Changeset - r24850:df6b081a960b
[Not reviewed]
master
0 7 0
Patric Stout - 4 years ago 2021-02-20 09:49:27
truebrain@openttd.org
Codechange: use (Un)LockVideoBuffer() to manage video buffer
7 files changed with 80 insertions and 24 deletions:
0 comments (0 inline, 0 general)
src/video/sdl2_v.cpp
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@@ -801,9 +801,9 @@ void VideoDriver_SDL::LoopOnce()
 

	
 
		/* The gameloop is the part that can run asynchronously. The rest
 
		 * except sleeping can't. */
 
		if (_draw_mutex != nullptr) draw_lock.unlock();
 
		this->UnlockVideoBuffer();
 
		GameLoop();
 
		if (_draw_mutex != nullptr) draw_lock.lock();
 
		this->LockVideoBuffer();
 
	}
 

	
 
	/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
 
@@ -834,9 +834,9 @@ void VideoDriver_SDL::LoopOnce()
 
		auto now = std::chrono::steady_clock::now();
 

	
 
		if (next_tick > now) {
 
			if (_draw_mutex != nullptr) draw_lock.unlock();
 
			this->UnlockVideoBuffer();
 
			std::this_thread::sleep_for(next_tick - now);
 
			if (_draw_mutex != nullptr) draw_lock.lock();
 
			this->LockVideoBuffer();
 
		}
 
	}
 
#endif
 
@@ -986,3 +986,14 @@ Dimension VideoDriver_SDL::GetScreenSize
 

	
 
	return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
 
}
 

	
 
bool VideoDriver_SDL::LockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.lock();
 
	return true;
 
}
 

	
 
void VideoDriver_SDL::UnlockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.unlock();
 
}
src/video/sdl2_v.h
Show inline comments
 
@@ -44,6 +44,8 @@ public:
 
protected:
 
	Dimension GetScreenSize() const override;
 
	void InputLoop() override;
 
	bool LockVideoBuffer() override;
 
	void UnlockVideoBuffer() override;
 

	
 
private:
 
	int PollEvent();
src/video/sdl_v.cpp
Show inline comments
 
@@ -706,7 +706,6 @@ void VideoDriver_SDL::MainLoop()
 
	CheckPaletteAnim();
 

	
 
	std::thread draw_thread;
 
	std::unique_lock<std::recursive_mutex> draw_lock;
 
	if (_draw_threaded) {
 
		/* Initialise the mutex first, because that's the thing we *need*
 
		 * directly in the newly created thread. */
 
@@ -714,7 +713,7 @@ void VideoDriver_SDL::MainLoop()
 
		if (_draw_mutex == nullptr) {
 
			_draw_threaded = false;
 
		} else {
 
			draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
 
			this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
 
			_draw_signal = new std::condition_variable_any();
 
			_draw_continue = true;
 

	
 
@@ -722,8 +721,8 @@ void VideoDriver_SDL::MainLoop()
 

	
 
			/* Free the mutex if we won't be able to use it. */
 
			if (!_draw_threaded) {
 
				draw_lock.unlock();
 
				draw_lock.release();
 
				this->draw_lock.unlock();
 
				this->draw_lock.release();
 
				delete _draw_mutex;
 
				delete _draw_signal;
 
				_draw_mutex = nullptr;
 
@@ -763,9 +762,9 @@ void VideoDriver_SDL::MainLoop()
 

	
 
			/* The gameloop is the part that can run asynchronously. The rest
 
			 * except sleeping can't. */
 
			if (_draw_mutex != nullptr) draw_lock.unlock();
 
			this->UnlockVideoBuffer();
 
			GameLoop();
 
			if (_draw_mutex != nullptr) draw_lock.lock();
 
			this->LockVideoBuffer();
 
		}
 

	
 
		/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
 
@@ -794,9 +793,9 @@ void VideoDriver_SDL::MainLoop()
 
			auto now = std::chrono::steady_clock::now();
 

	
 
			if (next_tick > now) {
 
				if (_draw_mutex != nullptr) draw_lock.unlock();
 
				this->UnlockVideoBuffer();
 
				std::this_thread::sleep_for(next_tick - now);
 
				if (_draw_mutex != nullptr) draw_lock.lock();
 
				this->LockVideoBuffer();
 
			}
 
		}
 
	}
 
@@ -806,8 +805,8 @@ void VideoDriver_SDL::MainLoop()
 
		/* Sending signal if there is no thread blocked
 
		 * is very valid and results in noop */
 
		_draw_signal->notify_one();
 
		if (draw_lock.owns_lock()) draw_lock.unlock();
 
		draw_lock.release();
 
		if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
 
		this->draw_lock.release();
 
		draw_thread.join();
 

	
 
		delete _draw_mutex;
 
@@ -858,4 +857,15 @@ void VideoDriver_SDL::ReleaseBlitterLock
 
	if (_draw_mutex != nullptr) _draw_mutex->unlock();
 
}
 

	
 
bool VideoDriver_SDL::LockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.lock();
 
	return true;
 
}
 

	
 
void VideoDriver_SDL::UnlockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.unlock();
 
}
 

	
 
#endif /* WITH_SDL */
src/video/sdl_v.h
Show inline comments
 
@@ -39,8 +39,12 @@ public:
 

	
 
protected:
 
	void InputLoop() override;
 
	bool LockVideoBuffer() override;
 
	void UnlockVideoBuffer() override;
 

	
 
private:
 
	std::unique_lock<std::recursive_mutex> draw_lock;
 

	
 
	int PollEvent();
 
	bool CreateMainSurface(uint w, uint h);
 
	void SetupKeyboard();
src/video/video_driver.hpp
Show inline comments
 
@@ -161,6 +161,19 @@ protected:
 
	 */
 
	virtual void InputLoop() {}
 

	
 
	/**
 
	 * Make sure the video buffer is ready for drawing.
 
	 * @returns True if the video buffer has to be unlocked.
 
	 */
 
	virtual bool LockVideoBuffer() {
 
		return false;
 
	}
 

	
 
	/**
 
	 * Unlock a previously locked video buffer.
 
	 */
 
	virtual void UnlockVideoBuffer() {}
 

	
 
	std::chrono::steady_clock::duration GetGameInterval()
 
	{
 
		return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
src/video/win32_v.cpp
Show inline comments
 
@@ -1161,7 +1161,6 @@ void VideoDriver_Win32::MainLoop()
 
	auto next_draw_tick = cur_ticks;
 

	
 
	std::thread draw_thread;
 
	std::unique_lock<std::recursive_mutex> draw_lock;
 

	
 
	if (_draw_threaded) {
 
		/* Initialise the mutex first, because that's the thing we *need*
 
@@ -1174,15 +1173,15 @@ void VideoDriver_Win32::MainLoop()
 
		}
 

	
 
		if (_draw_threaded) {
 
			draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
 
			this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
 

	
 
			_draw_continue = true;
 
			_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &PaintWindowThread);
 

	
 
			/* Free the mutex if we won't be able to use it. */
 
			if (!_draw_threaded) {
 
				draw_lock.unlock();
 
				draw_lock.release();
 
				this->draw_lock.unlock();
 
				this->draw_lock.release();
 
				delete _draw_mutex;
 
				delete _draw_signal;
 
				_draw_mutex = nullptr;
 
@@ -1231,9 +1230,9 @@ void VideoDriver_Win32::MainLoop()
 

	
 
			/* The game loop is the part that can run asynchronously.
 
			 * The rest except sleeping can't. */
 
			if (_draw_threaded) draw_lock.unlock();
 
			this->UnlockVideoBuffer();
 
			GameLoop();
 
			if (_draw_threaded) draw_lock.lock();
 
			this->LockVideoBuffer();
 
		}
 

	
 
		/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
 
@@ -1269,9 +1268,9 @@ void VideoDriver_Win32::MainLoop()
 
				/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
 
				GdiFlush();
 

	
 
				if (_draw_mutex != nullptr) draw_lock.unlock();
 
				this->UnlockVideoBuffer();
 
				std::this_thread::sleep_for(next_tick - now);
 
				if (_draw_mutex != nullptr) draw_lock.lock();
 
				this->LockVideoBuffer();
 
			}
 
		}
 
	}
 
@@ -1281,8 +1280,8 @@ void VideoDriver_Win32::MainLoop()
 
		/* Sending signal if there is no thread blocked
 
		 * is very valid and results in noop */
 
		_draw_signal->notify_all();
 
		if (draw_lock.owns_lock()) draw_lock.unlock();
 
		draw_lock.release();
 
		if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
 
		this->draw_lock.release();
 
		draw_thread.join();
 

	
 
		delete _draw_mutex;
 
@@ -1383,3 +1382,14 @@ float VideoDriver_Win32::GetDPIScale()
 

	
 
	return cur_dpi > 0 ? cur_dpi / 96.0f : 1.0f; // Default Windows DPI value is 96.
 
}
 

	
 
bool VideoDriver_Win32::LockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.lock();
 
	return true;
 
}
 

	
 
void VideoDriver_Win32::UnlockVideoBuffer()
 
{
 
	if (_draw_threaded) this->draw_lock.unlock();
 
}
src/video/win32_v.h
Show inline comments
 
@@ -45,9 +45,15 @@ protected:
 
	Dimension GetScreenSize() const override;
 
	float GetDPIScale() override;
 
	void InputLoop() override;
 
	bool LockVideoBuffer() override;
 
	void UnlockVideoBuffer() override;
 

	
 
private:
 
	std::unique_lock<std::recursive_mutex> draw_lock;
 

	
 
	void CheckPaletteAnim();
 

	
 
	static void PaintThreadThunk(VideoDriver_Win32 *drv);
 
};
 

	
 
/** The factory for Windows' video driver. */
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