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* Remove denoise module and thirdparty OIDN.Dario2023-09-251-12/+0
| | | | This is replaced by a much lighter weight and faster JNLM denoiser. OIDN is still much more accurate, and may be provided as an optional backend in the future, but the JNLM denoiser seems good enough for most use cases and removing OIDN reduces the build system complexity, binary size, and build times very significantly.
* SCons: Unify tools/target build type configurationRémi Verschelde2022-09-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
* [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-291-1/+1
| | | | Also rename export name from "HTML5" to "Web".
* Unify bits, arch, and android_arch into env["arch"]Aaron Franke2022-08-251-8/+1
| | | | | | Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-1/+1
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* Add support for PowerPC familyDaniel Kolesa2021-11-011-1/+7
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* Add support for the RISC-V architectureAaron Franke2021-10-221-2/+3
| | | | Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
* [macOS] Add support for the Apple Silicon (ARM64) build target.bruvzg2020-06-291-1/+1
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* denoise: Restrict build to 64-bit desktop platformsRémi Verschelde2020-06-061-1/+7
| | | | | | | | One of OIDN's dependencies only supports x86_64 and aarch64. For now we also exclude potential future Android tools builds, but this could be re-evaluated in the future. Fixes #38759.
* New lightmapperJuan Linietsky2020-05-101-0/+6
-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)