Add caching to DisplayServer::can_create_rendering_device()

This greatly speeds up the method when using the Compatibility rendering
method, where this method is not guaranteed to return `true` in that case.
This commit is contained in:
Hugo Locurcio 2024-10-01 17:36:19 +02:00
parent e3213aaef5
commit 62753701fd
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GPG key ID: 39E8F8BE30B0A49C
2 changed files with 23 additions and 0 deletions

View file

@ -1229,6 +1229,12 @@ bool DisplayServer::can_create_rendering_device() {
return true;
}
if (created_rendering_device == RenderingDeviceCreationStatus::SUCCESS) {
return true;
} else if (created_rendering_device == RenderingDeviceCreationStatus::FAILURE) {
return false;
}
Error err;
RenderingContextDriver *rcd = nullptr;
@ -1258,7 +1264,14 @@ bool DisplayServer::can_create_rendering_device() {
memdelete(rd);
rd = nullptr;
if (err == OK) {
// Creating a RenderingDevice is quite slow.
// Cache the result for future usage, so that it's much faster on subsequent calls.
created_rendering_device = RenderingDeviceCreationStatus::SUCCESS;
memdelete(rcd);
rcd = nullptr;
return true;
} else {
created_rendering_device = RenderingDeviceCreationStatus::FAILURE;
}
}

View file

@ -594,6 +594,16 @@ public:
static Vector<String> get_create_function_rendering_drivers(int p_index);
static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Context p_context, Error &r_error);
enum RenderingDeviceCreationStatus {
UNKNOWN,
SUCCESS,
FAILURE,
};
// Used to cache the result of `can_create_rendering_device()` when RenderingDevice isn't currently being used.
// This is done as creating a RenderingDevice is quite slow.
static inline RenderingDeviceCreationStatus created_rendering_device = RenderingDeviceCreationStatus::UNKNOWN;
static bool can_create_rendering_device();
DisplayServer();