godot/servers/visual/visual_server_wrap_mt.cpp
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

197 lines
5.7 KiB
C++

/*************************************************************************/
/* visual_server_wrap_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "os/os.h"
#include "project_settings.h"
void VisualServerWrapMT::thread_exit() {
exit = true;
}
void VisualServerWrapMT::thread_draw() {
if (!atomic_decrement(&draw_pending)) {
visual_server->draw();
}
}
void VisualServerWrapMT::thread_flush() {
atomic_decrement(&draw_pending);
}
void VisualServerWrapMT::_thread_callback(void *_instance) {
VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_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) {
atomic_increment(&draw_pending);
command_queue.push_and_sync(this, &VisualServerWrapMT::thread_flush);
} else {
command_queue.flush_all(); //flush all pending from other threads
}
}
void VisualServerWrapMT::draw(bool p_swap_buffers) {
if (create_thread) {
atomic_increment(&draw_pending);
command_queue.push(this, &VisualServerWrapMT::thread_draw);
} else {
visual_server->draw(p_swap_buffers);
}
}
void VisualServerWrapMT::init() {
if (create_thread) {
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);
thread = NULL;
} else {
visual_server->finish();
}
texture_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();
particles_free_cached_ids();
camera_free_cached_ids();
viewport_free_cached_ids();
environment_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();
}
void VisualServerWrapMT::set_use_vsync_callback(bool p_enable) {
singleton_mt->call_set_use_vsync(p_enable);
}
VisualServerWrapMT *VisualServerWrapMT::singleton_mt = NULL;
VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread) :
command_queue(p_create_thread) {
singleton_mt = this;
OS::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly
visual_server = p_contained;
create_thread = p_create_thread;
thread = NULL;
draw_pending = 0;
draw_thread_up = false;
alloc_mutex = Mutex::create();
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;
}
}
VisualServerWrapMT::~VisualServerWrapMT() {
memdelete(visual_server);
memdelete(alloc_mutex);
//finish();
}