GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
Texture::slice_trackers is now a pointer and is allocated on demand only when a shared texture is created.
This makes copying Texture significantly faster.
The function update_perf_report() is expensive and is called every
frame.
Most of it is not necessary unless the user calls get_perf_report
Affects #102173
PR #100062 introduced BUFFER_USAGE_DEVICE_ADDRESS_BIT.
However it did so by adding a boolean to uniform_buffer_create(), called
"bool p_enable_device_address".
This makes maintaining backwards compatibility harder because I am
working on another feature that would require introducing yet another
bit flag.
This would save us the need to add fallback routines when the feature I
am working on makes it to Godot 4.5.
Even if my feature doesn't make it to 4.5 either, this PR makes the
routine more future-proof.
This PR also moves STORAGE_BUFFER_USAGE_DEVICE_ADDRESS into
BUFFER_CREATION_DEVICE_ADDRESS_BIT, since it's an option available to
both storage and uniforms.
This PR also moves the boolean use_as_storage into
BUFFER_CREATION_AS_STORAGE.
Fixes#90017Fixes#90030Fixes#98044
This PR makes the following changes:
# Force processing of GPU commands for frame_count frames
The variable `frames_pending_resources_for_processing` is added to track
this.
The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.
Technically this works and is a viable solution.
However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).
To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.
Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make Godot's behavior different while minimized vs while the
window is presenting.
\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).
# Rename p_swap_buffers for p_present
**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).
"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".
However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).
Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".
Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.
Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.
This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.
But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.
There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.