1 /*************************************************************************/
2 /* visual_server_wrap_mt.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
10 /* */
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12 /* a copy of this software and associated documentation files (the */
13 /* "Software"), to deal in the Software without restriction, including */
14 /* without limitation the rights to use, copy, modify, merge, publish, */
15 /* distribute, sublicense, and/or sell copies of the Software, and to */
16 /* permit persons to whom the Software is furnished to do so, subject to */
17 /* the following conditions: */
18 /* */
19 /* The above copyright notice and this permission notice shall be */
20 /* included in all copies or substantial portions of the Software. */
21 /* */
22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30
31 #include "visual_server_wrap_mt.h"
32 #include "core/os/os.h"
33 #include "core/project_settings.h"
34
thread_exit()35 void VisualServerWrapMT::thread_exit() {
36
37 exit = true;
38 }
39
thread_draw(bool p_swap_buffers,double frame_step)40 void VisualServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) {
41
42 if (!atomic_decrement(&draw_pending)) {
43
44 visual_server->draw(p_swap_buffers, frame_step);
45 }
46 }
47
thread_flush()48 void VisualServerWrapMT::thread_flush() {
49
50 atomic_decrement(&draw_pending);
51 }
52
_thread_callback(void * _instance)53 void VisualServerWrapMT::_thread_callback(void *_instance) {
54
55 VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_instance);
56
57 vsmt->thread_loop();
58 }
59
thread_loop()60 void VisualServerWrapMT::thread_loop() {
61
62 server_thread = Thread::get_caller_id();
63
64 OS::get_singleton()->make_rendering_thread();
65
66 visual_server->init();
67
68 exit = false;
69 draw_thread_up = true;
70 while (!exit) {
71 // flush commands one by one, until exit is requested
72 command_queue.wait_and_flush_one();
73 }
74
75 command_queue.flush_all(); // flush all
76
77 visual_server->finish();
78 }
79
80 /* EVENT QUEUING */
81
sync()82 void VisualServerWrapMT::sync() {
83
84 if (create_thread) {
85
86 atomic_increment(&draw_pending);
87 command_queue.push_and_sync(this, &VisualServerWrapMT::thread_flush);
88 } else {
89
90 command_queue.flush_all(); //flush all pending from other threads
91 }
92 }
93
draw(bool p_swap_buffers,double frame_step)94 void VisualServerWrapMT::draw(bool p_swap_buffers, double frame_step) {
95
96 if (create_thread) {
97
98 atomic_increment(&draw_pending);
99 command_queue.push(this, &VisualServerWrapMT::thread_draw, p_swap_buffers, frame_step);
100 } else {
101
102 visual_server->draw(p_swap_buffers, frame_step);
103 }
104 }
105
init()106 void VisualServerWrapMT::init() {
107
108 if (create_thread) {
109
110 print_verbose("VisualServerWrapMT: Creating render thread");
111 OS::get_singleton()->release_rendering_thread();
112 if (create_thread) {
113 thread = Thread::create(_thread_callback, this);
114 print_verbose("VisualServerWrapMT: Starting render thread");
115 }
116 while (!draw_thread_up) {
117 OS::get_singleton()->delay_usec(1000);
118 }
119 print_verbose("VisualServerWrapMT: Finished render thread");
120 } else {
121
122 visual_server->init();
123 }
124 }
125
finish()126 void VisualServerWrapMT::finish() {
127
128 if (thread) {
129
130 command_queue.push(this, &VisualServerWrapMT::thread_exit);
131 Thread::wait_to_finish(thread);
132 memdelete(thread);
133
134 thread = NULL;
135 } else {
136 visual_server->finish();
137 }
138
139 texture_free_cached_ids();
140 sky_free_cached_ids();
141 shader_free_cached_ids();
142 material_free_cached_ids();
143 mesh_free_cached_ids();
144 multimesh_free_cached_ids();
145 immediate_free_cached_ids();
146 skeleton_free_cached_ids();
147 directional_light_free_cached_ids();
148 omni_light_free_cached_ids();
149 spot_light_free_cached_ids();
150 reflection_probe_free_cached_ids();
151 gi_probe_free_cached_ids();
152 lightmap_capture_free_cached_ids();
153 particles_free_cached_ids();
154 camera_free_cached_ids();
155 viewport_free_cached_ids();
156 environment_free_cached_ids();
157 scenario_free_cached_ids();
158 instance_free_cached_ids();
159 canvas_free_cached_ids();
160 canvas_item_free_cached_ids();
161 canvas_light_occluder_free_cached_ids();
162 canvas_occluder_polygon_free_cached_ids();
163 }
164
set_use_vsync_callback(bool p_enable)165 void VisualServerWrapMT::set_use_vsync_callback(bool p_enable) {
166
167 singleton_mt->call_set_use_vsync(p_enable);
168 }
169
170 VisualServerWrapMT *VisualServerWrapMT::singleton_mt = NULL;
171
VisualServerWrapMT(VisualServer * p_contained,bool p_create_thread)172 VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread) :
173 command_queue(p_create_thread) {
174
175 singleton_mt = this;
176 OS::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly
177
178 visual_server = p_contained;
179 create_thread = p_create_thread;
180 thread = NULL;
181 draw_pending = 0;
182 draw_thread_up = false;
183 alloc_mutex = Mutex::create();
184 pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
185
186 if (!p_create_thread) {
187 server_thread = Thread::get_caller_id();
188 } else {
189 server_thread = 0;
190 }
191 }
192
~VisualServerWrapMT()193 VisualServerWrapMT::~VisualServerWrapMT() {
194
195 memdelete(visual_server);
196 memdelete(alloc_mutex);
197 //finish();
198 }
199