File diff r24849:01243a72f255 → r24850:df6b081a960b
src/video/sdl_v.cpp
Show inline comments
 
@@ -703,30 +703,29 @@ void VideoDriver_SDL::MainLoop()
 
	auto next_game_tick = cur_ticks;
 
	auto next_draw_tick = cur_ticks;
 

	
 
	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. */
 
		_draw_mutex = new std::recursive_mutex();
 
		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;
 

	
 
			_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
 

	
 
			/* 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;
 
				_draw_signal = nullptr;
 
			} else {
 
				/* Wait till the draw mutex has started itself. */
 
@@ -760,15 +759,15 @@ void VideoDriver_SDL::MainLoop()
 
				/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
 
				if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
 
			}
 

	
 
			/* 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. */
 
		if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
 
			next_draw_tick += this->GetDrawInterval();
 
			/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
 
@@ -791,26 +790,26 @@ void VideoDriver_SDL::MainLoop()
 
		if (!_fast_forward || _pause_mode) {
 
			/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
 
			auto next_tick = std::min(next_draw_tick, next_game_tick);
 
			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();
 
			}
 
		}
 
	}
 

	
 
	if (_draw_mutex != nullptr) {
 
		_draw_continue = false;
 
		/* 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;
 
		delete _draw_signal;
 

	
 
		_draw_mutex = nullptr;
 
@@ -855,7 +854,18 @@ void VideoDriver_SDL::AcquireBlitterLock
 

	
 
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 */