godot/servers/visual/visual_server_wrap_mt.cpp

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/*************************************************************************/
/* visual_server_wrap_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "globals.h"
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void VisualServerWrapMT::thread_exit() {
exit=true;
}
void VisualServerWrapMT::thread_draw() {
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draw_mutex->lock();
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draw_pending--;
bool draw=(draw_pending==0);// only draw when no more flushes are pending
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draw_mutex->unlock();
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if (draw) {
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visual_server->draw();
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}
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}
void VisualServerWrapMT::thread_flush() {
draw_mutex->lock();
draw_pending--;
draw_mutex->unlock();
}
void VisualServerWrapMT::_thread_callback(void *_instance) {
VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT*>(_instance);
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vsmt->thread_loop();
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}
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void VisualServerWrapMT::thread_loop() {
server_thread=Thread::get_caller_ID();
OS::get_singleton()->make_rendering_thread();
visual_server->init();
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exit=false;
draw_thread_up=true;
while(!exit) {
// flush commands one by one, until exit is requested
command_queue.wait_and_flush_one();
}
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command_queue.flush_all(); // flush all
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visual_server->finish();
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}
/* EVENT QUEUING */
void VisualServerWrapMT::sync() {
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if (create_thread) {
/* TODO: sync with the thread */
/*
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ERR_FAIL_COND(!draw_mutex);
draw_mutex->lock();
draw_pending++; //cambiar por un saferefcount
draw_mutex->unlock();
*/
//command_queue.push( this, &VisualServerWrapMT::thread_flush);
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} else {
command_queue.flush_all(); //flush all pending from other threads
}
}
void VisualServerWrapMT::draw() {
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if (create_thread) {
/* TODO: Make it draw
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ERR_FAIL_COND(!draw_mutex);
draw_mutex->lock();
draw_pending++; //cambiar por un saferefcount
draw_mutex->unlock();
command_queue.push( this, &VisualServerWrapMT::thread_draw);
*/
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} 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();
}
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}
void VisualServerWrapMT::finish() {
if (thread) {
command_queue.push( this, &VisualServerWrapMT::thread_exit);
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Thread::wait_to_finish( thread );
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memdelete(thread);
texture_free_cached_ids();
mesh_free_cached_ids();
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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);
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if (!p_create_thread) {
server_thread=Thread::get_caller_ID();
} else {
server_thread=0;
}
}
VisualServerWrapMT::~VisualServerWrapMT() {
memdelete(visual_server);
memdelete(alloc_mutex);
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//finish();
}