/*************************************************************************/ /* visual_server_wrap_mt.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 "visual_server_wrap_mt.h" #include "globals.h" #include "os/os.h" void VisualServerWrapMT::thread_exit() { exit = true; } void VisualServerWrapMT::thread_draw() { draw_mutex->lock(); draw_pending--; bool draw = (draw_pending == 0); // only draw when no more flushes are pending draw_mutex->unlock(); if (draw) { visual_server->draw(); } } void VisualServerWrapMT::thread_flush() { draw_mutex->lock(); draw_pending--; draw_mutex->unlock(); } void VisualServerWrapMT::_thread_callback(void *_instance) { VisualServerWrapMT *vsmt = reinterpret_cast(_instance); vsmt->thread_loop(); } void VisualServerWrapMT::thread_loop() { server_thread = Thread::get_caller_ID(); OS::get_singleton()->make_rendering_thread(); visual_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 visual_server->finish(); } /* EVENT QUEUING */ void VisualServerWrapMT::sync() { if (create_thread) { /* TODO: sync with the thread */ /* ERR_FAIL_COND(!draw_mutex); draw_mutex->lock(); draw_pending++; //cambiar por un saferefcount draw_mutex->unlock(); */ //command_queue.push( this, &VisualServerWrapMT::thread_flush); } else { command_queue.flush_all(); //flush all pending from other threads } } void VisualServerWrapMT::draw() { if (create_thread) { /* TODO: Make it draw ERR_FAIL_COND(!draw_mutex); draw_mutex->lock(); draw_pending++; //cambiar por un saferefcount draw_mutex->unlock(); command_queue.push( this, &VisualServerWrapMT::thread_draw); */ } else { visual_server->draw(); } } void VisualServerWrapMT::init() { if (create_thread) { draw_mutex = Mutex::create(); print_line("Creating render thread"); OS::get_singleton()->release_rendering_thread(); if (create_thread) { thread = Thread::create(_thread_callback, this); print_line("Starting render thread"); } while (!draw_thread_up) { OS::get_singleton()->delay_usec(1000); } print_line("Done render thread"); } else { visual_server->init(); } } void VisualServerWrapMT::finish() { if (thread) { command_queue.push(this, &VisualServerWrapMT::thread_exit); Thread::wait_to_finish(thread); memdelete(thread); texture_free_cached_ids(); mesh_free_cached_ids(); thread = NULL; } else { visual_server->finish(); } if (draw_mutex) memdelete(draw_mutex); } VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread) : command_queue(p_create_thread) { visual_server = p_contained; create_thread = p_create_thread; thread = NULL; draw_mutex = NULL; draw_pending = 0; draw_thread_up = false; alloc_mutex = Mutex::create(); texture_pool_max_size = GLOBAL_DEF("render/thread_textures_prealloc", 5); mesh_pool_max_size = GLOBAL_DEF("core/rid_pool_prealloc", 20); if (!p_create_thread) { server_thread = Thread::get_caller_ID(); } else { server_thread = 0; } } VisualServerWrapMT::~VisualServerWrapMT() { memdelete(visual_server); memdelete(alloc_mutex); //finish(); }