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Begining of GLES3 renderer:
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
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/*************************************************************************/
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/* visual_server_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 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 "visual_server_wrap_mt.h"
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#include "os/os.h"
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#include "globals.h"
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void VisualServerWrapMT::thread_exit() {
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exit=true;
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}
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void VisualServerWrapMT::thread_draw() {
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draw_mutex->lock();
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draw_pending--;
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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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}
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void VisualServerWrapMT::thread_flush() {
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draw_mutex->lock();
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draw_pending--;
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draw_mutex->unlock();
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}
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void VisualServerWrapMT::_thread_callback(void *_instance) {
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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() {
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server_thread=Thread::get_caller_ID();
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OS::get_singleton()->make_rendering_thread();
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visual_server->init();
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exit=false;
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draw_thread_up=true;
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while(!exit) {
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// flush commands one by one, until exit is requested
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command_queue.wait_and_flush_one();
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}
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command_queue.flush_all(); // flush all
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visual_server->finish();
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}
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/* EVENT QUEUING */
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void VisualServerWrapMT::sync() {
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if (create_thread) {
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/* TODO: sync with the thread */
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/*
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ERR_FAIL_COND(!draw_mutex);
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draw_mutex->lock();
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draw_pending++; //cambiar por un saferefcount
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draw_mutex->unlock();
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*/
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//command_queue.push( this, &VisualServerWrapMT::thread_flush);
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} else {
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command_queue.flush_all(); //flush all pending from other threads
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}
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}
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void VisualServerWrapMT::draw() {
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if (create_thread) {
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/* TODO: Make it draw
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ERR_FAIL_COND(!draw_mutex);
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draw_mutex->lock();
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draw_pending++; //cambiar por un saferefcount
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draw_mutex->unlock();
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command_queue.push( this, &VisualServerWrapMT::thread_draw);
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*/
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} else {
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visual_server->draw();
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}
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}
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void VisualServerWrapMT::init() {
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if (create_thread) {
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draw_mutex = Mutex::create();
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print_line("CREATING RENDER THREAD");
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OS::get_singleton()->release_rendering_thread();
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if (create_thread) {
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thread = Thread::create( _thread_callback, this );
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print_line("STARTING RENDER THREAD");
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}
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while(!draw_thread_up) {
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OS::get_singleton()->delay_usec(1000);
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}
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print_line("DONE RENDER THREAD");
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} else {
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visual_server->init();
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}
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}
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void VisualServerWrapMT::finish() {
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if (thread) {
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command_queue.push( this, &VisualServerWrapMT::thread_exit);
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Thread::wait_to_finish( thread );
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memdelete(thread);
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texture_free_cached_ids();
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mesh_free_cached_ids();
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thread=NULL;
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} else {
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visual_server->finish();
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}
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if (draw_mutex)
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memdelete(draw_mutex);
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}
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VisualServerWrapMT::VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread) : command_queue(p_create_thread) {
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visual_server=p_contained;
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create_thread=p_create_thread;
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thread=NULL;
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draw_mutex=NULL;
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draw_pending=0;
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draw_thread_up=false;
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alloc_mutex=Mutex::create();
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texture_pool_max_size=GLOBAL_DEF("render/thread_textures_prealloc",5);
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mesh_pool_max_size=GLOBAL_DEF("core/rid_pool_prealloc",20);
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if (!p_create_thread) {
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server_thread=Thread::get_caller_ID();
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} else {
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server_thread=0;
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}
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}
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VisualServerWrapMT::~VisualServerWrapMT() {
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memdelete(visual_server);
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memdelete(alloc_mutex);
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//finish();
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}
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