/**************************************************************************/ /* visual_server_wrap_mt.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 "core/os/os.h" #include "core/project_settings.h" void VisualServerWrapMT::thread_exit() { exit.set(); } void VisualServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) { visual_server->draw(p_swap_buffers, frame_step); } void VisualServerWrapMT::thread_flush() { } void VisualServerWrapMT::_thread_callback(void *_instance) { VisualServerWrapMT *vsmt = reinterpret_cast(_instance); vsmt->thread_loop(); } void VisualServerWrapMT::thread_loop() { server_thread = Thread::get_caller_id(); OS::get_singleton()->make_rendering_thread(); visual_server->init(); exit.clear(); draw_thread_up.set(); while (!exit.is_set()) { // 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::set_physics_interpolation_enabled(bool p_enabled) { if (Thread::get_caller_id() != server_thread) { command_queue.push(visual_server, &VisualServer::set_physics_interpolation_enabled, p_enabled); } else { visual_server->set_physics_interpolation_enabled(p_enabled); } } void VisualServerWrapMT::tick() { if (Thread::get_caller_id() != server_thread) { command_queue.push(visual_server, &VisualServer::tick); } else { visual_server->tick(); } } void VisualServerWrapMT::pre_draw(bool p_will_draw) { if (Thread::get_caller_id() != server_thread) { command_queue.push(visual_server, &VisualServer::pre_draw, p_will_draw); } else { visual_server->pre_draw(p_will_draw); } } void VisualServerWrapMT::sync() { if (create_thread) { command_queue.push_and_sync(this, &VisualServerWrapMT::thread_flush); } else { command_queue.flush_all(); //flush all pending from other threads } } void VisualServerWrapMT::draw(bool p_swap_buffers, double frame_step) { if (create_thread) { command_queue.push(this, &VisualServerWrapMT::thread_draw, p_swap_buffers, frame_step); } else { visual_server->draw(p_swap_buffers, frame_step); } } void VisualServerWrapMT::init() { if (create_thread) { print_verbose("VisualServerWrapMT: Creating render thread"); OS::get_singleton()->release_rendering_thread(); if (create_thread) { thread.start(_thread_callback, this); print_verbose("VisualServerWrapMT: Starting render thread"); } while (!draw_thread_up.is_set()) { OS::get_singleton()->delay_usec(1000); } print_verbose("VisualServerWrapMT: Finished render thread"); } else { visual_server->init(); } } void VisualServerWrapMT::finish() { if (create_thread) { command_queue.push(this, &VisualServerWrapMT::thread_exit); thread.wait_to_finish(); } else { visual_server->finish(); } texture_free_cached_ids(); sky_free_cached_ids(); shader_free_cached_ids(); material_free_cached_ids(); mesh_free_cached_ids(); multimesh_free_cached_ids(); immediate_free_cached_ids(); skeleton_free_cached_ids(); directional_light_free_cached_ids(); omni_light_free_cached_ids(); spot_light_free_cached_ids(); reflection_probe_free_cached_ids(); gi_probe_free_cached_ids(); lightmap_capture_free_cached_ids(); particles_free_cached_ids(); camera_free_cached_ids(); viewport_free_cached_ids(); environment_free_cached_ids(); scenario_free_cached_ids(); instance_free_cached_ids(); canvas_free_cached_ids(); canvas_item_free_cached_ids(); canvas_light_occluder_free_cached_ids(); canvas_occluder_polygon_free_cached_ids(); room_free_cached_ids(); roomgroup_free_cached_ids(); portal_free_cached_ids(); ghost_free_cached_ids(); occluder_instance_free_cached_ids(); occluder_resource_free_cached_ids(); } void VisualServerWrapMT::set_use_vsync_callback(bool p_enable) { singleton_mt->call_set_use_vsync(p_enable); } VisualServerWrapMT *VisualServerWrapMT::singleton_mt = nullptr; VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread) : command_queue(p_create_thread) { singleton_mt = this; OS::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly visual_server = p_contained; create_thread = p_create_thread; 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); //finish(); }