Modernize Thread

- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
This commit is contained in:
Pedro J. Estébanez
2021-01-29 12:02:13 +01:00
parent 6ddfc8e718
commit 99fe462452
87 changed files with 385 additions and 1056 deletions
@@ -97,7 +97,7 @@ void RenderingServerWrapMT::init() {
print_verbose("RenderingServerWrapMT: Creating render thread");
DisplayServer::get_singleton()->release_rendering_thread();
if (create_thread) {
thread = Thread::create(_thread_callback, this);
thread.start(_thread_callback, this);
print_verbose("RenderingServerWrapMT: Starting render thread");
}
while (!draw_thread_up) {
@@ -136,12 +136,9 @@ void RenderingServerWrapMT::finish() {
canvas_light_occluder_free_cached_ids();
canvas_occluder_polygon_free_cached_ids();
if (thread) {
if (create_thread) {
command_queue.push(this, &RenderingServerWrapMT::thread_exit);
Thread::wait_to_finish(thread);
memdelete(thread);
thread = nullptr;
thread.wait_to_finish();
} else {
rendering_server->finish();
}
@@ -160,7 +157,6 @@ RenderingServerWrapMT::RenderingServerWrapMT(RenderingServer *p_contained, bool
rendering_server = p_contained;
create_thread = p_create_thread;
thread = nullptr;
draw_pending = 0;
draw_thread_up = false;
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");