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author | Rémi Verschelde <remi@verschelde.fr> | 2021-02-10 17:39:53 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-10 17:39:53 +0100 |
commit | 1808f1d76d51b67513c0cd864444f20ecf808601 (patch) | |
tree | 19bf66787e48cebd86b494846d147db1f163f87c /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | |
parent | f3d15771bf33e68b26058806f9310ac074c56e5c (diff) | |
parent | 8b19ffd810a1471ab870b7229047ad2101341330 (diff) |
Merge pull request #45852 from reduz/make-servers-truly-thread-safe
Make Servers truly Thread Safe
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 38 |
1 files changed, 28 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 6cc32a9bde..74cfd64561 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1881,8 +1881,11 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough RD::get_singleton()->draw_command_end_label(); } -RID RendererSceneRenderRD::sky_create() { - return sky_owner.make_rid(Sky()); +RID RendererSceneRenderRD::sky_allocate() { + return sky_owner.allocate_rid(); +} +void RendererSceneRenderRD::sky_initialize(RID p_rid) { + sky_owner.initialize_rid(p_rid, Sky()); } void RendererSceneRenderRD::_sky_invalidate(Sky *p_sky) { @@ -2906,8 +2909,11 @@ RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_sky_material_fun return material_data; } -RID RendererSceneRenderRD::environment_create() { - return environment_owner.make_rid(Environment()); +RID RendererSceneRenderRD::environment_allocate() { + return environment_owner.allocate_rid(); +} +void RendererSceneRenderRD::environment_initialize(RID p_rid) { + environment_owner.initialize_rid(p_rid, Environment()); } void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { @@ -3991,8 +3997,11 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance ////////////////////////////////////////////////// -RID RendererSceneRenderRD::camera_effects_create() { - return camera_effects_owner.make_rid(CameraEffects()); +RID RendererSceneRenderRD::camera_effects_allocate() { + return camera_effects_owner.allocate_rid(); +} +void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) { + camera_effects_owner.initialize_rid(p_rid, CameraEffects()); } void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) { @@ -8589,9 +8598,14 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { { // default material and shader for sky shader - sky_shader.default_shader = storage->shader_create(); + sky_shader.default_shader = storage->shader_allocate(); + storage->shader_initialize(sky_shader.default_shader); + storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n"); - sky_shader.default_material = storage->material_create(); + + sky_shader.default_material = storage->material_allocate(); + storage->material_initialize(sky_shader.default_material); + storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); @@ -8665,9 +8679,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { { // Need defaults for using fog with clear color - sky_scene_state.fog_shader = storage->shader_create(); + sky_scene_state.fog_shader = storage->shader_allocate(); + storage->shader_initialize(sky_scene_state.fog_shader); + storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n"); - sky_scene_state.fog_material = storage->material_create(); + sky_scene_state.fog_material = storage->material_allocate(); + storage->material_initialize(sky_scene_state.fog_material); + storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader); Vector<RD::Uniform> uniforms; |