d2b1d29634
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios. Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
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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