3c2df49832
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
177 lines
5.9 KiB
C++
177 lines
5.9 KiB
C++
/*************************************************************************/
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/* visual_server_wrap_mt.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_server_wrap_mt.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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void VisualServerWrapMT::thread_exit() {
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exit.set();
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}
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void VisualServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) {
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if (!draw_pending.decrement()) {
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visual_server->draw(p_swap_buffers, frame_step);
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}
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}
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void VisualServerWrapMT::thread_flush() {
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draw_pending.decrement();
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}
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void VisualServerWrapMT::_thread_callback(void *_instance) {
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VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_instance);
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vsmt->thread_loop();
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}
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void VisualServerWrapMT::thread_loop() {
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server_thread = Thread::get_caller_id();
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OS::get_singleton()->make_rendering_thread();
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visual_server->init();
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exit.clear();
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draw_thread_up.set();
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while (!exit.is_set()) {
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// flush commands one by one, until exit is requested
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command_queue.wait_and_flush_one();
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}
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command_queue.flush_all(); // flush all
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visual_server->finish();
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}
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/* EVENT QUEUING */
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void VisualServerWrapMT::sync() {
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if (create_thread) {
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draw_pending.increment();
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command_queue.push_and_sync(this, &VisualServerWrapMT::thread_flush);
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} else {
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command_queue.flush_all(); //flush all pending from other threads
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}
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}
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void VisualServerWrapMT::draw(bool p_swap_buffers, double frame_step) {
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if (create_thread) {
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draw_pending.increment();
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command_queue.push(this, &VisualServerWrapMT::thread_draw, p_swap_buffers, frame_step);
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} else {
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visual_server->draw(p_swap_buffers, frame_step);
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}
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}
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void VisualServerWrapMT::init() {
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if (create_thread) {
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print_verbose("VisualServerWrapMT: Creating render thread");
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OS::get_singleton()->release_rendering_thread();
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if (create_thread) {
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thread.start(_thread_callback, this);
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print_verbose("VisualServerWrapMT: Starting render thread");
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}
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while (!draw_thread_up.is_set()) {
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OS::get_singleton()->delay_usec(1000);
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}
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print_verbose("VisualServerWrapMT: Finished render thread");
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} else {
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visual_server->init();
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}
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}
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void VisualServerWrapMT::finish() {
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if (create_thread) {
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command_queue.push(this, &VisualServerWrapMT::thread_exit);
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thread.wait_to_finish();
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} else {
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visual_server->finish();
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}
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texture_free_cached_ids();
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sky_free_cached_ids();
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shader_free_cached_ids();
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material_free_cached_ids();
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mesh_free_cached_ids();
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multimesh_free_cached_ids();
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immediate_free_cached_ids();
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skeleton_free_cached_ids();
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directional_light_free_cached_ids();
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omni_light_free_cached_ids();
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spot_light_free_cached_ids();
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reflection_probe_free_cached_ids();
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gi_probe_free_cached_ids();
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lightmap_capture_free_cached_ids();
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particles_free_cached_ids();
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camera_free_cached_ids();
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viewport_free_cached_ids();
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environment_free_cached_ids();
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scenario_free_cached_ids();
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instance_free_cached_ids();
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canvas_free_cached_ids();
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canvas_item_free_cached_ids();
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canvas_light_occluder_free_cached_ids();
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canvas_occluder_polygon_free_cached_ids();
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room_free_cached_ids();
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roomgroup_free_cached_ids();
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portal_free_cached_ids();
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ghost_free_cached_ids();
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occluder_instance_free_cached_ids();
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occluder_resource_free_cached_ids();
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}
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void VisualServerWrapMT::set_use_vsync_callback(bool p_enable) {
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singleton_mt->call_set_use_vsync(p_enable);
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}
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VisualServerWrapMT *VisualServerWrapMT::singleton_mt = nullptr;
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VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread) :
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command_queue(p_create_thread) {
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singleton_mt = this;
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OS::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly
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visual_server = p_contained;
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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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server_thread = Thread::get_caller_id();
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} else {
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server_thread = 0;
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}
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}
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VisualServerWrapMT::~VisualServerWrapMT() {
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memdelete(visual_server);
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//finish();
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}
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