OpenXR: Safely set environment blend mode when rendering on a separate thread#109532
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For OpenXR to work safely when Godot is rendering on a separate thread (by setting "Rendering" -> "Driver" -> "Thread Model" to "Safe" in Project Settings), any dynamic values we read from on the render thread need to be either protected by a mutex, or set via
RenderingServer::call_on_render_thread()Currently, in
OpenXR::end_frame()(which runs on the render thread) we're reading fromenvironment_blend_mode, which can be set directly on the main thread.This PR adds a new variable to
render_statethat will be read their instead, and sets it viaRenderingServer::call_on_render_thread()I've tested that this works on Quest 3, even for applications that were configured to start in passthrough mode by setting "Environment Blend Mode" to "Alpha" in project settings. They can go from passthrough to passthrough, without having a random opaque frame in-between (at least as far as I could tell :-)).