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@@ -32,7 +32,7 @@
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#include <cstddef>
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#include <cstdint>
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-#include <cstring>
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+#include <utility>
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namespace godot {
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@@ -64,15 +64,33 @@ namespace godot {
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#endif
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#endif
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-// Should always inline, except in debug builds because it makes debugging harder.
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+// Should always inline, except in dev builds because it makes debugging harder,
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+// or `size_enabled` builds where inlining is actively avoided.
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#ifndef _FORCE_INLINE_
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-#ifdef DISABLE_FORCED_INLINE
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+#if defined(DEV_ENABLED) || defined(SIZE_EXTRA)
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#define _FORCE_INLINE_ inline
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#else
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#define _FORCE_INLINE_ _ALWAYS_INLINE_
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#endif
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#endif
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+// Should never inline.
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+#ifndef _NO_INLINE_
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+#if defined(__GNUC__)
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+#define _NO_INLINE_ __attribute__((noinline))
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+#elif defined(_MSC_VER)
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+#define _NO_INLINE_ __declspec(noinline)
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+#else
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+#define _NO_INLINE_
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+#endif
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+#endif
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+
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+// In some cases [[nodiscard]] will get false positives,
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+// we can prevent the warning in specific cases by preceding the call with a cast.
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+#ifndef _ALLOW_DISCARD_
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+#define _ALLOW_DISCARD_ (void)
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+#endif
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+
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// Windows badly defines a lot of stuff we'll never use. Undefine it.
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#ifdef _WIN32
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#undef min // override standard definition
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@@ -80,14 +98,182 @@ namespace godot {
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#undef ERROR // override (really stupid) wingdi.h standard definition
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#undef DELETE // override (another really stupid) winnt.h standard definition
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#undef MessageBox // override winuser.h standard definition
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-#undef MIN // override standard definition
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-#undef MAX // override standard definition
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-#undef CLAMP // override standard definition
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#undef Error
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#undef OK
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#undef CONNECT_DEFERRED // override from Windows SDK, clashes with Object enum
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+#undef MemoryBarrier
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+#undef MONO_FONT
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+#endif
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+
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+// Make room for our constexpr's below by overriding potential system-specific macros.
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+#undef SIGN
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+#undef MIN
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+#undef MAX
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+#undef CLAMP
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+
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+template <typename T>
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+constexpr const T SIGN(const T m_v) {
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+ return m_v > 0 ? +1.0f : (m_v < 0 ? -1.0f : 0.0f);
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+}
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+
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+template <typename T, typename T2>
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+constexpr auto MIN(const T m_a, const T2 m_b) {
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+ return m_a < m_b ? m_a : m_b;
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+}
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+
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+template <typename T, typename T2>
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+constexpr auto MAX(const T m_a, const T2 m_b) {
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+ return m_a > m_b ? m_a : m_b;
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+}
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+
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+template <typename T, typename T2, typename T3>
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+constexpr auto CLAMP(const T m_a, const T2 m_min, const T3 m_max) {
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+ return m_a < m_min ? m_min : (m_a > m_max ? m_max : m_a);
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+}
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+
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+// Generic swap template.
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+#ifndef SWAP
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+#define SWAP(m_x, m_y) std::swap((m_x), (m_y))
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+#endif // SWAP
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+
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+/* Functions to handle powers of 2 and shifting. */
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+
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+// Returns `true` if a positive integer is a power of 2, `false` otherwise.
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+template <typename T>
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+inline bool is_power_of_2(const T x) {
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+ return x && ((x & (x - 1)) == 0);
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+}
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+
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+// Function to find the next power of 2 to an integer.
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+static _FORCE_INLINE_ unsigned int next_power_of_2(unsigned int x) {
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+ if (x == 0) {
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+ return 0;
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+ }
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+
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+ --x;
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+ x |= x >> 1;
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+ x |= x >> 2;
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+ x |= x >> 4;
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+ x |= x >> 8;
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+ x |= x >> 16;
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+
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+ return ++x;
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+}
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+
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+// Function to find the previous power of 2 to an integer.
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+static _FORCE_INLINE_ unsigned int previous_power_of_2(unsigned int x) {
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+ x |= x >> 1;
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+ x |= x >> 2;
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+ x |= x >> 4;
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+ x |= x >> 8;
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+ x |= x >> 16;
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+ return x - (x >> 1);
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+}
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+
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+// Function to find the closest power of 2 to an integer.
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+static _FORCE_INLINE_ unsigned int closest_power_of_2(unsigned int x) {
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+ unsigned int nx = next_power_of_2(x);
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+ unsigned int px = previous_power_of_2(x);
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+ return (nx - x) > (x - px) ? px : nx;
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+}
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+
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+// Get a shift value from a power of 2.
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+static inline int get_shift_from_power_of_2(unsigned int p_bits) {
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+ for (unsigned int i = 0; i < 32; i++) {
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+ if (p_bits == (unsigned int)(1 << i)) {
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+ return i;
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+ }
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+ }
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+
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+ return -1;
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+}
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+
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+template <typename T>
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+static _FORCE_INLINE_ T nearest_power_of_2_templated(T x) {
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+ --x;
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+
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+ // The number of operations on x is the base two logarithm
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+ // of the number of bits in the type. Add three to account
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+ // for sizeof(T) being in bytes.
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+ size_t num = get_shift_from_power_of_2(sizeof(T)) + 3;
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+
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+ // If the compiler is smart, it unrolls this loop.
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+ // If it's dumb, this is a bit slow.
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+ for (size_t i = 0; i < num; i++) {
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+ x |= x >> (1 << i);
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+ }
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+
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+ return ++x;
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+}
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+
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+// Function to find the nearest (bigger) power of 2 to an integer.
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+static inline unsigned int nearest_shift(unsigned int p_number) {
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+ for (int i = 30; i >= 0; i--) {
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+ if (p_number & (1 << i)) {
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+ return i + 1;
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+ }
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+ }
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+
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+ return 0;
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+}
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+
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+// constexpr function to find the floored log2 of a number
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+template <typename T>
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+constexpr T floor_log2(T x) {
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+ return x < 2 ? x : 1 + floor_log2(x >> 1);
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+}
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+
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+// Get the number of bits needed to represent the number.
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+// IE, if you pass in 8, you will get 4.
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+// If you want to know how many bits are needed to store 8 values however, pass in (8 - 1).
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+template <typename T>
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+constexpr T get_num_bits(T x) {
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+ return floor_log2(x);
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+}
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+
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+// Swap 16, 32 and 64 bits value for endianness.
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+#if defined(__GNUC__)
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+#define BSWAP16(x) __builtin_bswap16(x)
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+#define BSWAP32(x) __builtin_bswap32(x)
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+#define BSWAP64(x) __builtin_bswap64(x)
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+#elif defined(_MSC_VER)
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+#define BSWAP16(x) _byteswap_ushort(x)
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+#define BSWAP32(x) _byteswap_ulong(x)
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+#define BSWAP64(x) _byteswap_uint64(x)
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+#else
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+static inline uint16_t BSWAP16(uint16_t x) {
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+ return (x >> 8) | (x << 8);
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+}
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+
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+static inline uint32_t BSWAP32(uint32_t x) {
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+ return ((x << 24) | ((x << 8) & 0x00FF0000) | ((x >> 8) & 0x0000FF00) | (x >> 24));
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+}
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+
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+static inline uint64_t BSWAP64(uint64_t x) {
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+ x = (x & 0x00000000FFFFFFFF) << 32 | (x & 0xFFFFFFFF00000000) >> 32;
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+ x = (x & 0x0000FFFF0000FFFF) << 16 | (x & 0xFFFF0000FFFF0000) >> 16;
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+ x = (x & 0x00FF00FF00FF00FF) << 8 | (x & 0xFF00FF00FF00FF00) >> 8;
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+ return x;
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+}
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#endif
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+// Generic comparator used in Map, List, etc.
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+template <typename T>
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+struct Comparator {
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+ _ALWAYS_INLINE_ bool operator()(const T &p_a, const T &p_b) const { return (p_a < p_b); }
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+};
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+
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+// Global lock macro, relies on the static Mutex::_global_mutex.
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+void _global_lock();
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+void _global_unlock();
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+
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+struct _GlobalLock {
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+ _GlobalLock() { _global_lock(); }
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+ ~_GlobalLock() { _global_unlock(); }
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+};
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+
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+#define GLOBAL_LOCK_FUNCTION _GlobalLock _global_lock_;
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+
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#if defined(__GNUC__)
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#define likely(x) __builtin_expect(!!(x), 1)
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#define unlikely(x) __builtin_expect(!!(x), 0)
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@@ -96,22 +282,17 @@ namespace godot {
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#define unlikely(x) x
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#endif
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-#ifdef REAL_T_IS_DOUBLE
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-typedef double real_t;
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+#if defined(__GNUC__)
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+#define _PRINTF_FORMAT_ATTRIBUTE_2_0 __attribute__((format(printf, 2, 0)))
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+#define _PRINTF_FORMAT_ATTRIBUTE_2_3 __attribute__((format(printf, 2, 3)))
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#else
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-typedef float real_t;
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+#define _PRINTF_FORMAT_ATTRIBUTE_2_0
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+#define _PRINTF_FORMAT_ATTRIBUTE_2_3
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#endif
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-// Generic swap template.
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-#ifndef SWAP
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-#define SWAP(m_x, m_y) __swap_tmpl((m_x), (m_y))
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-template <typename T>
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-inline void __swap_tmpl(T &x, T &y) {
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- T aux = x;
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- x = y;
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- y = aux;
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-}
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-#endif // SWAP
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+// This is needed due to a strange OpenGL API that expects a pointer
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+// type for an argument that is actually an offset.
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+#define CAST_INT_TO_UCHAR_PTR(ptr) ((uint8_t *)(uintptr_t)(ptr))
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// Home-made index sequence trick, so it can be used everywhere without the costly include of std::tuple.
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// https://stackoverflow.com/questions/15014096/c-index-of-type-during-variadic-template-expansion
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@@ -124,8 +305,36 @@ struct BuildIndexSequence : BuildIndexSequence<N - 1, N - 1, Is...> {};
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template <size_t... Is>
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struct BuildIndexSequence<0, Is...> : IndexSequence<Is...> {};
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-} //namespace godot
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+// Limit the depth of recursive algorithms when dealing with Array/Dictionary
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+#define MAX_RECURSION 100
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+
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+#ifdef DEBUG_ENABLED
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+#define DEBUG_METHODS_ENABLED
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+#endif
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+
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+// Macro GD_IS_DEFINED() allows to check if a macro is defined. It needs to be defined to anything (say 1) to work.
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+#define __GDARG_PLACEHOLDER_1 false,
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+#define __gd_take_second_arg(__ignored, val, ...) val
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+#define ____gd_is_defined(arg1_or_junk) __gd_take_second_arg(arg1_or_junk true, false)
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+#define ___gd_is_defined(val) ____gd_is_defined(__GDARG_PLACEHOLDER_##val)
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+#define GD_IS_DEFINED(x) ___gd_is_defined(x)
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-// To maintain compatibility an alias is defined outside the namespace.
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-// Consider it deprecated.
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-using real_t = godot::real_t;
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+// Whether the default value of a type is just all-0 bytes.
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+// This can most commonly be exploited by using memset for these types instead of loop-construct.
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+// Trivially constructible types are also zero-constructible.
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+template <typename T>
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+struct is_zero_constructible : std::is_trivially_constructible<T> {};
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+
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+template <typename T>
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+struct is_zero_constructible<const T> : is_zero_constructible<T> {};
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+
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+template <typename T>
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+struct is_zero_constructible<volatile T> : is_zero_constructible<T> {};
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+
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+template <typename T>
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+struct is_zero_constructible<const volatile T> : is_zero_constructible<T> {};
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+
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+template <typename T>
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+inline constexpr bool is_zero_constructible_v = is_zero_constructible<T>::value;
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+
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+} //namespace godot
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