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-rw-r--r--scene/resources/dynamic_font.cpp59
-rw-r--r--scene/resources/dynamic_font.h2
-rw-r--r--scene/resources/material.cpp40
-rw-r--r--scene/resources/material.h2
-rw-r--r--scene/resources/mesh_library.cpp6
-rw-r--r--scene/resources/particles_material.cpp40
-rw-r--r--scene/resources/particles_material.h2
7 files changed, 39 insertions, 112 deletions
diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp
index 79a1500129..fc53dfe376 100644
--- a/scene/resources/dynamic_font.cpp
+++ b/scene/resources/dynamic_font.cpp
@@ -990,7 +990,7 @@ void DynamicFont::_bind_methods() {
BIND_ENUM_CONSTANT(SPACING_SPACE);
}
-Mutex *DynamicFont::dynamic_font_mutex = NULL;
+Mutex DynamicFont::dynamic_font_mutex;
SelfList<DynamicFont>::List *DynamicFont::dynamic_fonts = NULL;
@@ -1004,29 +1004,21 @@ DynamicFont::DynamicFont() :
spacing_char = 0;
spacing_space = 0;
outline_color = Color(1, 1, 1);
- if (dynamic_font_mutex) {
- dynamic_font_mutex->lock();
- dynamic_fonts->add(&font_list);
- dynamic_font_mutex->unlock();
- }
+
+ MutexLock lock(dynamic_font_mutex);
+ dynamic_fonts->add(&font_list);
}
DynamicFont::~DynamicFont() {
- if (dynamic_font_mutex) {
- dynamic_font_mutex->lock();
- dynamic_fonts->remove(&font_list);
- dynamic_font_mutex->unlock();
- }
+ MutexLock lock(dynamic_font_mutex);
+ dynamic_fonts->remove(&font_list);
}
void DynamicFont::initialize_dynamic_fonts() {
dynamic_fonts = memnew(SelfList<DynamicFont>::List());
- dynamic_font_mutex = Mutex::create();
}
void DynamicFont::finish_dynamic_fonts() {
- memdelete(dynamic_font_mutex);
- dynamic_font_mutex = NULL;
memdelete(dynamic_fonts);
dynamic_fonts = NULL;
}
@@ -1034,39 +1026,36 @@ void DynamicFont::finish_dynamic_fonts() {
void DynamicFont::update_oversampling() {
Vector<Ref<DynamicFont> > changed;
+ {
+ MutexLock lock(dynamic_font_mutex);
- if (dynamic_font_mutex)
- dynamic_font_mutex->lock();
-
- SelfList<DynamicFont> *E = dynamic_fonts->first();
- while (E) {
+ SelfList<DynamicFont> *E = dynamic_fonts->first();
+ while (E) {
- if (E->self()->data_at_size.is_valid()) {
- E->self()->data_at_size->update_oversampling();
+ if (E->self()->data_at_size.is_valid()) {
+ E->self()->data_at_size->update_oversampling();
- if (E->self()->outline_data_at_size.is_valid()) {
- E->self()->outline_data_at_size->update_oversampling();
- }
+ if (E->self()->outline_data_at_size.is_valid()) {
+ E->self()->outline_data_at_size->update_oversampling();
+ }
- for (int i = 0; i < E->self()->fallback_data_at_size.size(); i++) {
- if (E->self()->fallback_data_at_size[i].is_valid()) {
- E->self()->fallback_data_at_size.write[i]->update_oversampling();
+ for (int i = 0; i < E->self()->fallback_data_at_size.size(); i++) {
+ if (E->self()->fallback_data_at_size[i].is_valid()) {
+ E->self()->fallback_data_at_size.write[i]->update_oversampling();
- if (E->self()->has_outline() && E->self()->fallback_outline_data_at_size[i].is_valid()) {
- E->self()->fallback_outline_data_at_size.write[i]->update_oversampling();
+ if (E->self()->has_outline() && E->self()->fallback_outline_data_at_size[i].is_valid()) {
+ E->self()->fallback_outline_data_at_size.write[i]->update_oversampling();
+ }
}
}
+
+ changed.push_back(Ref<DynamicFont>(E->self()));
}
- changed.push_back(Ref<DynamicFont>(E->self()));
+ E = E->next();
}
-
- E = E->next();
}
- if (dynamic_font_mutex)
- dynamic_font_mutex->unlock();
-
for (int i = 0; i < changed.size(); i++) {
changed.write[i]->emit_changed();
}
diff --git a/scene/resources/dynamic_font.h b/scene/resources/dynamic_font.h
index fa6db370f8..6a0b51fb93 100644
--- a/scene/resources/dynamic_font.h
+++ b/scene/resources/dynamic_font.h
@@ -285,7 +285,7 @@ public:
SelfList<DynamicFont> font_list;
- static Mutex *dynamic_font_mutex;
+ static Mutex dynamic_font_mutex;
static SelfList<DynamicFont>::List *dynamic_fonts;
static void initialize_dynamic_fonts();
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index ff51cab0a4..54e9067abb 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -290,17 +290,13 @@ ShaderMaterial::~ShaderMaterial() {
/////////////////////////////////
-Mutex *BaseMaterial3D::material_mutex = NULL;
+Mutex BaseMaterial3D::material_mutex;
SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = NULL;
Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = NULL;
void BaseMaterial3D::init_shaders() {
-#ifndef NO_THREADS
- material_mutex = Mutex::create();
-#endif
-
dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
shader_names = memnew(ShaderNames);
@@ -379,10 +375,6 @@ void BaseMaterial3D::finish_shaders() {
materials_for_2d[i].unref();
}
-#ifndef NO_THREADS
- memdelete(material_mutex);
-#endif
-
memdelete(dirty_materials);
dirty_materials = NULL;
@@ -1133,44 +1125,28 @@ void BaseMaterial3D::_update_shader() {
void BaseMaterial3D::flush_changes() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
-
- if (material_mutex)
- material_mutex->unlock();
}
void BaseMaterial3D::_queue_shader_change() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
if (!element.in_list()) {
dirty_materials->add(&element);
}
-
- if (material_mutex)
- material_mutex->unlock();
}
bool BaseMaterial3D::_is_shader_dirty() const {
- bool dirty = false;
-
- if (material_mutex)
- material_mutex->lock();
-
- dirty = element.in_list();
+ MutexLock lock(material_mutex);
- if (material_mutex)
- material_mutex->unlock();
-
- return dirty;
+ return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
@@ -2580,8 +2556,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
BaseMaterial3D::~BaseMaterial3D() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
@@ -2593,9 +2568,6 @@ BaseMaterial3D::~BaseMaterial3D() {
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
-
- if (material_mutex)
- material_mutex->unlock();
}
//////////////////////
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 927334c74d..fc77226fb9 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -388,7 +388,7 @@ private:
StringName texture_names[TEXTURE_MAX];
};
- static Mutex *material_mutex;
+ static Mutex material_mutex;
static SelfList<BaseMaterial3D>::List *dirty_materials;
static ShaderNames *shader_names;
diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index ac016bec5d..fffd192348 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -29,7 +29,6 @@
/*************************************************************************/
#include "mesh_library.h"
-#include "core/engine.h"
bool MeshLibrary::_set(const StringName &p_name, const Variant &p_value) {
@@ -202,11 +201,6 @@ Transform MeshLibrary::get_item_navmesh_transform(int p_item) const {
Ref<Texture2D> MeshLibrary::get_item_preview(int p_item) const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_PRINT("MeshLibrary item previews are only generated in an editor context, which means they aren't available in a running project.");
- return Ref<Texture2D>();
- }
-
ERR_FAIL_COND_V_MSG(!item_map.has(p_item), Ref<Texture2D>(), "Requested for nonexistent MeshLibrary item '" + itos(p_item) + "'.");
return item_map[p_item].preview;
}
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index e820aec2ed..f18e8956f1 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -30,17 +30,13 @@
#include "particles_material.h"
-Mutex *ParticlesMaterial::material_mutex = NULL;
+Mutex ParticlesMaterial::material_mutex;
SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = NULL;
Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
void ParticlesMaterial::init_shaders() {
-#ifndef NO_THREADS
- material_mutex = Mutex::create();
-#endif
-
dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
shader_names = memnew(ShaderNames);
@@ -107,10 +103,6 @@ void ParticlesMaterial::init_shaders() {
void ParticlesMaterial::finish_shaders() {
-#ifndef NO_THREADS
- memdelete(material_mutex);
-#endif
-
memdelete(dirty_materials);
dirty_materials = NULL;
@@ -612,44 +604,28 @@ void ParticlesMaterial::_update_shader() {
void ParticlesMaterial::flush_changes() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
-
- if (material_mutex)
- material_mutex->unlock();
}
void ParticlesMaterial::_queue_shader_change() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
if (!element.in_list()) {
dirty_materials->add(&element);
}
-
- if (material_mutex)
- material_mutex->unlock();
}
bool ParticlesMaterial::_is_shader_dirty() const {
- bool dirty = false;
+ MutexLock lock(material_mutex);
- if (material_mutex)
- material_mutex->lock();
-
- dirty = element.in_list();
-
- if (material_mutex)
- material_mutex->unlock();
-
- return dirty;
+ return element.in_list();
}
void ParticlesMaterial::set_direction(Vector3 p_direction) {
@@ -1298,8 +1274,7 @@ ParticlesMaterial::ParticlesMaterial() :
ParticlesMaterial::~ParticlesMaterial() {
- if (material_mutex)
- material_mutex->lock();
+ MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
@@ -1311,7 +1286,4 @@ ParticlesMaterial::~ParticlesMaterial() {
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
-
- if (material_mutex)
- material_mutex->unlock();
}
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 246ce58a21..c6c8316995 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -126,7 +126,7 @@ private:
return mk;
}
- static Mutex *material_mutex;
+ static Mutex material_mutex;
static SelfList<ParticlesMaterial>::List *dirty_materials;
struct ShaderNames {