Merge branch 'release/1.10.x'

This commit is contained in:
rdb 2022-10-31 23:10:39 +01:00
commit 316b0009ae
15 changed files with 109 additions and 17 deletions

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@ -466,6 +466,13 @@ class CommonFilters:
return task.cont
def setMSAA(self, samples):
"""Enables multisample anti-aliasing on the render-to-texture buffer.
If you enable this, it is recommended to leave any multisample request
on the main framebuffer OFF (ie. don't set framebuffer-multisample true
in Config.prc), since it would be a waste of resources otherwise.
.. versionadded:: 1.10.13
"""
fullrebuild = "MSAA" not in self.configuration or self.configuration["MSAA"].samples != samples
newconfig = FilterConfig()
newconfig.samples = samples

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@ -52,6 +52,7 @@ allocate(size_t size, TypeHandle type_handle) {
#ifdef USE_DELETED_CHAIN
// TAU_PROFILE("void *DeletedBufferChain::allocate(size_t, TypeHandle)", "
// ", TAU_USER);
// If this triggers, maybe you forgot ALLOC_DELETED_CHAIN in a subclass?
assert(size <= _buffer_size);
// Determine how much space to allocate.

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@ -290,6 +290,8 @@ def parseopts(args):
OSX_ARCHS.append("arm64")
elif target_archs:
OSX_ARCHS = target_archs
elif platform.machine() == 'arm64':
OSX_ARCHS = ('arm64',)
try:
SetOptimize(int(optimize))

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@ -207,8 +207,13 @@ begin_frame(FrameMode mode, Thread *current_thread) {
// Update the context if necessary, to make it reallocate buffers etc.
if (_context_needs_update) {
[cocoagsg->_context update];
_context_needs_update = false;
if ([NSThread isMainThread]) {
[cocoagsg->_context update];
_context_needs_update = false;
} else {
cocoagsg->unlock_context();
return false;
}
}
// Lock the view for drawing.
@ -349,6 +354,18 @@ process_events() {
}
[pool release];
if (_context_needs_update && _gsg != nullptr) {
CocoaGraphicsStateGuardian *cocoagsg;
DCAST_INTO_V(cocoagsg, _gsg);
if (cocoagsg != nullptr && cocoagsg->_context != nil) {
cocoagsg->lock_context();
_context_needs_update = false;
[cocoagsg->_context update];
cocoagsg->unlock_context();
}
}
}
/**
@ -1116,6 +1133,18 @@ set_properties_now(WindowProperties &properties) {
break;
}
}
if (_context_needs_update && _gsg != nullptr) {
CocoaGraphicsStateGuardian *cocoagsg;
DCAST_INTO_V(cocoagsg, _gsg);
if (cocoagsg != nullptr && cocoagsg->_context != nil) {
cocoagsg->lock_context();
_context_needs_update = false;
[cocoagsg->_context update];
cocoagsg->unlock_context();
}
}
}
/**

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@ -1,4 +1,4 @@
#version 130
#version 150
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;

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@ -0,0 +1,12 @@
#version 120
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
attribute vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
does_not_exist = p3d_Vertex;
}

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@ -1,6 +1,9 @@
#version 130
#version 150
#pragma include "glsl_include_inputs.vert"
#pragma include "glsl_include_inputs.glsl"
// Vertex inputs
in vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;

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@ -1,5 +1,2 @@
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
in vec4 p3d_Vertex;

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@ -0,0 +1,10 @@
#version 120
#pragma include "glsl_include_inputs.glsl"
// Vertex inputs
attribute vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
}

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@ -1,5 +1,7 @@
#version 130
#version 150
out vec4 p3d_FragColor;
void main() {
gl_FragColor = vec4(0, 0, 0, 1);
p3d_FragColor = vec4(0, 0, 0, 1);
}

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@ -1,4 +1,4 @@
#version 130
#version 150
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;

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@ -0,0 +1,5 @@
#version 120
void main() {
gl_FragColor = vec4(0, 0, 0, 1);
}

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@ -0,0 +1,11 @@
#version 120
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
attribute vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
}

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@ -111,6 +111,9 @@ def run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=False):
shader = core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path)
assert shader is not None
if not gsg.supports_glsl:
expect_fail = True
shader.prepare_now(gsg.prepared_objects, gsg)
assert shader.is_prepared(gsg.prepared_objects)
if expect_fail:
@ -546,20 +549,29 @@ def test_glsl_write_extract_image_buffer(gsg):
def test_glsl_compile_error(gsg):
"""Test getting compile errors from bad shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_bad.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
suffix = ''
if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
suffix = '_legacy'
vert_path = core.Filename(SHADERS_DIR, 'glsl_bad' + suffix + '.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=True)
def test_glsl_from_file(gsg):
"""Test compiling GLSL shaders from files"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_simple.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
suffix = ''
if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
suffix = '_legacy'
vert_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)
def test_glsl_includes(gsg):
"""Test preprocessing includes in GLSL shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_include.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
suffix = ''
if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
suffix = '_legacy'
vert_path = core.Filename(SHADERS_DIR, 'glsl_include' + suffix + '.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)

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@ -11,6 +11,7 @@ def test_window_basic(window):
default_props.set_origin(current_props.get_origin())
default_props.set_minimized(False)
default_props.foreground = current_props.foreground
default_props.z_order = current_props.z_order
# The rest should be the same
assert current_props == default_props