virtualx-engine/servers/rendering/renderer_rd
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
..
effects Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
environment Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
forward_clustered Merge pull request #89398 from clayjohn/visual-debugger-coverage 2024-04-04 14:31:19 +02:00
forward_mobile Merge pull request #90191 from BastiaanOlij/fix_mobile_canvas_copy 2024-04-06 13:06:37 +02:00
shaders Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
spirv-reflect
storage_rd Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
cluster_builder_rd.cpp Fix missed light clusters when inside clipped lights 2024-03-13 23:38:46 +01:00
cluster_builder_rd.h
framebuffer_cache_rd.cpp Implement hooks into renderer 2024-02-18 21:54:21 +11:00
framebuffer_cache_rd.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00
pipeline_cache_rd.cpp
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
renderer_canvas_render_rd.h Add new Parallax2D node 2024-03-03 15:46:40 -05:00
renderer_compositor_rd.cpp Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
renderer_compositor_rd.h Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
renderer_scene_render_rd.cpp Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals 2024-03-07 17:40:49 +01:00
renderer_scene_render_rd.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00
SCsub
shader_rd.cpp Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
shader_rd.h
uniform_set_cache_rd.cpp Implement hooks into renderer 2024-02-18 21:54:21 +11:00
uniform_set_cache_rd.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00