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* Refactor CommandQueueMTreduz2021-06-091-45/+1
| | | | | | | * RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-7/+7
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* Fix includes in test_command_queue.hDaniel Kříž2021-04-101-2/+2
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* Modernize ThreadPedro J. Estébanez2021-01-291-10/+6
| | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* core/command_queue_mt: Customizable size and testsLyuma2020-10-121-0/+482
Adds unit tests for command_queue_mt.h/cpp In this revision, some unit tests will fail due to issue #42107.