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Merge pull request #60937 from Faless/js/4.x_webgl2_include

Rémi Verschelde 3 年之前
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1eebf0d789

+ 1 - 1
drivers/gles3/rasterizer_storage_gles3.h

@@ -302,7 +302,7 @@ inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buff
 }
 
 inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) {
-#ifdef DEBUG_ENABLED
+#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
 	if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
 		return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
 	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {

+ 1 - 1
drivers/gles3/storage/texture_storage.h

@@ -574,7 +574,7 @@ public:
 };
 
 inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
-#ifdef DEBUG_ENABLED
+#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
 	if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
 		return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
 	} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {

+ 1 - 1
platform/javascript/api/javascript_tools_editor_plugin.cpp

@@ -122,7 +122,7 @@ void JavaScriptToolsEditorPlugin::_zip_file(String p_path, String p_base_path, z
 
 void JavaScriptToolsEditorPlugin::_zip_recursive(String p_path, String p_base_path, zipFile p_zip) {
 	Ref<DirAccess> dir = DirAccess::open(p_path);
-	if (!dir) {
+	if (dir.is_null()) {
 		WARN_PRINT("Unable to open directory for zipping: " + p_path);
 		return;
 	}

+ 37 - 0
platform/javascript/godot_webgl2.h

@@ -0,0 +1,37 @@
+/*************************************************************************/
+/*  godot_webgl2.h                                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef GODOT_WEBGL2_H
+#define GODOT_WEBGL2_H
+
+#include "GLES3/gl3.h"
+#include "webgl/webgl2.h"
+
+#endif

+ 3 - 1
platform/javascript/js/libs/library_godot_os.js

@@ -305,7 +305,9 @@ const GodotOS = {
 
 	godot_js_os_hw_concurrency_get__sig: 'i',
 	godot_js_os_hw_concurrency_get: function () {
-		return navigator.hardwareConcurrency || 1;
+		// TODO Godot core needs fixing to avoid spawning too many threads (> 24).
+		const concurrency = navigator.hardwareConcurrency || 1;
+		return concurrency < 2 ? concurrency : 2;
 	},
 
 	godot_js_os_download_buffer__sig: 'viiii',

+ 2 - 0
platform/javascript/platform_config.h

@@ -29,3 +29,5 @@
 /*************************************************************************/
 
 #include <alloca.h>
+
+#define OPENGL_INCLUDE_H "platform/javascript/godot_webgl2.h"