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https://github.com/Redot-Engine/redot-engine.git
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Deref Godot: servers/
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@@ -35,7 +35,7 @@
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#include "core/math/math_funcs.h"
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#include "servers/audio_server.h"
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/* Thirdparty code, so disable clang-format with Godot style */
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/* Thirdparty code, so disable clang-format with Redot style */
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/* clang-format off */
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/****************************************************************************
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@@ -284,7 +284,7 @@ void SMBPitchShift::smbFft(float *fftBuffer, long fftFrameSize, long sign)
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}
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/* Godot code again */
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/* Redot code again */
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/* clang-format on */
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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]
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env_effects.Prepend(CPPPATH=[thirdparty_dir])
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# This flag doesn't actually control anything GCC specific in FSR2. It determines
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# if symbols should be exported, which is not required for Godot.
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# if symbols should be exported, which is not required for Redot.
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env_effects.Append(CPPDEFINES=["FFX_GCC"])
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env_thirdparty = env_effects.Clone()
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@@ -24,7 +24,7 @@ env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.servers_sources += thirdparty_obj
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# Godot source files
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# Redot source files
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module_obj = []
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@@ -545,7 +545,7 @@ FSR2Effect::FSR2Effect() {
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Vector<String> modes;
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modes.push_back("");
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// Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
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// Since Redot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
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// there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
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// files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
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//
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@@ -43,7 +43,7 @@
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"
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// This flag doesn't actually control anything GCC specific in FSR2. It determines
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// if symbols should be exported, which is not required for Godot.
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// if symbols should be exported, which is not required for Redot.
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#ifndef FFX_GCC
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#define FFX_GCC
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#endif
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@@ -122,9 +122,9 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
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}
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StringBuilder tohash;
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tohash.append("[GodotVersionNumber]");
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tohash.append("[RedotVersionNumber]");
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tohash.append(VERSION_NUMBER);
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tohash.append("[GodotVersionHash]");
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tohash.append("[RedotVersionHash]");
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tohash.append(VERSION_HASH);
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tohash.append("[SpirvCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
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@@ -277,7 +277,7 @@ public:
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// they're just an uint32_t to "tag" a GPU command. These are only used for debugging and do not
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// (or at least shouldn't) alter the execution behavior in any way.
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//
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// When a GPU crashes and Godot was built in dev or debug mode; Godot will dump what commands
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// When a GPU crashes and Redot was built in dev or debug mode; Redot will dump what commands
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// were being executed and what tag they were marked with.
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// This makes narrowing down the cause of a crash easier. Note that a GPU can be executing
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// multiple commands at the same time. It is also useful to identify data hazards.
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@@ -56,7 +56,7 @@
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#include <algorithm>
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// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
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// This may one day be used in Redot for interoperability between C arrays, Vector and LocalVector.
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// (See https://github.com/godotengine/godot-proposals/issues/5144.)
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template <typename T>
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class VectorView {
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@@ -645,7 +645,7 @@ uint8_t RenderingLightCuller::Data::LUT_entries[LUT_SIZE][8] = {
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// See e.g. http://lspiroengine.com/?p=153 for reference.
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// Principles are the same, but differences to the article:
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// * Order of planes / points is different in Godot.
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// * Order of planes / points is different in Redot.
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// * We use a lookup table at runtime.
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void RenderingLightCuller::create_LUT() {
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// Each pair of planes that are opposite can have an edge.
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@@ -42,7 +42,7 @@ private:
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// Environment
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struct Environment {
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// Note, we capture and store all environment parameters received from Godot here.
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// Note, we capture and store all environment parameters received from Redot here.
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// Not all renderers support all effects and should just ignore the bits they don't support.
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// Background
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@@ -2146,7 +2146,7 @@ void RenderingServer::fix_surface_compatibility(SurfaceData &p_surface, const St
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}
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if (warn_on_surface_upgrade) {
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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.");
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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.");
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if (!p_path.is_empty()) {
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WARN_PRINT("A surface of " + p_path + " uses an old surface format and needs to be upgraded.");
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@@ -3542,7 +3542,7 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
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}
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void RenderingServer::init() {
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// These are overrides, even if they are false Godot will still
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// These are overrides, even if they are false Redot will still
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// import the texture formats that the host platform needs.
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// See `const bool can_s3tc_bptc` in the resource importer.
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
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@@ -44,7 +44,7 @@ struct BlitToScreen;
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/**
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The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
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The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
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when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
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when Redot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
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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:
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Transform3D get_hmd_transform();
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/*
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Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
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Interfaces are objects that 'glue' Redot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
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*/
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void add_interface(const Ref<XRInterface> &p_interface);
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void remove_interface(const Ref<XRInterface> &p_interface);
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@@ -241,7 +241,7 @@ public:
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// Many of these interfaces will also do a predictive sync which ensures we run at a steady framerate.
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void pre_render();
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// End-frame is called right after Godot has finished its rendering bits.
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// End-frame is called right after Redot has finished its rendering bits.
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void end_frame();
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XRServer();
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