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Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
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31 changed files with 248 additions and 515 deletions
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@ -35,11 +35,11 @@
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#include "core/math/geometry_3d.h"
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#include "core/math/transform_2d.h"
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#include "core/object/class_db.h"
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#include "core/object/worker_thread_pool.h"
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#include "core/templates/rid.h"
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#include "core/variant/typed_array.h"
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#include "core/variant/variant.h"
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#include "servers/display_server.h"
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#include "servers/rendering/renderer_thread_pool.h"
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#include "servers/rendering/rendering_device.h"
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class RenderingServer : public Object {
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@ -52,8 +52,6 @@ class RenderingServer : public Object {
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Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
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RendererThreadPool *thread_pool = nullptr;
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const Vector2 SMALL_VEC2 = Vector2(CMP_EPSILON, CMP_EPSILON);
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const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON);
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