Deref Godot: servers/

This commit is contained in:
Dubhghlas McLaughlin
2024-10-09 13:37:36 -05:00
parent ea37447607
commit db979734c0
12 changed files with 17 additions and 17 deletions

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@@ -35,7 +35,7 @@
#include "core/math/math_funcs.h"
#include "servers/audio_server.h"
/* Thirdparty code, so disable clang-format with Godot style */
/* Thirdparty code, so disable clang-format with Redot style */
/* clang-format off */
/****************************************************************************
@@ -284,7 +284,7 @@ void SMBPitchShift::smbFft(float *fftBuffer, long fftFrameSize, long sign)
}
/* Godot code again */
/* Redot code again */
/* clang-format on */
void AudioEffectPitchShiftInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {

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@@ -16,7 +16,7 @@ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_effects.Prepend(CPPPATH=[thirdparty_dir])
# This flag doesn't actually control anything GCC specific in FSR2. It determines
# if symbols should be exported, which is not required for Godot.
# if symbols should be exported, which is not required for Redot.
env_effects.Append(CPPDEFINES=["FFX_GCC"])
env_thirdparty = env_effects.Clone()
@@ -24,7 +24,7 @@ env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.servers_sources += thirdparty_obj
# Godot source files
# Redot source files
module_obj = []

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@@ -545,7 +545,7 @@ FSR2Effect::FSR2Effect() {
Vector<String> modes;
modes.push_back("");
// Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// Since Redot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
// files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
//

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@@ -43,7 +43,7 @@
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"
// This flag doesn't actually control anything GCC specific in FSR2. It determines
// if symbols should be exported, which is not required for Godot.
// if symbols should be exported, which is not required for Redot.
#ifndef FFX_GCC
#define FFX_GCC
#endif

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@@ -122,9 +122,9 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
tohash.append("[GodotVersionNumber]");
tohash.append("[RedotVersionNumber]");
tohash.append(VERSION_NUMBER);
tohash.append("[GodotVersionHash]");
tohash.append("[RedotVersionHash]");
tohash.append(VERSION_HASH);
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());

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@@ -277,7 +277,7 @@ public:
// they're just an uint32_t to "tag" a GPU command. These are only used for debugging and do not
// (or at least shouldn't) alter the execution behavior in any way.
//
// When a GPU crashes and Godot was built in dev or debug mode; Godot will dump what commands
// When a GPU crashes and Redot was built in dev or debug mode; Redot will dump what commands
// were being executed and what tag they were marked with.
// This makes narrowing down the cause of a crash easier. Note that a GPU can be executing
// multiple commands at the same time. It is also useful to identify data hazards.

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@@ -56,7 +56,7 @@
#include <algorithm>
// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
// This may one day be used in Redot for interoperability between C arrays, Vector and LocalVector.
// (See https://github.com/godotengine/godot-proposals/issues/5144.)
template <typename T>
class VectorView {

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@@ -645,7 +645,7 @@ uint8_t RenderingLightCuller::Data::LUT_entries[LUT_SIZE][8] = {
// See e.g. http://lspiroengine.com/?p=153 for reference.
// Principles are the same, but differences to the article:
// * Order of planes / points is different in Godot.
// * Order of planes / points is different in Redot.
// * We use a lookup table at runtime.
void RenderingLightCuller::create_LUT() {
// Each pair of planes that are opposite can have an edge.

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@@ -42,7 +42,7 @@ private:
// Environment
struct Environment {
// Note, we capture and store all environment parameters received from Godot here.
// Note, we capture and store all environment parameters received from Redot here.
// Not all renderers support all effects and should just ignore the bits they don't support.
// Background

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@@ -2146,7 +2146,7 @@ void RenderingServer::fix_surface_compatibility(SurfaceData &p_surface, const St
}
if (warn_on_surface_upgrade) {
WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Godot.");
WARN_PRINT_ONCE_ED("At least one surface uses an old surface format and needs to be upgraded. The upgrade happens automatically at load time every time until the mesh is saved again or re-imported. Once saved (or re-imported), this mesh will be incompatible with earlier versions of Redot.");
if (!p_path.is_empty()) {
WARN_PRINT("A surface of " + p_path + " uses an old surface format and needs to be upgraded.");
@@ -3542,7 +3542,7 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
}
void RenderingServer::init() {
// These are overrides, even if they are false Godot will still
// These are overrides, even if they are false Redot will still
// import the texture formats that the host platform needs.
// See `const bool can_s3tc_bptc` in the resource importer.
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);

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@@ -44,7 +44,7 @@ struct BlitToScreen;
/**
The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
when Redot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
If the user wants to enable AR/VR, they can choose the interface they want to use and initialize it.

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@@ -201,7 +201,7 @@ public:
Transform3D get_hmd_transform();
/*
Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
Interfaces are objects that 'glue' Redot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
*/
void add_interface(const Ref<XRInterface> &p_interface);
void remove_interface(const Ref<XRInterface> &p_interface);
@@ -241,7 +241,7 @@ public:
// Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
void pre_render();
// End-frame is called right after Godot has finished its rendering bits.
// End-frame is called right after Redot has finished its rendering bits.
void end_frame();
XRServer();