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* Servers now use WorkerThreadPool for background computation. * This helps keep the number of threads used fixed at all times. * It also ensures everything works on HTML5 with threads. * And makes it easier to support disabling threads for also HTML5. CommandQueueMT now syncs with the servers via the WorkerThreadPool yielding mechanism, which makes its classic main sync semaphore superfluous. Also, some warnings about calls that kill performance when using threaded rendering are removed because there's a mechanism that warns about that in a more general fashion. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
119 lines
4.2 KiB
C++
119 lines
4.2 KiB
C++
/**************************************************************************/
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/* physics_server_3d_wrap_mt.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "physics_server_3d_wrap_mt.h"
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#include "core/os/os.h"
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void PhysicsServer3DWrapMT::thread_exit() {
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exit = true;
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}
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void PhysicsServer3DWrapMT::thread_step(real_t p_delta) {
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physics_server_3d->step(p_delta);
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step_sem.post();
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}
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void PhysicsServer3DWrapMT::thread_loop() {
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server_thread = Thread::get_caller_id();
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physics_server_3d->init();
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command_queue.set_pump_task_id(server_task_id);
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while (!exit) {
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WorkerThreadPool::get_singleton()->yield();
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command_queue.flush_all();
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}
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command_queue.flush_all(); // flush all
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physics_server_3d->finish();
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}
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/* EVENT QUEUING */
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void PhysicsServer3DWrapMT::step(real_t p_step) {
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if (create_thread) {
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command_queue.push(this, &PhysicsServer3DWrapMT::thread_step, p_step);
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} else {
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command_queue.flush_all(); // Flush all pending from other threads.
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physics_server_3d->step(p_step);
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}
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}
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void PhysicsServer3DWrapMT::sync() {
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if (create_thread) {
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step_sem.wait();
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}
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physics_server_3d->sync();
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}
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void PhysicsServer3DWrapMT::flush_queries() {
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physics_server_3d->flush_queries();
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}
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void PhysicsServer3DWrapMT::end_sync() {
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physics_server_3d->end_sync();
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}
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void PhysicsServer3DWrapMT::init() {
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if (create_thread) {
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exit = false;
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server_task_id = WorkerThreadPool::get_singleton()->add_task(callable_mp(this, &PhysicsServer3DWrapMT::thread_loop), true);
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step_sem.post();
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} else {
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physics_server_3d->init();
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}
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}
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void PhysicsServer3DWrapMT::finish() {
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if (create_thread) {
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command_queue.push(this, &PhysicsServer3DWrapMT::thread_exit);
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if (server_task_id != WorkerThreadPool::INVALID_TASK_ID) {
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WorkerThreadPool::get_singleton()->wait_for_task_completion(server_task_id);
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server_task_id = WorkerThreadPool::INVALID_TASK_ID;
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}
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} else {
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physics_server_3d->finish();
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}
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}
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PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread) {
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physics_server_3d = p_contained;
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create_thread = p_create_thread;
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if (!create_thread) {
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server_thread = Thread::MAIN_ID;
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}
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}
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PhysicsServer3DWrapMT::~PhysicsServer3DWrapMT() {
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memdelete(physics_server_3d);
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}
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