diff --git a/direct/src/filter/CommonFilters.py b/direct/src/filter/CommonFilters.py index 8927fe982c..24aef5ddb0 100644 --- a/direct/src/filter/CommonFilters.py +++ b/direct/src/filter/CommonFilters.py @@ -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 diff --git a/dtool/src/dtoolbase/deletedBufferChain.cxx b/dtool/src/dtoolbase/deletedBufferChain.cxx index e1596773c5..de74173175 100644 --- a/dtool/src/dtoolbase/deletedBufferChain.cxx +++ b/dtool/src/dtoolbase/deletedBufferChain.cxx @@ -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. diff --git a/makepanda/makepanda.py b/makepanda/makepanda.py index fe2e0f455a..4becfd9d7f 100755 --- a/makepanda/makepanda.py +++ b/makepanda/makepanda.py @@ -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)) diff --git a/panda/src/cocoadisplay/cocoaGraphicsWindow.mm b/panda/src/cocoadisplay/cocoaGraphicsWindow.mm index e931b59f44..ecd487223f 100644 --- a/panda/src/cocoadisplay/cocoaGraphicsWindow.mm +++ b/panda/src/cocoadisplay/cocoaGraphicsWindow.mm @@ -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(); + } + } } /** diff --git a/tests/display/glsl_bad.vert b/tests/display/glsl_bad.vert index 8a324916ec..e06e2948d1 100644 --- a/tests/display/glsl_bad.vert +++ b/tests/display/glsl_bad.vert @@ -1,4 +1,4 @@ -#version 130 +#version 150 // Uniform inputs uniform mat4 p3d_ModelViewProjectionMatrix; diff --git a/tests/display/glsl_bad_legacy.vert b/tests/display/glsl_bad_legacy.vert new file mode 100644 index 0000000000..e96ecdc39e --- /dev/null +++ b/tests/display/glsl_bad_legacy.vert @@ -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; +} diff --git a/tests/display/glsl_include.vert b/tests/display/glsl_include.vert index 1826fdf677..21ba97b8ca 100644 --- a/tests/display/glsl_include.vert +++ b/tests/display/glsl_include.vert @@ -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; diff --git a/tests/display/glsl_include_inputs.vert b/tests/display/glsl_include_inputs.glsl similarity index 62% rename from tests/display/glsl_include_inputs.vert rename to tests/display/glsl_include_inputs.glsl index 125078ce16..58eb09c181 100644 --- a/tests/display/glsl_include_inputs.vert +++ b/tests/display/glsl_include_inputs.glsl @@ -1,5 +1,2 @@ // Uniform inputs uniform mat4 p3d_ModelViewProjectionMatrix; - -// Vertex inputs -in vec4 p3d_Vertex; diff --git a/tests/display/glsl_include_legacy.vert b/tests/display/glsl_include_legacy.vert new file mode 100644 index 0000000000..0111515310 --- /dev/null +++ b/tests/display/glsl_include_legacy.vert @@ -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; +} diff --git a/tests/display/glsl_simple.frag b/tests/display/glsl_simple.frag index 5f190e015c..66a6143f50 100644 --- a/tests/display/glsl_simple.frag +++ b/tests/display/glsl_simple.frag @@ -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); } diff --git a/tests/display/glsl_simple.vert b/tests/display/glsl_simple.vert index ea3afd7498..2e3f7db8f8 100644 --- a/tests/display/glsl_simple.vert +++ b/tests/display/glsl_simple.vert @@ -1,4 +1,4 @@ -#version 130 +#version 150 // Uniform inputs uniform mat4 p3d_ModelViewProjectionMatrix; diff --git a/tests/display/glsl_simple_legacy.frag b/tests/display/glsl_simple_legacy.frag new file mode 100644 index 0000000000..c7f34a5da9 --- /dev/null +++ b/tests/display/glsl_simple_legacy.frag @@ -0,0 +1,5 @@ +#version 120 + +void main() { + gl_FragColor = vec4(0, 0, 0, 1); +} diff --git a/tests/display/glsl_simple_legacy.vert b/tests/display/glsl_simple_legacy.vert new file mode 100644 index 0000000000..523362f606 --- /dev/null +++ b/tests/display/glsl_simple_legacy.vert @@ -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; +} diff --git a/tests/display/test_glsl_shader.py b/tests/display/test_glsl_shader.py index 097a679a82..551469d945 100644 --- a/tests/display/test_glsl_shader.py +++ b/tests/display/test_glsl_shader.py @@ -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) diff --git a/tests/display/test_window.py b/tests/display/test_window.py index 1c44ea76e3..ff434b8dfc 100644 --- a/tests/display/test_window.py +++ b/tests/display/test_window.py @@ -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