godot/servers/rendering
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
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renderer_rd Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_canvas_cull.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_canvas_cull.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_canvas_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_cull.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_scene_cull.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_scene_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_render.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_scene.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_storage.cpp Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
renderer_storage.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_thread_pool.cpp Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_thread_pool.h Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_viewport.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
renderer_viewport.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
rendering_device_binds.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device_binds.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device.cpp Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_device.h Rewrote how barriers work for faster rendering 2021-02-04 09:42:28 -03:00
rendering_server_default.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
rendering_server_default.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
rendering_server_globals.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_globals.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub RenderingServer reorganization 2020-12-04 18:39:46 -03:00
shader_language.cpp Make hex_to_int and bin_to_int handle the prefix automatically 2021-01-28 07:43:53 -05:00
shader_language.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
shader_types.cpp Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
shader_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00