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Basic 3D rendering
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@@ -623,8 +623,6 @@ void EditorNode::_notification(int p_what) {
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ResourceImporterTexture::get_singleton()->update_imports();
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// if using a main thread only renderer, we need to update the resource previews
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EditorResourcePreview::get_singleton()->update();
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} break;
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case NOTIFICATION_ENTER_TREE: {
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@@ -430,12 +430,8 @@ void EditorResourcePreview::check_for_invalidation(const String &p_path) {
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}
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void EditorResourcePreview::start() {
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if (OS::get_singleton()->get_render_main_thread_mode() == OS::RENDER_ANY_THREAD) {
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ERR_FAIL_COND_MSG(thread.is_started(), "Thread already started.");
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thread.start(_thread_func, this);
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} else {
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_mainthread_only = true;
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}
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ERR_FAIL_COND_MSG(thread.is_started(), "Thread already started.");
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thread.start(_thread_func, this);
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}
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void EditorResourcePreview::stop() {
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@@ -458,18 +454,3 @@ EditorResourcePreview::EditorResourcePreview() {
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EditorResourcePreview::~EditorResourcePreview() {
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stop();
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}
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void EditorResourcePreview::update() {
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if (!_mainthread_only) {
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return;
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}
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if (!exit.is_set()) {
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// no need to even lock the mutex if the size is zero
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// there is no problem if queue.size() is wrong, even if
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// there was a race condition.
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if (queue.size()) {
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_iterate();
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}
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}
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}
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@@ -81,11 +81,6 @@ class EditorResourcePreview : public Node {
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SafeFlag exit;
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SafeFlag exited;
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// when running from GLES, we want to run the previews
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// in the main thread using an update, rather than create
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// a separate thread
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bool _mainthread_only = false;
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struct Item {
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Ref<Texture2D> preview;
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Ref<Texture2D> small_preview;
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@@ -125,9 +120,6 @@ public:
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void start();
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void stop();
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// for single threaded mode
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void update();
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EditorResourcePreview();
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~EditorResourcePreview();
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};
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