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@ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/video/null_v.cpp - annotation
r25014:e1f1bf3a062e
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text/x-c
Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r24252:87c5a0b5d08c r9111:983de9c5a848 r5584:545d748cc681 r8123:dde0a9a84019 r6937:bea726150bf3 r24833:e40e0f8b2230 r5584:545d748cc681 r5584:545d748cc681 r21383:942c32fb8b0e r21383:942c32fb8b0e r17624:f2c5f47dceaa r7170:38b143754b40 r7170:38b143754b40 r24218:c32caa9f014d r5584:545d748cc681 r18273:a81ce039c1e9 r18273:a81ce039c1e9 r18273:a81ce039c1e9 r18273:a81ce039c1e9 r18273:a81ce039c1e9 r24665:20a8caea4459 r24665:20a8caea4459 r7245:da3515406020 r9533:0cf5e972f19e r9533:0cf5e972f19e r23607:36c15679007d r8986:a7cf8b4d9b41 r8986:a7cf8b4d9b41 r6878:61440e99046f r6878:61440e99046f r21124:6022cb131374 r23607:36c15679007d r5584:545d748cc681 r5584:545d748cc681 r7170:38b143754b40 r5584:545d748cc681 r7170:38b143754b40 r5584:545d748cc681 r7170:38b143754b40 r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r7245:da3515406020 r25014:e1f1bf3a062e r25014:e1f1bf3a062e r25014:e1f1bf3a062e r5584:545d748cc681 r5584:545d748cc681 r5584:545d748cc681 r7170:38b143754b40 r5584:545d748cc681 r8171:ff11fcdf6589 | /*
* 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_v.cpp The video driver that doesn't blit. */
#include "../stdafx.h"
#include "../gfx_func.h"
#include "../blitter/factory.hpp"
#include "../window_func.h"
#include "null_v.h"
#include "../safeguards.h"
/** Factory for the null video driver. */
static FVideoDriver_Null iFVideoDriver_Null;
const char *VideoDriver_Null::Start(const StringList &parm)
{
#ifdef _MSC_VER
/* Disable the MSVC assertion message box. */
_set_error_mode(_OUT_TO_STDERR);
#endif
this->UpdateAutoResolution();
this->ticks = GetDriverParamInt(parm, "ticks", 1000);
_screen.width = _screen.pitch = _cur_resolution.width;
_screen.height = _cur_resolution.height;
_screen.dst_ptr = nullptr;
ScreenSizeChanged();
/* Do not render, nor blit */
DEBUG(misc, 1, "Forcing blitter 'null'...");
BlitterFactory::SelectBlitter("null");
return nullptr;
}
void VideoDriver_Null::Stop() { }
void VideoDriver_Null::MakeDirty(int left, int top, int width, int height) {}
void VideoDriver_Null::MainLoop()
{
uint i;
for (i = 0; i < this->ticks; i++) {
::GameLoop();
::InputLoop();
::UpdateWindows();
}
}
bool VideoDriver_Null::ChangeResolution(int w, int h) { return false; }
bool VideoDriver_Null::ToggleFullscreen(bool fs) { return false; }
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