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Avoid sync issues in materials with scheduled shader updates

This commit is contained in:
Pedro J. Estébanez
2023-05-09 18:59:59 +02:00
parent 5a4613f551
commit b6647a5808
7 changed files with 35 additions and 12 deletions

View File

@@ -82,6 +82,23 @@ void Material::_validate_property(PropertyInfo &p_property) const {
}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
// If this is happening as part of resource loading, it is not safe to queue the update
// as an addition to the dirty list, unless the load is happening on the main thread.
if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
DEV_ASSERT(init_state != INIT_STATE_READY);
if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
// Queue an individual update of this material (the ResourceLoader knows how to handle deferred calls safely).
p_queue_shader_change_callable.call_deferred();
init_state = INIT_STATE_INITIALIZING;
}
} else {
// Straightforward conditions.
init_state = INIT_STATE_READY;
p_queue_shader_change_callable.callv(Array());
}
}
void Material::inspect_native_shader_code() {
SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
RID shader = get_shader_rid();
@@ -1485,7 +1502,7 @@ void BaseMaterial3D::flush_changes() {
void BaseMaterial3D::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
if (_is_initialized() && !element.in_list()) {
dirty_materials->add(&element);
}
}
@@ -3028,8 +3045,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
flags[FLAG_USE_TEXTURE_REPEAT] = true;
is_initialized = true;
_queue_shader_change();
_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {