/*************************************************************************/ /* rendering_server_wrap_mt.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rendering_server_wrap_mt.h" #include "core/config/project_settings.h" #include "core/os/os.h" #include "servers/display_server.h" void RenderingServerWrapMT::thread_exit() { exit = true; } void RenderingServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) { if (!atomic_decrement(&draw_pending)) { rendering_server->draw(p_swap_buffers, frame_step); } } void RenderingServerWrapMT::thread_flush() { atomic_decrement(&draw_pending); } void RenderingServerWrapMT::_thread_callback(void *_instance) { RenderingServerWrapMT *vsmt = reinterpret_cast<RenderingServerWrapMT *>(_instance); vsmt->thread_loop(); } void RenderingServerWrapMT::thread_loop() { server_thread = Thread::get_caller_id(); DisplayServer::get_singleton()->make_rendering_thread(); rendering_server->init(); exit = false; draw_thread_up = true; while (!exit) { // flush commands one by one, until exit is requested command_queue.wait_and_flush_one(); } command_queue.flush_all(); // flush all rendering_server->finish(); } /* EVENT QUEUING */ void RenderingServerWrapMT::sync() { if (create_thread) { atomic_increment(&draw_pending); command_queue.push_and_sync(this, &RenderingServerWrapMT::thread_flush); } else { command_queue.flush_all(); //flush all pending from other threads } } void RenderingServerWrapMT::draw(bool p_swap_buffers, double frame_step) { if (create_thread) { atomic_increment(&draw_pending); command_queue.push(this, &RenderingServerWrapMT::thread_draw, p_swap_buffers, frame_step); } else { rendering_server->draw(p_swap_buffers, frame_step); } } void RenderingServerWrapMT::init() { if (create_thread) { print_verbose("RenderingServerWrapMT: Creating render thread"); DisplayServer::get_singleton()->release_rendering_thread(); if (create_thread) { thread = Thread::create(_thread_callback, this); print_verbose("RenderingServerWrapMT: Starting render thread"); } while (!draw_thread_up) { OS::get_singleton()->delay_usec(1000); } print_verbose("RenderingServerWrapMT: Finished render thread"); } else { rendering_server->init(); } } void RenderingServerWrapMT::finish() { sky_free_cached_ids(); shader_free_cached_ids(); material_free_cached_ids(); mesh_free_cached_ids(); multimesh_free_cached_ids(); immediate_free_cached_ids(); skeleton_free_cached_ids(); directional_light_free_cached_ids(); omni_light_free_cached_ids(); spot_light_free_cached_ids(); reflection_probe_free_cached_ids(); gi_probe_free_cached_ids(); lightmap_free_cached_ids(); particles_free_cached_ids(); particles_collision_free_cached_ids(); camera_free_cached_ids(); viewport_free_cached_ids(); environment_free_cached_ids(); camera_effects_free_cached_ids(); scenario_free_cached_ids(); instance_free_cached_ids(); canvas_free_cached_ids(); canvas_item_free_cached_ids(); canvas_light_occluder_free_cached_ids(); canvas_occluder_polygon_free_cached_ids(); if (thread) { command_queue.push(this, &RenderingServerWrapMT::thread_exit); Thread::wait_to_finish(thread); memdelete(thread); thread = nullptr; } else { rendering_server->finish(); } } void RenderingServerWrapMT::set_use_vsync_callback(bool p_enable) { singleton_mt->call_set_use_vsync(p_enable); } RenderingServerWrapMT *RenderingServerWrapMT::singleton_mt = nullptr; RenderingServerWrapMT::RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread) : command_queue(p_create_thread) { singleton_mt = this; DisplayServer::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly rendering_server = p_contained; create_thread = p_create_thread; thread = nullptr; draw_pending = 0; draw_thread_up = false; pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc"); if (!p_create_thread) { server_thread = Thread::get_caller_id(); } else { server_thread = 0; } } RenderingServerWrapMT::~RenderingServerWrapMT() { memdelete(rendering_server); //finish(); }