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* New lightmapperJuan Linietsky2020-05-101-0/+64
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Replace more occurrences of NULL with nullptrRémi Verschelde2020-04-021-7/+7
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* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-301-82/+172
| | | | | | | | | | | | | | | | | | | | | 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.
* Renaming of servers for coherency.Juan Linietsky2020-03-271-1/+1
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-5/+0
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Better format generated shader headersRémi Verschelde2020-02-111-16/+12
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* Untested support for compute shadersJuan Linietsky2020-02-111-15/+45
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* Custom material support seems complete.Juan Linietsky2020-02-111-1/+1
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* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-59/+181
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* Remove trailing whitespaceRémi Verschelde2018-11-201-2/+2
| | | | | With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'` (+ manual revert of some thirdparty code under `platform/android`).
* Dont use equality operators with None singleton in python fileslupoDharkael2018-10-271-2/+2
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* -Lightmap and lightmap capture support for GLES2Juan Linietsky2018-09-281-4/+1
| | | | -Added hint to not show some properties when running on low end gfx
* -Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky2018-09-231-1/+5
| | | | | | optimizations, added vertex lighting. -Did some fixes to GLES3 too
* Running builder (content generator) functions in subprocesses on WindowsViktor Ferenczi2018-07-271-0/+510
- Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.