Files @ r25011:61d28a13bb41
Branch filter:

Location: cpp/openttd-patchpack/source/src/video/sdl2_default_v.cpp

Patric Stout
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.
/*
 * 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 sdl2_default_v.cpp Implementation of the default backend for SDL2 video driver. */

#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/geometry_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl2_default_v.h"
#include <SDL.h>
#include <mutex>
#include <condition_variable>
#ifdef __EMSCRIPTEN__
#	include <emscripten.h>
#	include <emscripten/html5.h>
#endif

#include "../safeguards.h"

static FVideoDriver_SDL_Default iFVideoDriver_SDL_Default;

static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;
static SDL_Palette *_sdl_palette;

void VideoDriver_SDL_Default::UpdatePalette()
{
	SDL_Color pal[256];

	for (int i = 0; i != this->local_palette.count_dirty; i++) {
		pal[i].r = this->local_palette.palette[this->local_palette.first_dirty + i].r;
		pal[i].g = this->local_palette.palette[this->local_palette.first_dirty + i].g;
		pal[i].b = this->local_palette.palette[this->local_palette.first_dirty + i].b;
		pal[i].a = 0;
	}

	SDL_SetPaletteColors(_sdl_palette, pal, this->local_palette.first_dirty, this->local_palette.count_dirty);
	SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
}

void VideoDriver_SDL_Default::MakePalette()
{
	if (_sdl_palette == nullptr) {
		_sdl_palette = SDL_AllocPalette(256);
		if (_sdl_palette == nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
	}

	_cur_palette.first_dirty = 0;
	_cur_palette.count_dirty = 256;
	this->local_palette = _cur_palette;
	this->UpdatePalette();

	if (_sdl_surface != _sdl_real_surface) {
		/* When using a shadow surface, also set our palette on the real screen. This lets SDL
		 * allocate as many colors (or approximations) as
		 * possible, instead of using only the default SDL
		 * palette. This allows us to get more colors exactly
		 * right and might allow using better approximations for
		 * other colors.
		 *
		 * Note that colors allocations are tried in-order, so
		 * this favors colors further up into the palette. Also
		 * note that if two colors from the same animation
		 * sequence are approximated using the same color, that
		 * animation will stop working.
		 *
		 * Since changing the system palette causes the colours
		 * to change right away, and allocations might
		 * drastically change, we can't use this for animation,
		 * since that could cause weird coloring between the
		 * palette change and the blitting below, so we only set
		 * the real palette during initialisation.
		 */
		SDL_SetSurfacePalette(_sdl_real_surface, _sdl_palette);
	}
}

void VideoDriver_SDL_Default::Paint()
{
	PerformanceMeasurer framerate(PFE_VIDEO);

	if (IsEmptyRect(this->dirty_rect) && _cur_palette.count_dirty == 0) return;

	if (_cur_palette.count_dirty != 0) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();

		switch (blitter->UsePaletteAnimation()) {
			case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
				this->UpdatePalette();
				break;

			case Blitter::PALETTE_ANIMATION_BLITTER: {
				bool need_buf = _screen.dst_ptr == nullptr;
				if (need_buf) _screen.dst_ptr = this->GetVideoPointer();
				blitter->PaletteAnimate(this->local_palette);
				if (need_buf) {
					this->ReleaseVideoPointer();
					_screen.dst_ptr = nullptr;
				}
				break;
			}

			case Blitter::PALETTE_ANIMATION_NONE:
				break;

			default:
				NOT_REACHED();
		}
		_cur_palette.count_dirty = 0;
	}

	SDL_Rect r = { this->dirty_rect.left, this->dirty_rect.top, this->dirty_rect.right - this->dirty_rect.left, this->dirty_rect.bottom - this->dirty_rect.top };

	if (_sdl_surface != _sdl_real_surface) {
		SDL_BlitSurface(_sdl_surface, &r, _sdl_real_surface, &r);
	}
	SDL_UpdateWindowSurfaceRects(this->sdl_window, &r, 1);

	this->dirty_rect = {};
}

bool VideoDriver_SDL_Default::AllocateBackingStore(int w, int h, bool force)
{
	int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();

	_sdl_real_surface = SDL_GetWindowSurface(this->sdl_window);
	if (_sdl_real_surface == nullptr) usererror("SDL2: Couldn't get window surface: %s", SDL_GetError());

	if (!force && w == _sdl_real_surface->w && h == _sdl_real_surface->h) return false;

	/* Free any previously allocated rgb surface. */
	if (_sdl_rgb_surface != nullptr) {
		SDL_FreeSurface(_sdl_rgb_surface);
		_sdl_rgb_surface = nullptr;
	}

	if (bpp == 8) {
		_sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
		if (_sdl_rgb_surface == nullptr) usererror("SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());

		_sdl_surface = _sdl_rgb_surface;
	} else {
		_sdl_surface = _sdl_real_surface;
	}

	/* X11 doesn't appreciate it if we invalidate areas outside the window
	 * if shared memory is enabled (read: it crashes). So, as we might have
	 * gotten smaller, reset our dirty rects. GameSizeChanged() a bit lower
	 * will mark the whole screen dirty again anyway, but this time with the
	 * new dimensions. */
	this->dirty_rect = {};

	_screen.width = _sdl_surface->w;
	_screen.height = _sdl_surface->h;
	_screen.pitch = _sdl_surface->pitch / (bpp / 8);
	_screen.dst_ptr = this->GetVideoPointer();

	this->MakePalette();

	return true;
}

void *VideoDriver_SDL_Default::GetVideoPointer()
{
	return _sdl_surface->pixels;
}