Make draw/compute lists threadsafe

Lock the rendering device while command buffers are in use
This commit is contained in:
Brian Semrau 2021-11-11 13:55:09 -05:00
parent 86460db231
commit f123a79170
2 changed files with 12 additions and 1 deletions

View file

@ -7574,6 +7574,9 @@ Error RenderingDeviceVulkan::draw_list_switch_to_next_pass_split(uint32_t p_spli
}
Error RenderingDeviceVulkan::_draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass) {
// Lock while draw_list is active
_THREAD_SAFE_LOCK_
if (p_splits == 0) {
draw_list = memnew(DrawList);
draw_list->command_buffer = frames[frame].draw_command_buffer;
@ -7684,6 +7687,9 @@ void RenderingDeviceVulkan::_draw_list_free(Rect2i *r_last_viewport) {
memdelete(draw_list);
draw_list = nullptr;
}
// draw_list is no longer active
_THREAD_SAFE_UNLOCK_
}
void RenderingDeviceVulkan::draw_list_end(uint32_t p_post_barrier) {
@ -7797,6 +7803,9 @@ RenderingDevice::ComputeListID RenderingDeviceVulkan::compute_list_begin(bool p_
ERR_FAIL_COND_V_MSG(!p_allow_draw_overlap && draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
// Lock while compute_list is active
_THREAD_SAFE_LOCK_
compute_list = memnew(ComputeList);
compute_list->command_buffer = frames[frame].draw_command_buffer;
compute_list->state.allow_draw_overlap = p_allow_draw_overlap;
@ -8270,6 +8279,9 @@ void RenderingDeviceVulkan::compute_list_end(uint32_t p_post_barrier) {
memdelete(compute_list);
compute_list = nullptr;
// compute_list is no longer active
_THREAD_SAFE_UNLOCK_
}
void RenderingDeviceVulkan::barrier(uint32_t p_from, uint32_t p_to) {

View file

@ -259,7 +259,6 @@ public:
command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh);
command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]);
}
}