godot/platform/uwp
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
..
export CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
app.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
app.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
context_egl_uwp.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
context_egl_uwp.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
detect.py SCons: Add only selected platform's opts to env 2020-12-16 16:31:19 +01:00
joypad_uwp.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
joypad_uwp.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
logo.png
os_uwp.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
os_uwp.h Split OS::execute into two methods 2021-01-09 10:03:23 +00:00
platform_config.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00