virtualx-engine/servers/rendering
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
..
dummy Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. 2024-03-25 21:25:56 -04:00
environment
renderer_rd Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
storage Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. 2024-03-25 21:25:56 -04:00
renderer_canvas_cull.cpp Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
renderer_canvas_cull.h Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
renderer_canvas_render.cpp
renderer_canvas_render.h Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
renderer_compositor.cpp Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
renderer_compositor.h Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
renderer_geometry_instance.cpp
renderer_geometry_instance.h
renderer_scene_cull.cpp Merge pull request #90440 from Calinou/geometryinstance3d-fix-custom-aabb-assignment 2024-04-10 14:22:33 +02:00
renderer_scene_cull.h Jitter raster occlusion camera to reduce false positives. 2024-04-03 12:18:45 +01:00
renderer_scene_occlusion_cull.cpp Jitter raster occlusion camera to reduce false positives. 2024-04-03 12:18:45 +01:00
renderer_scene_occlusion_cull.h Jitter raster occlusion camera to reduce false positives. 2024-04-03 12:18:45 +01:00
renderer_scene_render.cpp Implement hooks into renderer 2024-02-18 21:54:21 +11:00
renderer_scene_render.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00
renderer_viewport.cpp Merge pull request #89880 from dsnopek/openxr-composition-layers-node3d-drs 2024-04-04 17:09:07 +02:00
renderer_viewport.h Add support for OpenXR composition layers 2024-04-04 09:20:23 -05:00
rendering_context_driver.cpp Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
rendering_context_driver.h Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
rendering_device.compat.inc Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
rendering_device.cpp Merge pull request #89491 from thimenesup/compute_dispatch_indirect 2024-04-09 10:42:22 +02:00
rendering_device.h Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
rendering_device_binds.cpp
rendering_device_binds.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00
rendering_device_commons.cpp Make shader binary alignment handling simpler and more robust 2024-03-06 11:48:23 +01:00
rendering_device_commons.h Ensure specialization constants come sorted from reflection 2024-03-12 14:42:01 +01:00
rendering_device_driver.cpp Ensure specialization constants come sorted from reflection 2024-03-12 14:42:01 +01:00
rendering_device_driver.h Fixes RenderingDevice::get_driver_resource will crash or give incorrect result with certain resources 2024-04-08 12:31:22 +08:00
rendering_device_graph.cpp Fixes RenderingDevice::get_driver_resource will crash or give incorrect result with certain resources 2024-04-08 12:31:22 +08:00
rendering_device_graph.h Remove tracking logic for input attachments as it's not necessary. 2024-02-21 11:18:10 -03:00
rendering_light_culler.cpp Tighter shadow culling - fix light colinear to frustum edge 2024-03-20 16:47:54 +00:00
rendering_light_culler.h Tighter shadow culling - fix light colinear to frustum edge 2024-03-20 16:47:54 +00:00
rendering_method.cpp
rendering_method.h Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
rendering_server_default.cpp Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
rendering_server_default.h Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
rendering_server_globals.cpp
rendering_server_globals.h
SCsub
shader_compiler.cpp
shader_compiler.h Change shader compiler default setting to avoid doctool error 2024-02-29 11:01:56 +08:00
shader_language.cpp Fix false positive errors in gdshaderinc files 2024-03-21 15:46:41 +01:00
shader_language.h Enforce template syntax typename over class 2024-03-07 22:39:09 -06:00
shader_preprocessor.cpp
shader_preprocessor.h
shader_types.cpp Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
shader_types.h
shader_warnings.cpp
shader_warnings.h