Remove redundant thread sync counter draw_pending
The functions that used it already use a threadsafe FIFO queue to communicate between threads and a sync to have the main thread wait for the render thread. Fixes #35718
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3b17447d43
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9fbdace917
2 changed files with 1 additions and 7 deletions
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@ -37,13 +37,10 @@ void VisualServerWrapMT::thread_exit() {
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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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visual_server->draw(p_swap_buffers, frame_step);
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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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@ -75,7 +72,6 @@ void VisualServerWrapMT::thread_loop() {
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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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@ -84,7 +80,6 @@ void VisualServerWrapMT::sync() {
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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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@ -51,7 +51,6 @@ class VisualServerWrapMT : public VisualServer {
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SafeFlag draw_thread_up;
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bool create_thread;
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SafeNumeric<uint64_t> draw_pending;
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void thread_draw(bool p_swap_buffers, double frame_step);
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void thread_flush();
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