Merge pull request #53525 from Calinou/comments-replace-visual-server

Replace references to VisualServer in code comments with RenderingServer
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Rémi Verschelde 2021-10-07 17:06:27 +02:00 committed by GitHub
commit f323d25dd3
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13 changed files with 18 additions and 18 deletions

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@ -200,7 +200,7 @@ public:
// use in conjunction with activate if you have deferred the collision check, and
// set pairable has never been called.
// (deferred collision checks are a workaround for visual server for historical reasons)
// (deferred collision checks are a workaround for rendering server for historical reasons)
void force_collision_check(BVHHandle p_handle) {
if (USE_PAIRS) {
// the aabb should already be up to date in the BVH

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@ -439,7 +439,7 @@ void EditorResourcePreview::stop() {
preview_sem.post();
while (!exited.is_set()) {
OS::get_singleton()->delay_usec(10000);
RenderingServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on visual server
RenderingServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on rendering server
}
thread.wait_to_finish();
}

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@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
return;
}
/// Update visual server vertices
/// Update rendering server vertices
const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
const int nodes_count = nodes.size();
@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
/// Parse visual server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to visual server
/// Parse rendering server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to rendering server
{
/// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
/// This is the map of rendering server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
Vector<int> vs_indices_to_physics_table;
{ // Map vertices

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@ -108,7 +108,7 @@ void VideoStreamPlaybackTheora::video_write() {
Ref<Image> img = memnew(Image(size.x, size.y, 0, Image::FORMAT_RGBA8, frame_data)); //zero copy image creation
texture->update(img); //zero copy send to visual server
texture->update(img); //zero copy send to rendering server
frames_pending = 1;
}

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@ -311,7 +311,7 @@ void VideoStreamPlaybackWebm::update(float p_delta) {
if (converted) {
Ref<Image> img = memnew(Image(image.w, image.h, 0, Image::FORMAT_RGBA8, frame_data));
texture->update(img); //Zero copy send to visual server
texture->update(img); //Zero copy send to rendering server
video_frame_done = true;
}
}

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@ -398,7 +398,7 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
baker.end_bake();
//create the data for visual server
//create the data for rendering server
if (p_create_visual_debug) {
MultiMeshInstance3D *mmi = memnew(MultiMeshInstance3D);

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@ -660,7 +660,7 @@ void Voxelizer::end_bake() {
_fixup_plot(0, 0);
}
//create the data for visual server
//create the data for rendering server
int Voxelizer::get_voxel_gi_octree_depth() const {
return cell_subdiv;

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@ -408,7 +408,7 @@ public:
Rect2 get_rect() const;
Rect2 get_global_rect() const;
Rect2 get_screen_rect() const;
Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server
Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the rendering server
Rect2 get_anchorable_rect() const override;
void set_rect(const Rect2 &p_rect); // Reset anchors to begin and set rect, for faster container children sorting.

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@ -315,4 +315,4 @@ public:
~RendererCanvasCull();
};
#endif // VISUALSERVERCANVAS_H
#endif // RENDERING_SERVER_CANVAS_CULL_H

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@ -1158,4 +1158,4 @@ public:
virtual ~RendererSceneCull();
};
#endif // VISUALSERVERSCENE_H
#endif // RENDERING_SERVER_SCENE_CULL_H

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@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
#ifndef RENDERER_VIEWPORT_H
#define RENDERER_VIEWPORT_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
@ -282,4 +282,4 @@ public:
virtual ~RendererViewport() {}
};
#endif // VISUALSERVERVIEWPORT_H
#endif // RENDERER_VIEWPORT_H

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@ -38,7 +38,7 @@
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
// careful, these may run in different threads than the visual server
// careful, these may run in different threads than the rendering server
int RenderingServerDefault::changes = 0;

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@ -1416,7 +1416,7 @@ public:
/* FREE */
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the rendering server
virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0;