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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_win32.cpp
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_win32.cpp')
-rw-r--r--src/thread/thread_win32.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/thread/thread_win32.cpp b/src/thread/thread_win32.cpp
index e752de1ae..a3b2d3734 100644
--- a/src/thread/thread_win32.cpp
+++ b/src/thread/thread_win32.cpp
@@ -107,16 +107,19 @@ private:
class ThreadMutex_Win32 : public ThreadMutex {
private:
CRITICAL_SECTION critical_section;
+ HANDLE event;
public:
ThreadMutex_Win32()
{
InitializeCriticalSection(&this->critical_section);
+ this->event = CreateEvent(NULL, FALSE, FALSE, NULL);
}
/* virtual */ ~ThreadMutex_Win32()
{
DeleteCriticalSection(&this->critical_section);
+ CloseHandle(this->event);
}
/* virtual */ void BeginCritical()
@@ -128,6 +131,18 @@ public:
{
LeaveCriticalSection(&this->critical_section);
}
+
+ /* virtual */ void WaitForSignal()
+ {
+ this->EndCritical();
+ WaitForSingleObject(this->event, INFINITE);
+ this->BeginCritical();
+ }
+
+ /* virtual */ void SendSignal()
+ {
+ SetEvent(this->event);
+ }
};
/* static */ ThreadMutex *ThreadMutex::New()