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Location: cpp/openttd-patchpack/source/src/core/geometry_func.cpp - annotation
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(svn r17776) -Codechange: [SDL] make "update the video card"-process asynchronious. Profiling with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant amount of CPU; only using TIC/TOC it became apparant that it was a heavy CPU-cycle user or that it was waiting for something.
The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements.
On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss.
During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick.
Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there.
Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower.
The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen.
The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements.
On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss.
During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick.
Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there.
Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower.
The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen.
r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 r12259:1d19e876f7f9 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file geometry_func.cpp Geometry functions. */
#include "../stdafx.h"
#include "geometry_func.hpp"
#include "math_func.hpp"
/**
* Compute bounding box of both dimensions.
* @param d1 First dimension.
* @param d2 Second dimension.
* @return The bounding box of both dimensions, the smallest dimension that surrounds both arguments.
*/
Dimension maxdim(const Dimension &d1, const Dimension &d2)
{
Dimension d;
d.width = max(d1.width, d2.width);
d.height = max(d1.height, d2.height);
return d;
}
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