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[3.x] Remove redundant thread sync counter draw_pending #47232
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Provided for convenience. If only one PR can be merged, pick #35718. It's just a tiny bug affecting unrealistic projects in a manner that would probably not even be observable to players. |
Tested this on 3.x didn't notice any issues with rendering. I didn't test the delta values. I was more interested to see if I can spot any glitches or issues that may negatively impact frame rendering. I thought at first that the rendering was more "slideshow"-y with this pr but tested again a number of times and visually is no different with than without the pr. |
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The master
version was approved by @reduz and merged, so chances are that this is also good.
It's too late to merge for 3.5 but once rebased we could likely merge for 3.6.
The functions that used it already use a threadsafe FIFO queue to communicate between threads and a sync to have the main thread wait for the render thread. Fixes godotengine#35718
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Force pushed a rebase. |
Thanks! |
The functions that used it already use a threadsafe FIFO queue
to communicate between threads and a sync to have the main thread
wait for the render thread.
Cherry-Picked from #35758, which is the same fix against the master branch (there have been renames)
Fixes #35718