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

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.hpp Base of all video drivers. */

#ifndef VIDEO_VIDEO_DRIVER_HPP
#define VIDEO_VIDEO_DRIVER_HPP

#include "../driver.h"
#include "../core/geometry_type.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../settings_type.h"
#include "../zoom_type.h"
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <vector>

extern std::string _ini_videodriver;
extern std::vector<Dimension> _resolutions;
extern Dimension _cur_resolution;
extern bool _rightclick_emulate;
extern bool _video_hw_accel;

/** The base of all video drivers. */
class VideoDriver : public Driver {
	const uint DEFAULT_WINDOW_WIDTH = 640u;  ///< Default window width.
	const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.

public:
	VideoDriver() : is_game_threaded(true) {}

	/**
	 * Mark a particular area dirty.
	 * @param left   The left most line of the dirty area.
	 * @param top    The top most line of the dirty area.
	 * @param width  The width of the dirty area.
	 * @param height The height of the dirty area.
	 */
	virtual void MakeDirty(int left, int top, int width, int height) = 0;

	/**
	 * Perform the actual drawing.
	 */
	virtual void MainLoop() = 0;

	/**
	 * Change the resolution of the window.
	 * @param w The new width.
	 * @param h The new height.
	 * @return True if the change succeeded.
	 */
	virtual bool ChangeResolution(int w, int h) = 0;

	/**
	 * Change the full screen setting.
	 * @param fullscreen The new setting.
	 * @return True if the change succeeded.
	 */
	virtual bool ToggleFullscreen(bool fullscreen) = 0;

	/**
	 * Callback invoked after the blitter was changed.
	 * @return True if no error.
	 */
	virtual bool AfterBlitterChange()
	{
		return true;
	}

	virtual bool ClaimMousePointer()
	{
		return true;
	}

	/**
	 * Get whether the mouse cursor is drawn by the video driver.
	 * @return True if cursor drawing is done by the video driver.
	 */
	virtual bool UseSystemCursor()
	{
		return false;
	}

	/**
	 * Populate all sprites in cache.
	 */
	virtual void PopulateSystemSprites() {}

	/**
	 * Clear all cached sprites.
	 */
	virtual void ClearSystemSprites() {}

	/**
	 * Whether the driver has a graphical user interface with the end user.
	 * Or in other words, whether we should spawn a thread for world generation
	 * and NewGRF scanning so the graphical updates can keep coming. Otherwise
	 * progress has to be shown on the console, which uses by definition another
	 * thread/process for display purposes.
	 * @return True for all drivers except null and dedicated.
	 */
	virtual bool HasGUI() const
	{
		return true;
	}

	/**
	 * Has this video driver an efficient code path for palette animated 8-bpp sprites?
	 * @return True if the driver has an efficient code path for 8-bpp.
	 */
	virtual bool HasEfficient8Bpp() const
	{
		return false;
	}

	/**
	 * Does this video driver support a separate animation buffer in addition to the colour buffer?
	 * @return True if a separate animation buffer is supported.
	 */
	virtual bool HasAnimBuffer()
	{
		return false;
	}

	/**
	 * Get a pointer to the animation buffer of the video back-end.
	 * @return Pointer to the buffer or nullptr if no animation buffer is supported.
	 */
	virtual uint8 *GetAnimBuffer()
	{
		return nullptr;
	}

	/**
	 * An edit box lost the input focus. Abort character compositing if necessary.
	 */
	virtual void EditBoxLostFocus() {}

	/**
	 * An edit box gained the input focus
	 */
	virtual void EditBoxGainedFocus() {}

	/**
	 * Get a suggested default GUI zoom taking screen DPI into account.
	 */
	virtual ZoomLevel GetSuggestedUIZoom()
	{
		float dpi_scale = this->GetDPIScale();

		if (dpi_scale >= 3.0f) return ZOOM_LVL_NORMAL;
		if (dpi_scale >= 1.5f) return ZOOM_LVL_OUT_2X;
		return ZOOM_LVL_OUT_4X;
	}

	/**
	 * Get the currently active instance of the video driver.
	 */
	static VideoDriver *GetInstance() {
		return static_cast<VideoDriver*>(*DriverFactoryBase::GetActiveDriver(Driver::DT_VIDEO));
	}

	/**
	 * Helper struct to ensure the video buffer is locked and ready for drawing. The destructor
	 * will make sure the buffer is unlocked no matter how the scope is exited.
	 */
	struct VideoBufferLocker {
		VideoBufferLocker()
		{
			this->unlock = VideoDriver::GetInstance()->LockVideoBuffer();
		}

		~VideoBufferLocker()
		{
			if (this->unlock) VideoDriver::GetInstance()->UnlockVideoBuffer();
		}

	private:
		bool unlock; ///< Stores if the lock did anything that has to be undone.
	};

protected:
	const uint ALLOWED_DRIFT = 5; ///< How many times videodriver can miss deadlines without it being overly compensated.

	/**
	 * Get the resolution of the main screen.
	 */
	virtual Dimension GetScreenSize() const { return { DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT }; }

	/**
	 * Get DPI scaling factor of the screen OTTD is displayed on.
	 * @return 1.0 for default platform DPI, > 1.0 for higher DPI values, and < 1.0 for smaller DPI values.
	 */
	virtual float GetDPIScale() { return 1.0f; }

	/**
	 * Apply resolution auto-detection and clamp to sensible defaults.
	 */
	void UpdateAutoResolution()
	{
		if (_cur_resolution.width == 0 || _cur_resolution.height == 0) {
			/* Auto-detect a good resolution. We aim for 75% of the screen size.
			 * Limit width times height times bytes per pixel to fit a 32 bit
			 * integer, This way all internal drawing routines work correctly. */
			Dimension res = this->GetScreenSize();
			_cur_resolution.width  = ClampU(res.width  * 3 / 4, DEFAULT_WINDOW_WIDTH, UINT16_MAX / 2);
			_cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2);
		}
	}

	/**
	 * Handle input logic, is CTRL pressed, should we fast-forward, etc.
	 */
	virtual void InputLoop() {}

	/**
	 * Make sure the video buffer is ready for drawing.
	 * @returns True if the video buffer has to be unlocked.
	 */
	virtual bool LockVideoBuffer() {
		return false;
	}

	/**
	 * Unlock a previously locked video buffer.
	 */
	virtual void UnlockVideoBuffer() {}

	/**
	 * Paint the window.
	 */
	virtual void Paint() {}

	/**
	 * Process any pending palette animation.
	 */
	virtual void CheckPaletteAnim() {}

	/**
	 * Process a single system event.
	 * @returns False if there are no more events to process.
	 */
	virtual bool PollEvent() { return false; };

	/**
	 * Start the loop for game-tick.
	 */
	void StartGameThread();

	/**
	 * Stop the loop for the game-tick. This can still tick at most one time before truly shutting down.
	 */
	void StopGameThread();

	/**
	 * Give the video-driver a tick.
	 * It will process any potential game-tick and/or draw-tick, and/or any
	 * other video-driver related event.
	 */
	void Tick();

	/**
	 * Sleep till the next tick is about to happen.
	 */
	void SleepTillNextTick();

	std::chrono::steady_clock::duration GetGameInterval()
	{
		/* If we are paused, run on normal speed. */
		if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
		/* Infinite speed, as quickly as you can. */
		if (_game_speed == 0) return std::chrono::microseconds(0);

		return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
	}

	std::chrono::steady_clock::duration GetDrawInterval()
	{
		return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
	}

	std::chrono::steady_clock::time_point next_game_tick;
	std::chrono::steady_clock::time_point next_draw_tick;

	bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
	bool fast_forward_via_key; ///< The fast-forward was enabled by key press.

	bool is_game_threaded;
	std::thread game_thread;
	std::mutex game_state_mutex;
	std::mutex game_thread_wait_mutex;

	static void GameThreadThunk(VideoDriver *drv);

private:
	void GameLoop();
	void GameThread();
};

#endif /* VIDEO_VIDEO_DRIVER_HPP */