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* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <[email protected]>
if (OS::get_singleton()->_render_thread_mode == OS::RENDER_SEPARATE_THREAD) {
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WARN_PRINT("The Multi-Threaded rendering thread model is experimental, and has known issues which can lead to project crashes. Use the Single-Safe option in the project settings instead.");
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WARN_PRINT("The Multi-Threaded rendering thread model is experimental. Feel free to try it since it will eventually become a stable feature.\n"
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"However, bear in mind that at the moment it can lead to project crashes or instability.\n"
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"So, unless you want to test the engine, use the Single-Safe option in the project settings instead.");
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}
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/* Initialize Pen Tablet Driver */
@@ -4025,11 +4030,11 @@ bool Main::iteration() {
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if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
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if (RenderingServer::get_singleton()->has_changed()) {
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