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65686dedf9
* 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>
194 lines
7.2 KiB
C++
194 lines
7.2 KiB
C++
/**************************************************************************/
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/* engine.h */
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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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#ifndef ENGINE_H
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#define ENGINE_H
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#include "core/os/main_loop.h"
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#include "core/string/ustring.h"
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#include "core/templates/list.h"
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#include "core/templates/vector.h"
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template <typename T>
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class TypedArray;
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class Engine {
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public:
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struct Singleton {
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StringName name;
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Object *ptr = nullptr;
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StringName class_name; // Used for binding generation hinting.
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// Singleton scope flags.
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bool user_created = false;
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bool editor_only = false;
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Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName());
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};
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private:
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friend class Main;
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uint64_t frames_drawn = 0;
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uint32_t _frame_delay = 0;
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uint64_t _frame_ticks = 0;
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double _process_step = 0;
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int ips = 60;
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double physics_jitter_fix = 0.5;
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double _fps = 1;
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int _max_fps = 0;
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int _audio_output_latency = 0;
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double _time_scale = 1.0;
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uint64_t _physics_frames = 0;
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int max_physics_steps_per_frame = 8;
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double _physics_interpolation_fraction = 0.0f;
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bool abort_on_gpu_errors = false;
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bool use_validation_layers = false;
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bool generate_spirv_debug_info = false;
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int32_t gpu_idx = -1;
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uint64_t _process_frames = 0;
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bool _in_physics = false;
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List<Singleton> singletons;
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HashMap<StringName, Object *> singleton_ptrs;
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bool editor_hint = false;
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bool project_manager_hint = false;
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bool extension_reloading = false;
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bool _print_header = true;
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static Engine *singleton;
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String write_movie_path;
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String shader_cache_path;
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static constexpr int SERVER_SYNC_FRAME_COUNT_WARNING = 5;
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int server_syncs = 0;
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bool frame_server_synced = false;
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public:
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static Engine *get_singleton();
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virtual void set_physics_ticks_per_second(int p_ips);
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virtual int get_physics_ticks_per_second() const;
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virtual void set_max_physics_steps_per_frame(int p_max_physics_steps);
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virtual int get_max_physics_steps_per_frame() const;
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void set_physics_jitter_fix(double p_threshold);
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double get_physics_jitter_fix() const;
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virtual void set_max_fps(int p_fps);
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virtual int get_max_fps() const;
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virtual void set_audio_output_latency(int p_msec);
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virtual int get_audio_output_latency() const;
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virtual double get_frames_per_second() const { return _fps; }
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uint64_t get_frames_drawn();
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uint64_t get_physics_frames() const { return _physics_frames; }
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uint64_t get_process_frames() const { return _process_frames; }
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bool is_in_physics_frame() const { return _in_physics; }
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uint64_t get_frame_ticks() const { return _frame_ticks; }
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double get_process_step() const { return _process_step; }
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double get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
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void set_time_scale(double p_scale);
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double get_time_scale() const;
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void set_print_error_messages(bool p_enabled);
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bool is_printing_error_messages() const;
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void print_header(const String &p_string) const;
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void print_header_rich(const String &p_string) const;
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void set_frame_delay(uint32_t p_msec);
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uint32_t get_frame_delay() const;
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void add_singleton(const Singleton &p_singleton);
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void get_singletons(List<Singleton> *p_singletons);
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bool has_singleton(const StringName &p_name) const;
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Object *get_singleton_object(const StringName &p_name) const;
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void remove_singleton(const StringName &p_name);
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bool is_singleton_user_created(const StringName &p_name) const;
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bool is_singleton_editor_only(const StringName &p_name) const;
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
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_FORCE_INLINE_ bool is_editor_hint() const { return editor_hint; }
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_FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) { project_manager_hint = p_enabled; }
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_FORCE_INLINE_ bool is_project_manager_hint() const { return project_manager_hint; }
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_FORCE_INLINE_ void set_extension_reloading_enabled(bool p_enabled) { extension_reloading = p_enabled; }
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_FORCE_INLINE_ bool is_extension_reloading_enabled() const { return extension_reloading; }
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#else
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_FORCE_INLINE_ void set_editor_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_editor_hint() const { return false; }
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_FORCE_INLINE_ void set_project_manager_hint(bool p_enabled) {}
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_FORCE_INLINE_ bool is_project_manager_hint() const { return false; }
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_FORCE_INLINE_ void set_extension_reloading_enabled(bool p_enabled) {}
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_FORCE_INLINE_ bool is_extension_reloading_enabled() const { return false; }
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#endif
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Dictionary get_version_info() const;
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Dictionary get_author_info() const;
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TypedArray<Dictionary> get_copyright_info() const;
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Dictionary get_donor_info() const;
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Dictionary get_license_info() const;
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String get_license_text() const;
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void set_write_movie_path(const String &p_path);
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String get_write_movie_path() const;
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String get_architecture_name() const;
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void set_shader_cache_path(const String &p_path);
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String get_shader_cache_path() const;
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bool is_abort_on_gpu_errors_enabled() const;
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bool is_validation_layers_enabled() const;
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bool is_generate_spirv_debug_info_enabled() const;
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int32_t get_gpu_index() const;
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void increment_frames_drawn();
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bool notify_frame_server_synced();
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Engine();
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virtual ~Engine() {}
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};
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#endif // ENGINE_H
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