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authorrubidium <rubidium@openttd.org>2009-10-15 17:41:06 +0000
committerrubidium <rubidium@openttd.org>2009-10-15 17:41:06 +0000
commitf4f4044859b9ae89f70dcffc459b81d769c0a93f (patch)
tree88f1b2f84ce673f3489d6fec18479fb2714da5c1 /src/thread/thread.h
parent7f52cfe72bd6471395aa841c7814d2083c179d9f (diff)
downloadopenttd-f4f4044859b9ae89f70dcffc459b81d769c0a93f.tar.xz
(svn r17776) -Codechange: [SDL] make "update the video card"-process asynchronious. Profiling with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant amount of CPU; only using TIC/TOC it became apparant that it was a heavy CPU-cycle user or that it was waiting for something.
The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements. On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss. During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick. Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there. Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower. The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen.
Diffstat (limited to 'src/thread/thread.h')
-rw-r--r--src/thread/thread.h13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/thread/thread.h b/src/thread/thread.h
index 22873bee5..98c48d15d 100644
--- a/src/thread/thread.h
+++ b/src/thread/thread.h
@@ -68,6 +68,19 @@ public:
* End of the critical section
*/
virtual void EndCritical() = 0;
+
+ /**
+ * Wait for a signal to be send.
+ * @pre You must be in the critical section.
+ * @note While waiting the critical section is left.
+ * @post You will be in the critical section.
+ */
+ virtual void WaitForSignal() = 0;
+
+ /**
+ * Send a signal and wake the 'thread' that was waiting for it.
+ */
+ virtual void SendSignal() = 0;
};
#endif /* THREAD_H */