Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/video/video_driver.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 video_driver.cpp Common code between video driver implementations. */

#include "../stdafx.h"
#include "../core/random_func.hpp"
#include "../network/network.h"
#include "../debug.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::GameLoop()
{
	this->next_game_tick += this->GetGameInterval();

	/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
	auto now = std::chrono::steady_clock::now();
	if (this->next_game_tick < now - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = now;

	{
		std::lock_guard<std::mutex> lock(this->game_state_mutex);

		::GameLoop();
	}
}

void VideoDriver::GameThread()
{
	while (!_exit_game) {
		this->GameLoop();

		auto now = std::chrono::steady_clock::now();
		if (this->next_game_tick > now) {
			std::this_thread::sleep_for(this->next_game_tick - now);
		} else {
			/* Ensure we yield this thread if drawings wants to take a lock on
			 * the game state. This is mainly because most OSes have an
			 * optimization that if you unlock/lock a mutex in the same thread
			 * quickly, it will never context switch even if there is another
			 * thread waiting to take the lock on the same mutex. */
			std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
		}
	}
}

/* static */ void VideoDriver::GameThreadThunk(VideoDriver *drv)
{
	drv->GameThread();
}

void VideoDriver::StartGameThread()
{
	if (this->is_game_threaded) {
		this->is_game_threaded = StartNewThread(&this->game_thread, "ottd:game", &VideoDriver::GameThreadThunk, this);
	}

	DEBUG(driver, 1, "using %sthread for game-loop", this->is_game_threaded ? "" : "no ");
}

void VideoDriver::StopGameThread()
{
	if (!this->is_game_threaded) return;

	this->game_thread.join();
}

void VideoDriver::Tick()
{
	if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
		this->GameLoop();

		/* 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;
		}
	}

	auto now = std::chrono::steady_clock::now();
	if (this->HasGUI() && now >= this->next_draw_tick) {
		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 < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;

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

		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;
		}

		{
			/* Tell the game-thread to stop so we can have a go. */
			std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
			std::lock_guard<std::mutex> lock_state(this->game_state_mutex);

			this->LockVideoBuffer();

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

			/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
			if (_game_mode == GM_BOOTSTRAP || _switch_mode == SM_NONE || HasModalProgress()) {
				::UpdateWindows();
			}

			this->PopulateSystemSprites();
		}

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

		this->UnlockVideoBuffer();
	}
}

void VideoDriver::SleepTillNextTick()
{
	auto next_tick = this->next_draw_tick;
	auto now = std::chrono::steady_clock::now();

	if (!this->is_game_threaded) {
		next_tick = min(next_tick, this->next_game_tick);
	}

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