Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/video/sdl2_default_v.cpp

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 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: {
				blitter->PaletteAnimate(this->local_palette);
				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;
}