Remove traces of the extinct RID preallocate feature
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@ -1462,7 +1462,6 @@ ProjectSettings::ProjectSettings() {
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GLOBAL_DEF("debug/settings/crash_handler/message.editor",
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GLOBAL_DEF("debug/settings/crash_handler/message.editor",
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String("Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"));
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String("Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"));
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), 2);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), 2);
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GLOBAL_DEF(PropertyInfo(Variant::INT, "memory/limits/multithreaded_server/rid_pool_prealloc", PROPERTY_HINT_RANGE, "0,500,1"), 60); // No negative and limit to 500 due to crashes.
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GLOBAL_DEF_RST("internationalization/rendering/force_right_to_left_layout_direction", false);
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GLOBAL_DEF_RST("internationalization/rendering/force_right_to_left_layout_direction", false);
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GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "internationalization/rendering/root_node_layout_direction", PROPERTY_HINT_ENUM, "Based on Application Locale,Left-to-Right,Right-to-Left,Based on System Locale"), 0);
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GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "internationalization/rendering/root_node_layout_direction", PROPERTY_HINT_ENUM, "Based on Application Locale,Left-to-Right,Right-to-Left,Based on System Locale"), 0);
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@ -1993,9 +1993,6 @@
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<member name="memory/limits/message_queue/max_size_mb" type="int" setter="" getter="" default="32">
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<member name="memory/limits/message_queue/max_size_mb" type="int" setter="" getter="" default="32">
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Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
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Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
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</member>
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</member>
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<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
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This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
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</member>
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<member name="navigation/2d/default_cell_size" type="float" setter="" getter="" default="1.0">
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<member name="navigation/2d/default_cell_size" type="float" setter="" getter="" default="1.0">
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Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size].
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Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size].
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</member>
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</member>
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@ -120,8 +120,6 @@ PhysicsServer2DWrapMT::PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool
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physics_server_2d = p_contained;
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physics_server_2d = p_contained;
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create_thread = p_create_thread;
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create_thread = p_create_thread;
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pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
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if (!p_create_thread) {
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if (!p_create_thread) {
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server_thread = Thread::get_caller_id();
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server_thread = Thread::get_caller_id();
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} else {
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} else {
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@ -66,7 +66,6 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D {
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bool first_frame = true;
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bool first_frame = true;
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Mutex alloc_mutex;
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Mutex alloc_mutex;
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int pool_max_size = 0;
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public:
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public:
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#define ServerName PhysicsServer2D
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#define ServerName PhysicsServer2D
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@ -120,8 +120,6 @@ PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool
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physics_server_3d = p_contained;
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physics_server_3d = p_contained;
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create_thread = p_create_thread;
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create_thread = p_create_thread;
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pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
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if (!p_create_thread) {
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if (!p_create_thread) {
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server_thread = Thread::get_caller_id();
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server_thread = Thread::get_caller_id();
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} else {
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} else {
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@ -65,7 +65,6 @@ class PhysicsServer3DWrapMT : public PhysicsServer3D {
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bool first_frame = true;
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bool first_frame = true;
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Mutex alloc_mutex;
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Mutex alloc_mutex;
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int pool_max_size = 0;
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public:
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public:
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#define ServerName PhysicsServer3D
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#define ServerName PhysicsServer3D
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