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Allow for Custom Runtime Identifiers #97776

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The C# export process assigns a runtime identifier based off predefined options depending on the exporting platform and architecture. This makes sense almost all the time but I found a case where this creates a limitation. NativeAOT for android requires the linux-bionic-arm64 runtime identifier which is not what Godot assigns (it uses android-arm64). This can be solved by simply creating an override in the export settings for advanced users that want to try a custom runtime identifier. The default functionality is untouched if the option is left blank.

Resolves #97775

shatyuka and others added 30 commits May 3, 2024 06:36
Also adds command-line option `--editor-pseudolocalization`
Parameters p_type, p_format, p_array_layers, p_depth_stencil are
ignored - MTLTexture (and the callee) already have this information
and is only relevant when reinterpreting or remaping the texture in
different ways.
Changes the Resource::generate_scene_unique_id() to be deterministic and
seedable.

Fixes godotengine#97110
This PR makes RID_Owner lock free for fetching values, this should give a very
significant peformance boost where used.

Some considerations:

* A maximum number of elements to alocate must be given (by default 256k).
* Access to the RID structure is still safe given they are independent from addition/removals.
* RID access was never really thread-safe in the sense that the contents of the data are not protected anyway. Each server needs to implement locking as it sees fit.
akien-mga and others added 9 commits October 4, 2024 22:43
…ning_instead_of_comments

Replace comments with printed warning for Metal on x86_64
…-warning

[GraphEdit] Only print warning for connection layer deletion when justified
Configure MSAA properly in canvas renderer's pipelines.
Partially revert godotengine#96780, remove warnings from project/editor settings `_get`.
The C# export process assigns a runtime identifier based off predefined options depending on the exporting platform and architecture. This makes sense almost all the time but I found a case where this creates a limitation. NativeAOT for android requires the linux-bionic-arm64 runtime identifier which is not what Godot assigns (it uses android-arm64). This can be solved by simply creating an override in the export settings for advanced users that want to try a custom runtime identifier. The default functionality is untouched if the option is left blank.
This allows for Godot to publish C# enabled projects as NativeAOT for Android. This also reverses the ability to use custom runtime identifiers.
Previously, the templates only would've worked on Android, but now other supported platforms are included. Disabled visibility of option for iOS. Made visibility conditional as an advanced option.
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Unable to Export for NativeAOT on Android