Musl doesn't compile with it, and by looking online I think that this is
a glibc only thing.
(cherry picked from commit 2a6ce37910ac9765c36cbcc3a0a09916da4debe3)
- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
address to addr2line
(cherry picked from commit 5e041eee11e611bc2c89dd54b1dad28d0660f335)
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.
This is wasteful on multiple aspects:
- Binary size: Around 20% binary size reduction with exceptions disabled
for both MSVC and GCC binaries.
- Compile time:
* More than 50% build time reduction with MSVC.
* 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.
Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
- akien-mga
55550da68b
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
- m4gr3d
94d6c3dcc6
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- m4gr3d
b5a908c985
Removed my force launch adjacent solution in favor of this.
udev doesn't work in sandboxes, notably the new Steam container runtime
as found notably on the Steam Deck, and in Flatpak/Snap packages.
Like SDL does, when we detect such a containerized environment, we fall
back to parsing `/dev/input` directly.
See smcv's comments in #76879 for details.
Fixes#76879.
(cherry picked from commit 788cb74cc676627b6c9b7e29a47200141cca92ff)
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
The implementation forwards the kill request to the Godot host for handling. If the Godot host is unable to handle the request, it falls back to the `OS_Unix::kill(...)` implementation.
- m4gr3d
48a55ffad3