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Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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@@ -1881,8 +1881,11 @@ void RendererSceneRenderRD::_process_gi(RID p_render_buffers, RID p_normal_rough
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RD::get_singleton()->draw_command_end_label();
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}
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RID RendererSceneRenderRD::sky_create() {
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return sky_owner.make_rid(Sky());
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RID RendererSceneRenderRD::sky_allocate() {
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return sky_owner.allocate_rid();
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}
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void RendererSceneRenderRD::sky_initialize(RID p_rid) {
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sky_owner.initialize_rid(p_rid, Sky());
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}
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void RendererSceneRenderRD::_sky_invalidate(Sky *p_sky) {
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@@ -2906,8 +2909,11 @@ RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_sky_material_fun
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return material_data;
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}
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RID RendererSceneRenderRD::environment_create() {
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return environment_owner.make_rid(Environment());
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RID RendererSceneRenderRD::environment_allocate() {
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return environment_owner.allocate_rid();
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}
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void RendererSceneRenderRD::environment_initialize(RID p_rid) {
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environment_owner.initialize_rid(p_rid, Environment());
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}
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void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
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@@ -3991,8 +3997,11 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
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//////////////////////////////////////////////////
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RID RendererSceneRenderRD::camera_effects_create() {
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return camera_effects_owner.make_rid(CameraEffects());
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RID RendererSceneRenderRD::camera_effects_allocate() {
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return camera_effects_owner.allocate_rid();
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}
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void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
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camera_effects_owner.initialize_rid(p_rid, CameraEffects());
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}
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void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
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@@ -8589,9 +8598,14 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
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{
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// default material and shader for sky shader
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sky_shader.default_shader = storage->shader_create();
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sky_shader.default_shader = storage->shader_allocate();
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storage->shader_initialize(sky_shader.default_shader);
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storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
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sky_shader.default_material = storage->material_create();
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sky_shader.default_material = storage->material_allocate();
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storage->material_initialize(sky_shader.default_material);
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storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
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SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
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@@ -8665,9 +8679,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
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{
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// Need defaults for using fog with clear color
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sky_scene_state.fog_shader = storage->shader_create();
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sky_scene_state.fog_shader = storage->shader_allocate();
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storage->shader_initialize(sky_scene_state.fog_shader);
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storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
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sky_scene_state.fog_material = storage->material_create();
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sky_scene_state.fog_material = storage->material_allocate();
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storage->material_initialize(sky_scene_state.fog_material);
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storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
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Vector<RD::Uniform> uniforms;
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