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Patric Stout
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r28750:2657250b24e9
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9 months ago
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Rubidium
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r27737:728d55b97775
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18 months ago
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Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
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Patric Stout
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r25161:560705f96b3e
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4 years ago
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Feature: allow a toggle to enable/disable vsync
Vsync should be off by default, as for most players it will be better to play without vsync. Exception exist, mainly people who play in fullscreen mode.
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Patric Stout
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r25014:e1f1bf3a062e
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4 years ago
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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.
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Patric Stout
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r25011:61d28a13bb41
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4 years ago
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Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising issues. For example, OpenGL would only allow it if you move the full context to the thread. Which is not always easily done on all OSes. In general, the advise is to handle system events and drawing from the main thread, and do everything else in other threads. So, let's be more like other games.
Additionally, putting the drawing routine in a thread was only done for a few targets.
Upcoming commit will move the GameLoop in a thread, which will work for all targets.
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Patric Stout
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r25003:fdd8312ceea6
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4 years ago
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Add: Option to (dis-)allow accelerated video drivers. ( #8819) The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
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Michael Lutz
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r24918:e55bb9103b0b
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4 years ago
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Patric Stout
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r24917:32c68f7840b0
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4 years ago
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