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.