Deprecate the pointless unsafe threading model for rendering
This commit is contained in:
parent
44fa552343
commit
7605989eba
6 changed files with 38 additions and 34 deletions
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@ -1485,7 +1485,7 @@ ProjectSettings::ProjectSettings() {
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GLOBAL_DEF("display/window/subwindows/embed_subwindows", true);
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GLOBAL_DEF("display/window/subwindows/embed_subwindows", true);
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// Keep the enum values in sync with the `DisplayServer::VSyncMode` enum.
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// Keep the enum values in sync with the `DisplayServer::VSyncMode` enum.
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custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");
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custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");
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custom_prop_info["rendering/driver/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/driver/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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GLOBAL_DEF("rendering/driver/run_on_separate_thread", false);
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GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
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@ -872,7 +872,7 @@ bool ResourceLoader::_ensure_load_progress() {
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// Some servers may need a new engine iteration to allow the load to progress.
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// Some servers may need a new engine iteration to allow the load to progress.
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// Since the only known one is the rendering server (in single thread mode), let's keep it simple and just sync it.
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// Since the only known one is the rendering server (in single thread mode), let's keep it simple and just sync it.
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// This may be refactored in the future to support other servers and have less coupling.
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// This may be refactored in the future to support other servers and have less coupling.
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if (OS::get_singleton()->get_render_thread_mode() == OS::RENDER_SEPARATE_THREAD) {
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if (OS::get_singleton()->is_separate_thread_rendering_enabled()) {
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return false; // Not needed.
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return false; // Not needed.
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}
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}
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RenderingServer::get_singleton()->sync();
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RenderingServer::get_singleton()->sync();
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10
core/os/os.h
10
core/os/os.h
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@ -92,19 +92,13 @@ public:
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typedef void (*ImeCallback)(void *p_inp, const String &p_text, Point2 p_selection);
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typedef void (*ImeCallback)(void *p_inp, const String &p_text, Point2 p_selection);
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typedef bool (*HasServerFeatureCallback)(const String &p_feature);
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typedef bool (*HasServerFeatureCallback)(const String &p_feature);
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enum RenderThreadMode {
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RENDER_THREAD_UNSAFE,
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RENDER_THREAD_SAFE,
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RENDER_SEPARATE_THREAD
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};
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protected:
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protected:
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friend class Main;
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friend class Main;
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// Needed by tests to setup command-line args.
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// Needed by tests to setup command-line args.
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friend int test_main(int argc, char *argv[]);
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friend int test_main(int argc, char *argv[]);
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HasServerFeatureCallback has_server_feature_callback = nullptr;
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HasServerFeatureCallback has_server_feature_callback = nullptr;
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RenderThreadMode _render_thread_mode = RENDER_THREAD_SAFE;
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bool _separate_thread_render = false;
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// Functions used by Main to initialize/deinitialize the OS.
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// Functions used by Main to initialize/deinitialize the OS.
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void add_logger(Logger *p_logger);
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void add_logger(Logger *p_logger);
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@ -262,7 +256,7 @@ public:
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virtual uint64_t get_static_memory_peak_usage() const;
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virtual uint64_t get_static_memory_peak_usage() const;
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virtual Dictionary get_memory_info() const;
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virtual Dictionary get_memory_info() const;
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RenderThreadMode get_render_thread_mode() const { return _render_thread_mode; }
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bool is_separate_thread_rendering_enabled() const { return _separate_thread_render; }
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virtual String get_locale() const;
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virtual String get_locale() const;
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String get_locale_language() const;
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String get_locale_language() const;
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@ -2428,8 +2428,8 @@
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If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
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If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
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[b]Note:[/b] Depth prepass is only supported when using the Forward+ or Compatibility rendering method. When using the Mobile rendering method, there is no depth prepass performed.
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[b]Note:[/b] Depth prepass is only supported when using the Forward+ or Compatibility rendering method. When using the Mobile rendering method, there is no depth prepass performed.
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</member>
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</member>
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<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1" experimental="This setting has several known bugs which can lead to crashing, especially when using particles or resizing the window. Not recommended for use in production at this stage.">
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<member name="rendering/driver/run_on_separate_thread" type="bool" setter="" getter="" default="false">
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The thread model to use for rendering. Rendering on a thread may improve performance, but synchronizing to the main thread can cause a bit more jitter.
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If [code]true[/code], the rendering server runs on its own thread. This may improve performance, but synchronizing to the main thread can cause a bit more jitter.
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</member>
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</member>
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<member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.3, 0.3, 0.3, 1)">
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<member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.3, 0.3, 0.3, 1)">
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Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
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Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
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@ -559,7 +559,11 @@ void Main::print_help(const char *p_binary) {
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print_help_option("--path <directory>", "Path to a project (<directory> must contain a \"project.godot\" file).\n");
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print_help_option("--path <directory>", "Path to a project (<directory> must contain a \"project.godot\" file).\n");
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print_help_option("-u, --upwards", "Scan folders upwards for project.godot file.\n");
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print_help_option("-u, --upwards", "Scan folders upwards for project.godot file.\n");
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print_help_option("--main-pack <file>", "Path to a pack (.pck) file to load.\n");
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print_help_option("--main-pack <file>", "Path to a pack (.pck) file to load.\n");
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print_help_option("--render-thread <mode>", "Render thread mode (\"unsafe\", \"safe\", \"separate\").\n");
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#ifdef DISABLE_DEPRECATED
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print_help_option("--render-thread <mode>", "Render thread mode (\"safe\", \"separate\").\n");
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#else
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print_help_option("--render-thread <mode>", "Render thread mode (\"unsafe\" [deprecated], \"safe\", \"separate\").\n");
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#endif
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print_help_option("--remote-fs <address>", "Remote filesystem (<host/IP>[:<port>] address).\n");
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print_help_option("--remote-fs <address>", "Remote filesystem (<host/IP>[:<port>] address).\n");
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print_help_option("--remote-fs-password <password>", "Password for remote filesystem.\n");
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print_help_option("--remote-fs-password <password>", "Password for remote filesystem.\n");
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@ -1000,7 +1004,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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bool skip_breakpoints = false;
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bool skip_breakpoints = false;
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String main_pack;
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String main_pack;
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bool quiet_stdout = false;
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bool quiet_stdout = false;
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int rtm = -1;
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int separate_thread_render = -1; // Tri-state: -1 = not set, 0 = false, 1 = true.
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String remotefs;
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String remotefs;
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String remotefs_pass;
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String remotefs_pass;
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@ -1391,13 +1395,21 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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if (N) {
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if (N) {
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if (N->get() == "safe") {
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if (N->get() == "safe") {
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rtm = OS::RENDER_THREAD_SAFE;
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separate_thread_render = 0;
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#ifndef DISABLE_DEPRECATED
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} else if (N->get() == "unsafe") {
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} else if (N->get() == "unsafe") {
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rtm = OS::RENDER_THREAD_UNSAFE;
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OS::get_singleton()->print("The --render-thread unsafe option is unsupported in Godot 4 and will be removed.\n");
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separate_thread_render = 0;
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#endif
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} else if (N->get() == "separate") {
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} else if (N->get() == "separate") {
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rtm = OS::RENDER_SEPARATE_THREAD;
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separate_thread_render = 1;
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} else {
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} else {
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OS::get_singleton()->print("Unknown render thread mode, aborting.\nValid options are 'unsafe', 'safe' and 'separate'.\n");
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OS::get_singleton()->print("Unknown render thread mode, aborting.\n");
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#ifdef DISABLE_DEPRECATED
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OS::get_singleton()->print("Valid options are 'safe' and 'separate'.\n");
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#else
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OS::get_singleton()->print("Valid options are 'unsafe', 'safe' and 'separate'.\n");
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#endif
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goto error;
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goto error;
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}
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}
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@ -2465,20 +2477,18 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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}
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}
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#endif
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#endif
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if (rtm == -1) {
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if (separate_thread_render == -1) {
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rtm = GLOBAL_DEF("rendering/driver/threads/thread_model", OS::RENDER_THREAD_SAFE);
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separate_thread_render = (int)GLOBAL_DEF("rendering/driver/run_on_separate_thread", false);
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}
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}
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if (rtm >= 0 && rtm < 3) {
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if (editor || project_manager) {
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if (editor || project_manager) {
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// Editor and project manager cannot run with rendering in a separate thread (they will crash on startup).
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// Editor and project manager cannot run with rendering in a separate thread (they will crash on startup).
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rtm = OS::RENDER_THREAD_SAFE;
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separate_thread_render = 0;
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}
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}
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#if !defined(THREADS_ENABLED)
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#if !defined(THREADS_ENABLED)
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rtm = OS::RENDER_THREAD_SAFE;
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separate_thread_render = 0;
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#endif
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#endif
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OS::get_singleton()->_render_thread_mode = OS::RenderThreadMode(rtm);
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OS::get_singleton()->_separate_thread_render = separate_thread_render;
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}
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/* Determine audio and video drivers */
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/* Determine audio and video drivers */
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@ -3043,10 +3053,10 @@ Error Main::setup2(bool p_show_boot_logo) {
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}
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}
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}
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}
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if (OS::get_singleton()->_render_thread_mode == OS::RENDER_SEPARATE_THREAD) {
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if (OS::get_singleton()->_separate_thread_render) {
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WARN_PRINT("The Multi-Threaded rendering thread model is experimental. Feel free to try it since it will eventually become a stable feature.\n"
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WARN_PRINT("The separate rendering thread feature is experimental. Feel free to try it since it will eventually become a stable feature.\n"
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"However, bear in mind that at the moment it can lead to project crashes or instability.\n"
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"However, bear in mind that at the moment it can lead to project crashes or instability.\n"
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"So, unless you want to test the engine, use the Single-Safe option in the project settings instead.");
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"So, unless you want to test the engine, disable the \"rendering/driver/run_on_separate_thread\" project setting to false.");
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}
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}
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/* Initialize Pen Tablet Driver */
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/* Initialize Pen Tablet Driver */
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@ -3085,7 +3095,7 @@ Error Main::setup2(bool p_show_boot_logo) {
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{
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{
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OS::get_singleton()->benchmark_begin_measure("Servers", "Rendering");
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OS::get_singleton()->benchmark_begin_measure("Servers", "Rendering");
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rendering_server = memnew(RenderingServerDefault(OS::get_singleton()->get_render_thread_mode() == OS::RENDER_SEPARATE_THREAD));
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rendering_server = memnew(RenderingServerDefault(OS::get_singleton()->is_separate_thread_rendering_enabled()));
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rendering_server->init();
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rendering_server->init();
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//rendering_server->call_set_use_vsync(OS::get_singleton()->_use_vsync);
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//rendering_server->call_set_use_vsync(OS::get_singleton()->_use_vsync);
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@ -51,7 +51,7 @@ void OS_MacOS::pre_wait_observer_cb(CFRunLoopObserverRef p_observer, CFRunLoopAc
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// Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates.
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// Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates.
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
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if (get_singleton()->get_main_loop() && ds && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD) && !ds->get_is_resizing()) {
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if (get_singleton()->get_main_loop() && ds && !get_singleton()->is_separate_thread_rendering_enabled() && !ds->get_is_resizing()) {
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Main::force_redraw();
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Main::force_redraw();
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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Main::iteration();
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Main::iteration();
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