Due to how caches are accessed this cache is almost useless, it only
matters if it is from the same branch or a base branch, and is identical
between branches, so caching it just clutters the build cache
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
Changes from original PR:
- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
Adds an optional (default false) compile option to enable comparing
`Ref` to `nullptr` to ensure correct use, as well as future expandsion
for more general dev checks (enabled with `dev_mode`)
It has happened repeatedly that C++ code accidentally crept into the
GDExtension C header, a notable example being use of the `bool` type.
This change adds a CI step to check the header with a C-only compiler.
The min SCons version had to be bumped as SCons 3.0 before 3.0.3 seems
broken (see #92043), and there's little gain from supporting 3.0.3-3.0.5.
3.1.2 is also the first version to avoid ambiguities between Python 2
and Python 3 usage, so we finally use it as the minimum baseline.
Also test against Python 3.6 which is also our minimum supported version.
This should help prevent regressions whenever we modernize the build scripts.
Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
`pre-commit` can be installed with pip, and configured in the Godot repo with
`pre-commit install`. It can then easily be run both locally with
`pre-commit run`, and on CI, in a cross-platform way.
This makes it much easier for contributors to set up pre-commit hooks,
without having to manually copy files to their git folder.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
Invoked with `scons vsproj=yes`
To generate build configuration files for all platforms+targets+arch combinations, users should call
```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```
for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.
All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.
Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.
Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.
To generate AND build from the command line, run
```
scons vsproj=yes vsproj_gen_only=no
```
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.