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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 /scene/3d/skeleton_3d.cpp
parentf3d15771bf33e68b26058806f9310ac074c56e5c (diff)
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 'scene/3d/skeleton_3d.cpp')
-rw-r--r--scene/3d/skeleton_3d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index ac2e9bf871..be62fe801f 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -304,7 +304,7 @@ void Skeleton3D::_notification(int p_what) {
uint32_t bind_count = skin->get_bind_count();
if (E->get()->bind_count != bind_count) {
- RS::get_singleton()->skeleton_allocate(skeleton, bind_count);
+ RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
E->get()->bind_count = bind_count;
E->get()->skin_bone_indices.resize(bind_count);
E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();