godot/servers/visual/visual_server_wrap_mt.cpp

194 lines
5.1 KiB
C++

/*************************************************************************/
/* visual_server_wrap_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_server_wrap_mt.h"
#include "os/os.h"
#include "project_settings.h"
void VisualServerWrapMT::thread_exit() {
exit = true;
}
void VisualServerWrapMT::thread_draw() {
draw_mutex->lock();
draw_pending--;
bool draw = (draw_pending == 0); // only draw when no more flushes are pending
draw_mutex->unlock();
if (draw) {
visual_server->draw();
}
}
void VisualServerWrapMT::thread_flush() {
draw_mutex->lock();
draw_pending--;
draw_mutex->unlock();
}
void VisualServerWrapMT::_thread_callback(void *_instance) {
VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_instance);
vsmt->thread_loop();
}
void VisualServerWrapMT::thread_loop() {
server_thread = Thread::get_caller_id();
OS::get_singleton()->make_rendering_thread();
visual_server->init();
exit = false;
draw_thread_up = true;
while (!exit) {
// flush commands one by one, until exit is requested
command_queue.wait_and_flush_one();
}
command_queue.flush_all(); // flush all
visual_server->finish();
}
/* EVENT QUEUING */
void VisualServerWrapMT::sync() {
if (create_thread) {
/* TODO: sync with the thread */
/*
ERR_FAIL_COND(!draw_mutex);
draw_mutex->lock();
draw_pending++; //cambiar por un saferefcount
draw_mutex->unlock();
*/
//command_queue.push( this, &VisualServerWrapMT::thread_flush);
} else {
command_queue.flush_all(); //flush all pending from other threads
}
}
void VisualServerWrapMT::draw() {
if (create_thread) {
/* TODO: Make it draw
ERR_FAIL_COND(!draw_mutex);
draw_mutex->lock();
draw_pending++; //cambiar por un saferefcount
draw_mutex->unlock();
command_queue.push( this, &VisualServerWrapMT::thread_draw);
*/
} else {
visual_server->draw();
}
}
void VisualServerWrapMT::init() {
if (create_thread) {
draw_mutex = Mutex::create();
print_line("CREATING RENDER THREAD");
OS::get_singleton()->release_rendering_thread();
if (create_thread) {
thread = Thread::create(_thread_callback, this);
print_line("STARTING RENDER THREAD");
}
while (!draw_thread_up) {
OS::get_singleton()->delay_usec(1000);
}
print_line("DONE RENDER THREAD");
} else {
visual_server->init();
}
}
void VisualServerWrapMT::finish() {
if (thread) {
command_queue.push(this, &VisualServerWrapMT::thread_exit);
Thread::wait_to_finish(thread);
memdelete(thread);
texture_free_cached_ids();
//mesh_free_cached_ids();
thread = NULL;
} else {
visual_server->finish();
}
if (draw_mutex)
memdelete(draw_mutex);
}
VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread)
: command_queue(p_create_thread) {
visual_server = p_contained;
create_thread = p_create_thread;
thread = NULL;
draw_mutex = NULL;
draw_pending = 0;
draw_thread_up = false;
alloc_mutex = Mutex::create();
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
if (!p_create_thread) {
server_thread = Thread::get_caller_id();
} else {
server_thread = 0;
}
}
VisualServerWrapMT::~VisualServerWrapMT() {
memdelete(visual_server);
memdelete(alloc_mutex);
//finish();
}