Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/video/cocoa/cocoa_ogl.h

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
/*
 * 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 cocoa_ogl.h The Cocoa OpenGL video driver. */

#ifndef VIDEO_COCOA_OGL_H
#define VIDEO_COCOA_OGL_H

#include "cocoa_v.h"

@class OTTD_OpenGLView;

class VideoDriver_CocoaOpenGL : public VideoDriver_Cocoa {
	CGLContextObj gl_context;

	uint8 *anim_buffer; ///< Animation buffer from OpenGL back-end.

	const char *AllocateContext(bool allow_software);

public:
	VideoDriver_CocoaOpenGL() : gl_context(nullptr), anim_buffer(nullptr) {}

	const char *Start(const StringList &param) override;
	void Stop() override;

	bool HasEfficient8Bpp() const override { return true; }

	bool UseSystemCursor() override { return true; }

	void ClearSystemSprites() override;

	void PopulateSystemSprites() override;

	bool HasAnimBuffer() override { return true; }
	uint8 *GetAnimBuffer() override { return this->anim_buffer; }

	/** Return driver name */
	const char *GetName() const override { return "cocoa-opengl"; }

	void AllocateBackingStore(bool force = false) override;

protected:
	void Paint() override;

	void *GetVideoPointer() override;
	void ReleaseVideoPointer() override;

	NSView* AllocateDrawView() override;
};

class FVideoDriver_CocoaOpenGL : public DriverFactoryBase {
public:
	FVideoDriver_CocoaOpenGL() : DriverFactoryBase(Driver::DT_VIDEO, 9, "cocoa-opengl", "Cocoa OpenGL Video Driver") {}
	Driver *CreateInstance() const override { return new VideoDriver_CocoaOpenGL(); }

protected:
	bool UsesHardwareAcceleration() const override { return true; }
};

#endif /* VIDEO_COCOA_OGL_H */