Files @ r25011:61d28a13bb41
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Location: cpp/openttd-patchpack/source/src/video/video_driver.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 video_driver.cpp Common code between video driver implementations. */

#include "../stdafx.h"
#include "../debug.h"
#include "../core/random_func.hpp"
#include "../network/network.h"
#include "../gfx_func.h"
#include "../progress.h"
#include "../thread.h"
#include "../window_func.h"
#include "video_driver.hpp"

bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers.

void VideoDriver::Tick()
{
	auto cur_ticks = std::chrono::steady_clock::now();

	if (cur_ticks >= this->next_game_tick) {
		this->next_game_tick += this->GetGameInterval();
		/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
		if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;

		/* The game loop is the part that can run asynchronously.
		 * The rest except sleeping can't. */
		this->UnlockVideoBuffer();
		::GameLoop();
		this->LockVideoBuffer();

		/* For things like dedicated server, don't run a separate draw-tick. */
		if (!this->HasGUI()) {
			::InputLoop();
			UpdateWindows();
			this->next_draw_tick = this->next_game_tick;
		}
	}

	/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
	if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || _game_mode == GM_BOOTSTRAP || HasModalProgress())) {
		this->next_draw_tick += this->GetDrawInterval();
		/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
		if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;

		/* Keep the interactive randomizer a bit more random by requesting
		 * new values when-ever we can. */
		InteractiveRandom();

		while (this->PollEvent()) {}
		this->InputLoop();

		/* Check if the fast-forward button is still pressed. */
		if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
			ChangeGameSpeed(true);
			this->fast_forward_via_key = true;
		} else if (this->fast_forward_via_key) {
			ChangeGameSpeed(false);
			this->fast_forward_via_key = false;
		}

		::InputLoop();
		UpdateWindows();

		this->CheckPaletteAnim();
		this->Paint();
	}
}

void VideoDriver::SleepTillNextTick()
{
	/* 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(this->next_draw_tick, this->next_game_tick);
	auto now = std::chrono::steady_clock::now();

	if (next_tick > now) {
		this->UnlockVideoBuffer();
		std::this_thread::sleep_for(next_tick - now);
		this->LockVideoBuffer();
	}
}