Disable threaded mesh building on low-end renderers (only GLES3)
parent
ec24204ecc
commit
1b9ce1b309
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@ -130,8 +130,12 @@ void initialize_voxel_module(ModuleInitializationLevel p_level) {
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VoxelServer::create_singleton(threads_config);
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VoxelServer::get_singleton().set_main_thread_time_budget_usec(main_thread_budget_usec);
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// TODO Pick this from the current renderer + user option (at time of writing, Godot 4 has only one renderer and
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// has not figured out how such option would be exposed)
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VoxelServer::get_singleton().set_threaded_mesh_resource_building_enabled(true);
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// has not figured out how such option would be exposed).
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// Could use `can_create_resources_async` but this is internal.
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// AFAIK `is_low_end` will be `true` only for OpenGL backends, which are the only ones not supporting async
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// resource creation.
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VoxelServer::get_singleton().set_threaded_mesh_resource_building_enabled(
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RenderingServer::get_singleton()->is_low_end() == false);
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gd::VoxelServer::create_singleton();
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Engine::get_singleton()->add_singleton(Engine::Singleton("VoxelServer", gd::VoxelServer::get_singleton()));
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