From 24118b9ddcea8a2bd56f8b77bf40cf4b2490c683 Mon Sep 17 00:00:00 2001
From: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Date: Sat, 9 Nov 2024 11:56:34 +0100
Subject: [PATCH 1/4] [Buildsystem] Improve cache handling
---
SConstruct | 3 +-
methods.py | 99 ++++++++++++++++++++++++++++++++++--------------------
2 files changed, 64 insertions(+), 38 deletions(-)
diff --git a/SConstruct b/SConstruct
index d0ffcde3e35b..48632cbaa8e3 100644
--- a/SConstruct
+++ b/SConstruct
@@ -796,12 +796,13 @@ elif selected_platform != "":
# The following only makes sense when the 'env' is defined, and assumes it is.
if "env" in locals():
- # FIXME: This method mixes both cosmetic progress stuff and cache handling...
methods.show_progress(env)
# TODO: replace this with `env.Dump(format="json")`
# once we start requiring SCons 4.0 as min version.
methods.dump(env)
+ methods.clean_cache(env)
+
def print_elapsed_time():
elapsed_time_sec = round(time.time() - time_at_start, 3)
diff --git a/methods.py b/methods.py
index 07469f60be1d..d125c119e545 100644
--- a/methods.py
+++ b/methods.py
@@ -1126,21 +1126,19 @@ def show_progress(env):
"fname": str(env.Dir("#")) + "/.scons_node_count",
}
- import time, math
+ import math
class cache_progress:
- # The default is 1 GB cache and 12 hours half life
- def __init__(self, path=None, limit=1073741824, half_life=43200):
+ # The default is 1 GB cache
+ def __init__(self, path=None, limit=pow(1024, 3)):
self.path = path
self.limit = limit
- self.exponent_scale = math.log(2) / half_life
if env["verbose"] and path != None:
screen.write(
"Current cache limit is {} (used: {})\n".format(
self.convert_size(limit), self.convert_size(self.get_size(path))
)
)
- self.delete(self.file_list())
def __call__(self, node, *args, **kw):
if show_progress:
@@ -1158,12 +1156,65 @@ def __call__(self, node, *args, **kw):
screen.write("\r[Initial build] ")
screen.flush()
+ def convert_size(self, size_bytes):
+ if size_bytes == 0:
+ return "0 bytes"
+ size_name = ("bytes", "KB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB")
+ i = int(math.floor(math.log(size_bytes, 1024)))
+ p = math.pow(1024, i)
+ s = round(size_bytes / p, 2)
+ return "%s %s" % (int(s) if i == 0 else s, size_name[i])
+
+ def get_size(self, start_path="."):
+ total_size = 0
+ for dirpath, dirnames, filenames in os.walk(start_path):
+ for f in filenames:
+ fp = os.path.join(dirpath, f)
+ total_size += os.path.getsize(fp)
+ return total_size
+
+ def progress_finish(target, source, env):
+ try:
+ with open(node_count_data["fname"], "w") as f:
+ f.write("%d\n" % node_count_data["count"])
+ except Exception:
+ pass
+
+ try:
+ with open(node_count_data["fname"]) as f:
+ node_count_data["max"] = int(f.readline())
+ except Exception:
+ pass
+
+ cache_directory = os.environ.get("SCONS_CACHE")
+ # Simple cache pruning, attached to SCons' progress callback. Trim the
+ # cache directory to a size not larger than cache_limit.
+ cache_limit = float(os.getenv("SCONS_CACHE_LIMIT", 1024)) * 1024 * 1024
+ progressor = cache_progress(cache_directory, cache_limit)
+ Progress(progressor, interval=node_count_data["interval"])
+
+ progress_finish_command = Command("progress_finish", [], progress_finish)
+ AlwaysBuild(progress_finish_command)
+
+
+def clean_cache(env):
+ import atexit
+ import time
+
+ class cache_clean:
+ def __init__(self, path=None, limit=pow(1024, 3)):
+ self.path = path
+ self.limit = limit
+
+ def clean(self):
+ self.delete(self.file_list())
+
def delete(self, files):
if len(files) == 0:
return
if env["verbose"]:
# Utter something
- screen.write("\rPurging %d %s from cache...\n" % (len(files), len(files) > 1 and "files" or "file"))
+ print("Purging %d %s from cache..." % (len(files), "files" if len(files) > 1 else "file"))
[os.remove(f) for f in files]
def file_list(self):
@@ -1197,46 +1248,20 @@ def file_list(self):
else:
return [x[0] for x in file_stat[mark:]]
- def convert_size(self, size_bytes):
- if size_bytes == 0:
- return "0 bytes"
- size_name = ("bytes", "KB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB")
- i = int(math.floor(math.log(size_bytes, 1024)))
- p = math.pow(1024, i)
- s = round(size_bytes / p, 2)
- return "%s %s" % (int(s) if i == 0 else s, size_name[i])
-
- def get_size(self, start_path="."):
- total_size = 0
- for dirpath, dirnames, filenames in os.walk(start_path):
- for f in filenames:
- fp = os.path.join(dirpath, f)
- total_size += os.path.getsize(fp)
- return total_size
-
- def progress_finish(target, source, env):
+ def cache_finally():
+ nonlocal cleaner
try:
- with open(node_count_data["fname"], "w") as f:
- f.write("%d\n" % node_count_data["count"])
- progressor.delete(progressor.file_list())
+ cleaner.clean()
except Exception:
pass
- try:
- with open(node_count_data["fname"]) as f:
- node_count_data["max"] = int(f.readline())
- except Exception:
- pass
-
cache_directory = os.environ.get("SCONS_CACHE")
# Simple cache pruning, attached to SCons' progress callback. Trim the
# cache directory to a size not larger than cache_limit.
cache_limit = float(os.getenv("SCONS_CACHE_LIMIT", 1024)) * 1024 * 1024
- progressor = cache_progress(cache_directory, cache_limit)
- Progress(progressor, interval=node_count_data["interval"])
+ cleaner = cache_clean(cache_directory, cache_limit)
- progress_finish_command = Command("progress_finish", [], progress_finish)
- AlwaysBuild(progress_finish_command)
+ atexit.register(cache_finally)
def dump(env):
From feeb0721abbd64d2e46423d02630fed31c42aa5d Mon Sep 17 00:00:00 2001
From: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Date: Fri, 8 Nov 2024 14:54:03 +0100
Subject: [PATCH 2/4] [JavaScript] Don't cache emsdk
Due to how caches are accessed this cache is almost useless, it only
matters if it is from the same branch or a base branch, and is identical
between branches, so caching it just clutters the build cache
---
.github/workflows/javascript_builds.yml | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/.github/workflows/javascript_builds.yml b/.github/workflows/javascript_builds.yml
index 8739a65307ee..895869063b67 100644
--- a/.github/workflows/javascript_builds.yml
+++ b/.github/workflows/javascript_builds.yml
@@ -8,7 +8,6 @@ env:
GODOT_BASE_BRANCH: 3.x
SCONSFLAGS: verbose=yes warnings=all werror=yes debug_symbols=no
EM_VERSION: 3.1.39
- EM_CACHE_FOLDER: "emsdk-cache"
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-javascript
@@ -26,8 +25,7 @@ jobs:
uses: mymindstorm/setup-emsdk@v14
with:
version: ${{env.EM_VERSION}}
- actions-cache-folder: ${{env.EM_CACHE_FOLDER}}
- cache-key: emsdk-${{ matrix.cache-name }}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
+ no-cache: true
- name: Verify Emscripten setup
run: |
From 0e674d74f2216bcfadec25262cf2484b782f9bc8 Mon Sep 17 00:00:00 2001
From: arkology <43543909+arkology@users.noreply.github.com>
Date: Mon, 11 Nov 2024 06:34:03 +0000
Subject: [PATCH 3/4] [3.x] Document Timer autostart in tool scripts
---
doc/classes/Timer.xml | 1 +
1 file changed, 1 insertion(+)
diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml
index 10b6e2e22ff4..f4f9e3c0d332 100644
--- a/doc/classes/Timer.xml
+++ b/doc/classes/Timer.xml
@@ -37,6 +37,7 @@
If [code]true[/code], the timer will automatically start when entering the scene tree.
[b]Note:[/b] This property is automatically set to [code]false[/code] after the timer enters the scene tree and starts.
+ [b]Note:[/b] This property does nothing when the timer is running in the editor.
If [code]true[/code], the timer will stop when reaching 0. If [code]false[/code], it will restart.
From 4c930bb3387ec9da6c3502caa09260893b156a34 Mon Sep 17 00:00:00 2001
From: lawnjelly
Date: Fri, 22 Nov 2024 12:13:35 +0000
Subject: [PATCH 4/4] Ameliorate performance regression due to directional
shadow `fade_start`
---
drivers/gles3/rasterizer_scene_gles3.cpp | 5 ++++-
drivers/gles3/rasterizer_scene_gles3.h | 3 +--
drivers/gles3/shaders/scene.glsl | 8 +++-----
3 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 029625d01ebe..63517c53fd9f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2799,7 +2799,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
const float fade_start = li->light_ptr->param[VS::LIGHT_PARAM_SHADOW_FADE_START];
// Using 1.0 would break `smoothstep()` in the shader.
ubo_data.fade_from = -ubo_data.shadow_split_offsets[shadow_count - 1] * MIN(fade_start, 0.999);
- ubo_data.fade_to = -ubo_data.shadow_split_offsets[shadow_count - 1];
+
+ // To prevent the need for a fade to, store the fade to in the final split offset.
+ // It will either be the same as before, or the maximum split offset.
+ ubo_data.shadow_split_offsets[3] = ubo_data.shadow_split_offsets[shadow_count - 1];
}
glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 52d4cc544158..ab0d80e9557e 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -592,8 +592,7 @@ class RasterizerSceneGLES3 : public RasterizerScene {
float shadow_split_offsets[4];
float fade_from;
- float fade_to;
- float pad[2];
+ float pad[3];
};
struct LightInstance : public RID_Data {
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 266db3317ddc..03515c728f3a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -148,8 +148,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
mediump vec4 shadow_split_offsets;
mediump float fade_from;
- mediump float fade_to;
- mediump vec2 pad;
+ mediump vec3 pad;
};
#endif //ubershader-skip
@@ -848,8 +847,7 @@ layout(std140) uniform DirectionalLightData {
mediump vec4 shadow_split_offsets;
mediump float fade_from;
- mediump float fade_to;
- mediump vec2 pad;
+ mediump vec3 pad;
};
uniform highp sampler2DShadow directional_shadow; // texunit:-5
@@ -2292,7 +2290,7 @@ FRAGMENT_SHADER_CODE
shadow = min(shadow, contact_shadow);
}
#endif //ubershader-runtime
- float pssm_fade = smoothstep(fade_from, fade_to, vertex.z);
+ float pssm_fade = smoothstep(fade_from, -shadow_split_offsets.w, vertex.z);
light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
}