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- /*************************************************************************/
- /* visual_server_wrap_mt.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 = true;
- }
- void VisualServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) {
- if (!atomic_decrement(&draw_pending)) {
- visual_server->draw(p_swap_buffers, frame_step);
- }
- }
- void VisualServerWrapMT::thread_flush() {
- atomic_decrement(&draw_pending);
- }
- void VisualServerWrapMT::_thread_callback(void *_instance) {
- VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_instance);
- vsmt->thread_loop();
- }
- void VisualServerWrapMT::thread_loop() {
- server_thread = Thread::get_caller_id();
- OS::get_singleton()->make_rendering_thread();
- visual_server->init();
- exit = false;
- draw_thread_up = true;
- while (!exit) {
- // 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::sync() {
- if (create_thread) {
- atomic_increment(&draw_pending);
- 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) {
- atomic_increment(&draw_pending);
- 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 = Thread::create(_thread_callback, this);
- print_verbose("VisualServerWrapMT: Starting render thread");
- }
- while (!draw_thread_up) {
- OS::get_singleton()->delay_usec(1000);
- }
- print_verbose("VisualServerWrapMT: Finished render thread");
- } else {
- visual_server->init();
- }
- }
- void VisualServerWrapMT::finish() {
- if (thread) {
- command_queue.push(this, &VisualServerWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
- thread = NULL;
- } else {
- visual_server->finish();
- }
- texture_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();
- 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();
- }
- void VisualServerWrapMT::set_use_vsync_callback(bool p_enable) {
- singleton_mt->call_set_use_vsync(p_enable);
- }
- VisualServerWrapMT *VisualServerWrapMT::singleton_mt = NULL;
- 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;
- thread = NULL;
- draw_pending = 0;
- draw_thread_up = false;
- alloc_mutex = Mutex::create();
- 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);
- memdelete(alloc_mutex);
- //finish();
- }
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