godot/drivers/gles3
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
..
effects Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
environment Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change 2023-10-25 10:27:03 +02:00
shaders Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
storage Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
SCsub
rasterizer_canvas_gles3.cpp Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
rasterizer_canvas_gles3.h Add new Parallax2D node 2024-03-03 15:46:40 -05:00
rasterizer_gles3.cpp Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
rasterizer_gles3.h Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
rasterizer_scene_gles3.cpp Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
rasterizer_scene_gles3.h Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
shader_gles3.cpp clang-tidy: Enforce `modernize-use-nullptr` 2024-03-12 10:59:53 -05:00
shader_gles3.h Add shader_cache_dir_valid check to _save_to_cache 2024-01-12 17:34:33 +08:00