Rename function
parent
ca29cde90d
commit
8ed72225a3
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@ -69,7 +69,7 @@ void GenerateDistanceNormalmapTask::run(ThreadedTaskContext ctx) {
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// mesh_block_position.z, lod_index)));
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// }
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if (VoxelEngine::get_singleton().is_threaded_mesh_resource_building_enabled()) {
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if (VoxelEngine::get_singleton().is_threaded_graphics_resource_building_enabled()) {
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NormalMapTextures textures = store_normalmap_data_to_textures(images);
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virtual_textures->normalmap_textures = textures;
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} else {
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@ -350,7 +350,7 @@ void MeshBlockTask::run(zylann::ThreadedTaskContext ctx) {
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VoxelEngine::get_singleton().push_async_task(nm_task);
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}
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if (VoxelEngine::get_singleton().is_threaded_mesh_resource_building_enabled()) {
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if (VoxelEngine::get_singleton().is_threaded_graphics_resource_building_enabled()) {
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// This shall only run if Godot supports building meshes from multiple threads
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_mesh = build_mesh(to_span(_surfaces_output.surfaces), _surfaces_output.primitive_type,
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_surfaces_output.mesh_flags, _mesh_material_indices);
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@ -197,12 +197,12 @@ void VoxelEngine::set_main_thread_time_budget_usec(unsigned int usec) {
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_main_thread_time_budget_usec = usec;
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}
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void VoxelEngine::set_threaded_mesh_resource_building_enabled(bool enable) {
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_threaded_mesh_resource_building_enabled = enable;
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void VoxelEngine::set_threaded_graphics_resource_building_enabled(bool enable) {
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_threaded_graphics_resource_building_enabled = enable;
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}
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bool VoxelEngine::is_threaded_mesh_resource_building_enabled() const {
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return _threaded_mesh_resource_building_enabled;
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bool VoxelEngine::is_threaded_graphics_resource_building_enabled() const {
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return _threaded_graphics_resource_building_enabled;
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}
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void VoxelEngine::push_async_task(zylann::IThreadedTask *task) {
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@ -148,13 +148,12 @@ public:
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int get_main_thread_time_budget_usec() const;
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void set_main_thread_time_budget_usec(unsigned int usec);
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// Allows/disallows building Mesh resources from inside threads. Depends on Godot's efficiency at doing so, and
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// which renderer is used. For example, the OpenGL renderer does not support this well, but the Vulkan one should.
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// TODO Rename `set_threaded_gpu_resource_building_enabled`, it applies to textures too
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void set_threaded_mesh_resource_building_enabled(bool enable);
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// Allows/disallows building Mesh and Texture resources from inside threads.
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// Depends on Godot's efficiency at doing so, and which renderer is used.
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// For example, the OpenGL renderer does not support this well, but the Vulkan one should.
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void set_threaded_graphics_resource_building_enabled(bool enable);
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// This should be fast and safe to access from multiple threads.
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// TODO Rename `is_threaded_gpu_resource_building_enabled`, it applies to textures too
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bool is_threaded_mesh_resource_building_enabled() const;
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bool is_threaded_graphics_resource_building_enabled() const;
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void push_main_thread_progressive_task(IProgressiveTask *task);
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@ -238,7 +237,7 @@ private:
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FileLocker _file_locker;
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bool _threaded_mesh_resource_building_enabled = false;
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bool _threaded_graphics_resource_building_enabled = false;
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};
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struct VoxelFileLockerRead {
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@ -134,7 +134,7 @@ void initialize_voxel_module(ModuleInitializationLevel p_level) {
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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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VoxelEngine::get_singleton().set_threaded_mesh_resource_building_enabled(
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VoxelEngine::get_singleton().set_threaded_graphics_resource_building_enabled(
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RenderingServer::get_singleton()->is_low_end() == false);
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gd::VoxelEngine::create_singleton();
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