#ifndef RENDERING_SERVER_WRAP_MT_H #define RENDERING_SERVER_WRAP_MT_H /*************************************************************************/ /* rendering_server_wrap_mt.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "core/containers/command_queue_mt.h" #include "core/os/safe_refcount.h" #include "core/os/thread.h" #include "servers/rendering_server.h" class RenderingServerWrapMT : public RenderingServer { // the real visual server mutable RenderingServer *rendering_server; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; SafeFlag exit; Thread thread; SafeFlag draw_thread_up; bool create_thread; SafeNumeric draw_pending; void thread_draw(bool p_swap_buffers, double frame_step); void thread_flush(); void thread_exit(); Mutex alloc_mutex; int pool_max_size; //#define DEBUG_SYNC static RenderingServerWrapMT *singleton_mt; #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif public: #define ServerName RenderingServer #define ServerNameWrapMT RenderingServerWrapMT #define server_name rendering_server #include "servers/server_wrap_mt_common.h" /* EVENT QUEUING */ FUNCRID(texture) FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t) FUNC3(texture_set_data, RID, const Ref &, int) FUNC10(texture_set_data_partial, RID, const Ref &, int, int, int, int, int, int, int, int) FUNC2RC(Ref, texture_get_data, RID, int) FUNC2(texture_set_flags, RID, uint32_t) FUNC1RC(uint32_t, texture_get_flags, RID) FUNC1RC(Image::Format, texture_get_format, RID) FUNC1RC(TextureType, texture_get_type, RID) FUNC1RC(uint32_t, texture_get_texid, RID) FUNC1RC(uint32_t, texture_get_width, RID) FUNC1RC(uint32_t, texture_get_height, RID) FUNC1RC(uint32_t, texture_get_depth, RID) FUNC4(texture_set_size_override, RID, int, int, int) FUNC2(texture_bind, RID, uint32_t) FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *) FUNC2(texture_set_path, RID, const String &) FUNC1RC(String, texture_get_path, RID) FUNC1(texture_set_shrink_all_x2_on_set_data, bool) FUNC1S(texture_debug_usage, List *) FUNC1(textures_keep_original, bool) FUNC2(texture_set_proxy, RID, RID) FUNC2(texture_set_force_redraw_if_visible, RID, bool) /* SHADER API */ FUNCRID(shader) FUNC2(shader_set_code, RID, const String &) FUNC1RC(String, shader_get_code, RID) FUNC2SC(shader_get_param_list, RID, List *) FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) FUNC2(shader_add_custom_define, RID, const String &) FUNC2SC(shader_get_custom_defines, RID, Vector *) FUNC2(shader_remove_custom_define, RID, const String &) FUNC1(set_shader_async_hidden_forbidden, bool) /* COMMON MATERIAL API */ FUNCRID(material) FUNC2(material_set_shader, RID, RID) FUNC1RC(RID, material_get_shader, RID) FUNC3(material_set_param, RID, const StringName &, const Variant &) FUNC2RC(Variant, material_get_param, RID, const StringName &) FUNC2RC(Variant, material_get_param_default, RID, const StringName &) FUNC2(material_set_render_priority, RID, int) FUNC2(material_set_line_width, RID, float) FUNC2(material_set_next_pass, RID, RID) /* MESH API */ FUNCRID(mesh) FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector &, int, const PoolVector &, int, const AABB &, const Vector> &, const Vector &) FUNC2(mesh_set_blend_shape_count, RID, int) FUNC1RC(int, mesh_get_blend_shape_count, RID) FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode) FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector &) FUNC3(mesh_surface_set_material, RID, int, RID) FUNC2RC(RID, mesh_surface_get_material, RID, int) FUNC2RC(int, mesh_surface_get_array_len, RID, int) FUNC2RC(int, mesh_surface_get_array_index_len, RID, int) FUNC2RC(PoolVector, mesh_surface_get_array, RID, int) FUNC2RC(PoolVector, mesh_surface_get_index_array, RID, int) FUNC2RC(uint32_t, mesh_surface_get_format, RID, int) FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int) FUNC2RC(AABB, mesh_surface_get_aabb, RID, int) FUNC2RC(Vector>, mesh_surface_get_blend_shapes, RID, int) FUNC2(mesh_remove_surface, RID, int) FUNC1RC(int, mesh_get_surface_count, RID) FUNC2(mesh_set_custom_aabb, RID, const AABB &) FUNC1RC(AABB, mesh_get_custom_aabb, RID) FUNC1(mesh_clear, RID) /* MULTIMESH API */ FUNCRID(multimesh) FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat) FUNC1RC(int, multimesh_get_instance_count, RID) FUNC2(multimesh_set_mesh, RID, RID) FUNC3(multimesh_instance_set_transform, RID, int, const Transform &) FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) FUNC3(multimesh_instance_set_color, RID, int, const Color &) FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &) FUNC1RC(RID, multimesh_get_mesh, RID) FUNC1RC(AABB, multimesh_get_aabb, RID) FUNC2RC(Transform, multimesh_instance_get_transform, RID, int) FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) FUNC2RC(Color, multimesh_instance_get_color, RID, int) FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int) FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector &) FUNC3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector &, const PoolVector &) FUNC2(multimesh_set_physics_interpolated, RID, bool) FUNC2(multimesh_set_physics_interpolation_quality, RID, MultimeshPhysicsInterpolationQuality) FUNC2(multimesh_instance_reset_physics_interpolation, RID, int) FUNC2(multimesh_set_visible_instances, RID, int) FUNC1RC(int, multimesh_get_visible_instances, RID) /* VIEWPORT TARGET API */ FUNCRID(viewport) FUNC3(viewport_set_size, RID, int, int) FUNC2(viewport_set_active, RID, bool) FUNC2(viewport_set_parent_viewport, RID, RID) FUNC2(viewport_set_clear_mode, RID, ViewportClearMode) FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int) FUNC2(viewport_set_render_direct_to_screen, RID, bool) FUNC1(viewport_detach, RID) FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode) FUNC2(viewport_set_vflip, RID, bool) FUNC1RC(RID, viewport_get_texture, RID) FUNC2(viewport_set_hide_canvas, RID, bool) FUNC2(viewport_attach_canvas, RID, RID) FUNC2(viewport_remove_canvas, RID, RID) FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &) FUNC2(viewport_set_transparent_background, RID, bool) FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &) FUNC4(viewport_set_canvas_stacking, RID, RID, int, int) FUNC2(viewport_set_msaa, RID, ViewportMSAA) FUNC2(viewport_set_use_fxaa, RID, bool) FUNC2(viewport_set_use_debanding, RID, bool) FUNC2(viewport_set_sharpen_intensity, RID, float) FUNC2(viewport_set_hdr, RID, bool) FUNC2(viewport_set_use_32_bpc_depth, RID, bool) FUNC2(viewport_set_usage, RID, ViewportUsage) //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) { return rendering_server->viewport_get_render_info(p_viewport, p_info); } FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) /* CANVAS (2D) */ FUNCRID(canvas) FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &) FUNC2(canvas_set_modulate, RID, const Color &) FUNC3(canvas_set_parent, RID, RID, float) FUNC1(canvas_set_disable_scale, bool) FUNCRID(canvas_item) FUNC2(canvas_item_set_parent, RID, RID) FUNC2(canvas_item_set_name, RID, String) FUNC2(canvas_item_set_visible, RID, bool) FUNC2(canvas_item_set_light_mask, RID, int) FUNC2(canvas_item_set_update_when_visible, RID, bool) FUNC2(canvas_item_set_transform, RID, const Transform2D &) FUNC2(canvas_item_set_clip, RID, bool) FUNC2(canvas_item_set_distance_field_mode, RID, bool) FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &) FUNC2(canvas_item_set_modulate, RID, const Color &) FUNC2(canvas_item_set_self_modulate, RID, const Color &) FUNC2(canvas_item_set_draw_behind_parent, RID, bool) FUNC2(canvas_item_set_use_identity_transform, RID, bool) FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool) FUNC5(canvas_item_add_polyline, RID, const Vector &, const Vector &, float, bool) FUNC5(canvas_item_add_multiline, RID, const Vector &, const Vector &, float, bool) FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &) FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID) FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool) FUNC7(canvas_item_add_texture_multirect_region, RID, const Vector &, RID, const Vector &, const Color &, uint32_t, RID) FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID) FUNC7(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float, RID) FUNC7(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID, RID, bool) FUNC12(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, RID, int, RID, bool, bool) FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID) FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID) FUNC2(canvas_item_add_set_transform, RID, const Transform2D &) FUNC2(canvas_item_add_clip_ignore, RID, bool) FUNC2(canvas_item_set_sort_children_by_y, RID, bool) FUNC2(canvas_item_set_z_index, RID, int) FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool) FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &) FUNC1(canvas_item_clear, RID) FUNC2(canvas_item_set_draw_index, RID, int) FUNC2(canvas_item_set_material, RID, RID) FUNC2(canvas_item_set_use_parent_material, RID, bool) FUNC2(canvas_item_attach_skeleton, RID, RID) FUNC2(canvas_item_set_skeleton_relative_xform, RID, Transform2D) FUNC1R(Rect2, _debug_canvas_item_get_rect, RID) FUNC1R(Rect2, _debug_canvas_item_get_local_bound, RID) /* BLACK BARS */ FUNC4(black_bars_set_margins, int, int, int, int) FUNC4(black_bars_set_images, RID, RID, RID, RID) /* FREE */ FUNC1(free, RID) /* EVENT QUEUING */ FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &) virtual void init(); virtual void finish(); virtual void tick(); virtual void pre_draw(bool p_will_draw); virtual void draw(bool p_swap_buffers, double frame_step); virtual void sync(); FUNC1RC(bool, has_changed, ChangedPriority) virtual void set_physics_interpolation_enabled(bool p_enabled); /* RENDER INFO */ //this passes directly to avoid stalling virtual uint64_t get_render_info(RenderInfo p_info) { return rendering_server->get_render_info(p_info); } virtual String get_video_adapter_name() const { return rendering_server->get_video_adapter_name(); } virtual String get_video_adapter_vendor() const { return rendering_server->get_video_adapter_vendor(); } FUNC4(set_boot_image, const Ref &, const Color &, bool, bool) FUNC1(set_default_clear_color, const Color &) FUNC1(set_shader_time_scale, float) FUNC0R(RID, get_test_cube) FUNC1(set_debug_generate_wireframes, bool) virtual bool has_feature(Features p_feature) const { return rendering_server->has_feature(p_feature); } virtual bool has_os_feature(const String &p_feature) const { return rendering_server->has_os_feature(p_feature); } FUNC1(call_set_use_vsync, bool) static void set_use_vsync_callback(bool p_enable); virtual bool is_low_end() const { return rendering_server->is_low_end(); } RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread); ~RenderingServerWrapMT(); #undef ServerName #undef ServerNameWrapMT #undef server_name }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif