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Location: cpp/openttd-patchpack/source/src/music/null_m.h - 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.
r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r9111:983de9c5a848 r9111:983de9c5a848 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r5475:3f5cd13d1b63 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r12925:90ba6b12158c r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7193:2cae66b95848 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r7170:38b143754b40 r5475:3f5cd13d1b63 r5988:7f6f0097eeb1 | /* $Id$ */
/*
* 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 null_m.h Base for the silent music playback. */
#ifndef MUSIC_NULL_H
#define MUSIC_NULL_H
#include "music_driver.hpp"
class MusicDriver_Null: public MusicDriver {
public:
/* virtual */ const char *Start(const char * const *param) { return NULL; }
/* virtual */ void Stop() { }
/* virtual */ void PlaySong(const char *filename) { }
/* virtual */ void StopSong() { }
/* virtual */ bool IsSongPlaying() { return true; }
/* virtual */ void SetVolume(byte vol) { }
/* virtual */ const char *GetName() const { return "null"; }
};
class FMusicDriver_Null: public MusicDriverFactory<FMusicDriver_Null> {
public:
static const int priority = 0;
/* virtual */ const char *GetName() { return "null"; }
/* virtual */ const char *GetDescription() { return "Null Music Driver"; }
/* virtual */ Driver *CreateInstance() { return new MusicDriver_Null(); }
};
#endif /* MUSIC_NULL_H */
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