This improves the performance of typed calls to engine methods when the
argument types are exact.
Using validated calls delegate more of the work the core instead of
doing argument unpacking in the VM. It also does not need different
instructions for each return type, simplifying the code.
This assumes that operators are called usually with the same type of
operands as the first time. So it stores the types of the first run and
if matched it uses an optimized path by calling the validated operator
function directly. Otherwise it uses the regular untyped evaluator.
With this change, if operators do use the same type they run quite
faster. OTOH, if the types mismatch it takes longer to run than they
would with the previous code.
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
The validated operations for integer division and modulo do not check
for division by zero. This avoids validated operation in these cases to
make sure the check is performed and avoid crashing the engine.
When instructions use function pointers, it's not possible to retrieve
their original names in the disassembly. This stores the names in
vectors (in debug builds) so they can be shown.
The keyword is confusing and rarely is used in the intended way. It is
removed now in favor of a future feature (pattern guards) to avoid
breaking compatibility later.
Temporary values in the stack were not being properly cleared when the
return value of calls were discarded, which can cause memory issues
especially for reference types like PackedByteArray.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps.
* OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x.
I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.