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Calinou avatar Calinou commented on September 21, 2024 1

This is likely an issue with the thread that's used to request graphics driver version (as this is a slow operation, at least on Linux):

thread.start(
func():
# Disable thread safety checks as they interfere with this add-on.
# This only affects this particular thread, not other thread instances in the project.
# See <https://github.com/godotengine/godot/pull/78000> for details.
# Use a Callable so that this can be ignored on Godot 4.0 without causing a script error
# (thread safety checks were added in Godot 4.1).
if Engine.get_version_info()["hex"] >= 0x040100:
Callable(Thread, "set_thread_safety_checks_enabled").call(false)
# Enable required time measurements to display CPU/GPU frame time information.
# These lines are time-consuming operations, so run them in a separate thread.
RenderingServer.viewport_set_measure_render_time(get_viewport().get_viewport_rid(), true)
update_information_label()
update_settings_label()
)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("cycle_debug_menu"):
style = wrapi(style + 1, 0, Style.MAX) as Style
func _exit_tree() -> void:
thread.wait_to_finish()

This should ideally be fixed upstream so OS.get_video_adapter_driver_info() doesn't take as long on Linux (this should be profiled first with a debug build).

cc @Ark2000

from godot-debug-menu.

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