godot/main
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* 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 <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
..
app_icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
main_builders.py SCons: Remove run_in_subprocess dependency 2024-03-11 13:20:09 -05:00
main_timer_sync.cpp Fixed Timestep Interpolation (2D) 2024-03-23 12:28:36 +01:00
main_timer_sync.h Add frame delta smoothing option (4.x) 2023-05-16 13:57:25 +01:00
main.cpp Use WorkerThreadPool for Server threads 2024-04-10 18:47:42 +02:00
main.h Merge pull request #89229 from akien-mga/main-refactor-os-exit-code 2024-03-24 01:15:06 +01:00
performance.cpp Disable all 3D nodes, physics, and resources when compiling without 3D 2024-03-11 01:00:55 -07:00
performance.h Add NavigationServer Performance Monitor 2023-01-08 22:58:21 +01:00
SCsub Add two new COMSTR environment variables 2024-03-01 12:44:03 -06:00
splash.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2019-10-12 23:23:33 +02:00