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Force never using RENDER_SEPARATE_THREAD because it's broken on switch #25

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merged 1 commit into from Jul 11, 2021

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EIREXE
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@EIREXE EIREXE commented Jul 11, 2021

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@Stary2001
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I suspect this can be fixed properly by implementing OS::{make,release}_rendering_thread(), do you have a specific test case for it being broken (ie is it just always broken or sometimes)?

@EIREXE
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EIREXE commented Jul 11, 2021

I suspect this can be fixed properly by implementing OS::{make,release}_rendering_thread(), do you have a specific test case for it being broken (ie is it just always broken or sometimes)?

It appears to always be broken in my case, my game defaults to using multi threaded rendering, so I thought it would be a good idea to prevent it from being used at all since the engine appears to crash on startup if it's used.

@Stary2001
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OK - I just quickly tested and it still crashes with those implemented, although getting slightly further into the engine (godot logo gets shown).
The default rendering mode is RENDER_THREAD_SAFE - do you see a performance difference between _SAFE and _UNSAFE? I'd rather map multi threaded to _SAFE, as we have other non-graphics threads.

@EIREXE
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EIREXE commented Jul 11, 2021

OK - I just quickly tested and it still crashes with those implemented, although getting slightly further into the engine (godot logo gets shown).
The default rendering mode is RENDER_THREAD_SAFE - do you see a performance difference between _SAFE and _UNSAFE? I'd rather map multi threaded to _SAFE, as we have other non-graphics threads.

You are right, we should be using _SAFE

@Stary2001 Stary2001 merged commit a7667c9 into Stary2001:3.3-stable_switch Jul 11, 2021
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2 participants