Prevent shaders from generating code before the constructor finishes.
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid shaders (temporarily)." The bug occurred because various setters called in materials' constructors add materials to queues that are processed on the main thread. This means that when the materials are created in another thread, they can be processed on the main thread before the constructor has finished. The fix adds a flag to affected materials that prevents them from being added to the queue until their constructors have finished initialising all the members.
This commit is contained in:
parent
f09ea4f0c8
commit
9e9bac1549
|
@ -176,7 +176,7 @@ void CanvasItemMaterial::flush_changes() {
|
||||||
void CanvasItemMaterial::_queue_shader_change() {
|
void CanvasItemMaterial::_queue_shader_change() {
|
||||||
material_mutex.lock();
|
material_mutex.lock();
|
||||||
|
|
||||||
if (!element.in_list()) {
|
if (is_initialized && !element.in_list()) {
|
||||||
dirty_materials->add(&element);
|
dirty_materials->add(&element);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -313,6 +313,7 @@ CanvasItemMaterial::CanvasItemMaterial() :
|
||||||
|
|
||||||
current_key.key = 0;
|
current_key.key = 0;
|
||||||
current_key.invalid_key = 1;
|
current_key.invalid_key = 1;
|
||||||
|
is_initialized = true;
|
||||||
_queue_shader_change();
|
_queue_shader_change();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -113,6 +113,7 @@ private:
|
||||||
_FORCE_INLINE_ void _queue_shader_change();
|
_FORCE_INLINE_ void _queue_shader_change();
|
||||||
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
||||||
|
|
||||||
|
bool is_initialized = false;
|
||||||
BlendMode blend_mode;
|
BlendMode blend_mode;
|
||||||
LightMode light_mode;
|
LightMode light_mode;
|
||||||
bool particles_animation;
|
bool particles_animation;
|
||||||
|
|
|
@ -1073,7 +1073,7 @@ void SpatialMaterial::flush_changes() {
|
||||||
void SpatialMaterial::_queue_shader_change() {
|
void SpatialMaterial::_queue_shader_change() {
|
||||||
material_mutex.lock();
|
material_mutex.lock();
|
||||||
|
|
||||||
if (!element.in_list()) {
|
if (is_initialized && !element.in_list()) {
|
||||||
dirty_materials->add(&element);
|
dirty_materials->add(&element);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2317,6 +2317,7 @@ SpatialMaterial::SpatialMaterial() :
|
||||||
|
|
||||||
current_key.key = 0;
|
current_key.key = 0;
|
||||||
current_key.invalid_key = 1;
|
current_key.invalid_key = 1;
|
||||||
|
is_initialized = true;
|
||||||
_queue_shader_change();
|
_queue_shader_change();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -366,6 +366,7 @@ private:
|
||||||
_FORCE_INLINE_ void _queue_shader_change();
|
_FORCE_INLINE_ void _queue_shader_change();
|
||||||
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
||||||
|
|
||||||
|
bool is_initialized = false;
|
||||||
Color albedo;
|
Color albedo;
|
||||||
float specular;
|
float specular;
|
||||||
float metallic;
|
float metallic;
|
||||||
|
|
|
@ -690,7 +690,7 @@ void ParticlesMaterial::flush_changes() {
|
||||||
void ParticlesMaterial::_queue_shader_change() {
|
void ParticlesMaterial::_queue_shader_change() {
|
||||||
material_mutex.lock();
|
material_mutex.lock();
|
||||||
|
|
||||||
if (!element.in_list()) {
|
if (is_initialized && !element.in_list()) {
|
||||||
dirty_materials->add(&element);
|
dirty_materials->add(&element);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1367,6 +1367,7 @@ ParticlesMaterial::ParticlesMaterial() :
|
||||||
current_key.key = 0;
|
current_key.key = 0;
|
||||||
current_key.invalid_key = 1;
|
current_key.invalid_key = 1;
|
||||||
|
|
||||||
|
is_initialized = true;
|
||||||
_queue_shader_change();
|
_queue_shader_change();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -203,6 +203,7 @@ private:
|
||||||
_FORCE_INLINE_ void _queue_shader_change();
|
_FORCE_INLINE_ void _queue_shader_change();
|
||||||
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
||||||
|
|
||||||
|
bool is_initialized = false;
|
||||||
Vector3 direction;
|
Vector3 direction;
|
||||||
float spread;
|
float spread;
|
||||||
float flatness;
|
float flatness;
|
||||||
|
|
Loading…
Reference in New Issue