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Merge pull request #99299 from Bonkahe/ResolveParticlesSetViewAxisThreadIssue
Move `_scene_particles_set_view_axis` to new static function to allow call to be done on render thread, preventing multi threaded error on compute shader execution.
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commit
7a5b1ed736
@ -3017,7 +3017,8 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
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cull_data.cull->lock.lock();
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RSG::particles_storage->particles_request_process(idata.base_rid);
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cull_data.cull->lock.unlock();
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RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
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RS::get_singleton()->call_on_render_thread(callable_mp_static(&RendererSceneCull::_scene_particles_set_view_axis).bind(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized()));
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//particles visible? request redraw
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RenderingServerDefault::redraw_request();
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}
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@ -3192,6 +3193,10 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
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}
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}
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void RendererSceneCull::_scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
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RSG::particles_storage->particles_set_view_axis(p_particles, p_axis, p_up_axis);
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}
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void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RenderingMethod::RenderInfo *r_render_info) {
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Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
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@ -1184,9 +1184,11 @@ public:
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void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
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void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
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static void _scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
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_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
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void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
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