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authorreduz <reduzio@gmail.com>2021-02-09 13:19:03 -0300
committerreduz <reduzio@gmail.com>2021-02-10 13:21:46 -0300
commit8b19ffd810a1471ab870b7229047ad2101341330 (patch)
tree19bf66787e48cebd86b494846d147db1f163f87c /servers/rendering/renderer_scene_cull.h
parentf3d15771bf33e68b26058806f9310ac074c56e5c (diff)
downloadredot-engine-8b19ffd810a1471ab870b7229047ad2101341330.tar.gz
Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r--servers/rendering/renderer_scene_cull.h26
1 files changed, 17 insertions, 9 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index a422eb8def..32f4334288 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -94,9 +94,11 @@ public:
}
};
- mutable RID_PtrOwner<Camera> camera_owner;
+ mutable RID_PtrOwner<Camera, true> camera_owner;
+
+ virtual RID camera_allocate();
+ virtual void camera_initialize(RID p_rid);
- virtual RID camera_create();
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
@@ -296,14 +298,15 @@ public:
int indexer_update_iterations = 0;
- mutable RID_PtrOwner<Scenario> scenario_owner;
+ mutable RID_PtrOwner<Scenario, true> scenario_owner;
static void _instance_pair(Instance *p_A, Instance *p_B);
static void _instance_unpair(Instance *p_A, Instance *p_B);
void _instance_update_mesh_instance(Instance *p_instance);
- virtual RID scenario_create();
+ virtual RID scenario_allocate();
+ virtual void scenario_initialize(RID p_rid);
virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
@@ -824,11 +827,12 @@ public:
uint32_t thread_cull_threshold = 200;
- RID_PtrOwner<Instance> instance_owner;
+ RID_PtrOwner<Instance, true> instance_owner;
uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
- virtual RID instance_create();
+ virtual RID instance_allocate();
+ virtual void instance_initialize(RID p_rid);
virtual void instance_set_base(RID p_instance, RID p_base);
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
@@ -957,13 +961,16 @@ public:
/* SKY API */
- PASS0R(RID, sky_create)
+ PASS0R(RID, sky_allocate)
+ PASS1(sky_initialize, RID)
+
PASS2(sky_set_radiance_size, RID, int)
PASS2(sky_set_mode, RID, RS::SkyMode)
PASS2(sky_set_material, RID, RID)
PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
- PASS0R(RID, environment_create)
+ PASS0R(RID, environment_allocate)
+ PASS1(environment_initialize, RID)
PASS1RC(bool, is_environment, RID)
@@ -1012,7 +1019,8 @@ public:
/* CAMERA EFFECTS */
- PASS0R(RID, camera_effects_create)
+ PASS0R(RID, camera_effects_allocate)
+ PASS1(camera_effects_initialize, RID)
PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)