supplying the project name.
* Ensures that the user data dir will always be valid.

Fixes 69366.
2023-01-15 19:05:00 +01:00
ajreckof 4309dffc6a add CMD_OR_CTRL as a Key and not just a key modifier 2023-01-15 18:49:20 +01:00
Rémi Verschelde 0e4e782ada
Merge pull request #70714 from Calinou/doc-os-stdin
Improve documentation for `OS.read_string_from_stdin()`
2023-01-12 09:24:47 +01:00
Hugo Locurcio 86b8176864
Improve documentation for `OS.read_string_from_stdin()`
This makes it clearer that calls to this method are blocking.

The unused method parameter was also removed.
2023-01-11 19:57:25 +01:00