Files @ r13257:4c5b8120be59
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Location: cpp/openttd-patchpack/source/projects/version_vs80.vcproj

rubidium
(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.
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
	ProjectType="Visual C++"
	Version="8.00"
	Name="version"
	ProjectGUID="{1A2B3C5E-1C23-41A5-9C9B-ACBA2AA75FEC}"
	RootNamespace="version"
	>
	<Platforms>
		<Platform
			Name="Win32"
		/>
	</Platforms>
	<ToolFiles>
	</ToolFiles>
	<Configurations>
		<Configuration
			Name="Debug|Win32"
			OutputDirectory="$(SolutionDir)$(ConfigurationName)"
			IntermediateDirectory="$(ConfigurationName)"
			ConfigurationType="10"
			CharacterSet="2"
			>
			<Tool
				Name="VCPreBuildEventTool"
				Description="Determining version number"
				CommandLine="cscript &quot;$(InputDir)/determineversion.vbs&quot;"
			/>
			<Tool
				Name="VCPostBuildEventTool"
			/>
		</Configuration>
	</Configurations>
	<References>
	</References>
	<Files>
		<File
			RelativePath="..\src\os\windows\ottdres.rc.in"
			>
		</File>
		<File
			RelativePath="..\src\rev.cpp.in"
			>
		</File>
	</Files>
	<Globals>
	</Globals>
</VisualStudioProject>