Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/thread.h

Patric Stout
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)

When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
lagging behind.
- in title screen, moving your mouse gives you the idea it is
jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
/*
 * 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 thread.h Base of all threads. */

#ifndef THREAD_H
#define THREAD_H

#include "debug.h"
#include <system_error>
#include <thread>

/** Signal used for signalling we knowingly want to end the thread. */
class OTTDThreadExitSignal { };


/**
 * Sleep on the current thread for a defined time.
 * @param milliseconds Time to sleep for in milliseconds.
 */
inline void CSleep(int milliseconds)
{
	std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
}

/**
 * Name the thread this function is called on for the debugger.
 * @param name Name to set for the thread..
 */
void SetCurrentThreadName(const char *name);


/**
 * Start a new thread.
 * @tparam TFn Type of the function to call on the thread.
 * @tparam TArgs Type of the parameters of the thread function.
 * @param thr Pointer to a thread object; may be \c nullptr if a detached thread is wanted.
 * @param name Name of the thread.
 * @param _Fx Function to call on the thread.
 * @param _Ax Arguments for the thread function.
 * @return True if the thread was successfully started, false otherwise.
 */
template<class TFn, class... TArgs>
inline bool StartNewThread(std::thread *thr, const char *name, TFn&& _Fx, TArgs&&... _Ax)
{
#ifndef NO_THREADS
	try {
		std::thread t([] (const char *name, TFn&& F, TArgs&&... A) {
				SetCurrentThreadName(name);
				try {
					/* Call user function with the given arguments. */
					F(A...);
				} catch (OTTDThreadExitSignal&) {
				} catch (...) {
					NOT_REACHED();
				}
			}, name, std::forward<TFn>(_Fx), std::forward<TArgs>(_Ax)...);

		if (thr != nullptr) {
			*thr = std::move(t);
		} else {
			t.detach();
		}

		return true;
	} catch (const std::system_error& e) {
		/* Something went wrong, the system we are running on might not support threads. */
		DEBUG(misc, 1, "Can't create thread '%s': %s", name, e.what());
	}
#endif

	return false;
}

#endif /* THREAD_H */