diff options
author | Patric Stout <truebrain@openttd.org> | 2021-02-24 15:22:23 +0100 |
---|---|---|
committer | Patric Stout <github@truebrain.nl> | 2021-03-08 19:18:55 +0100 |
commit | e56d2c63c306dd087de26088729d09233b1122c2 (patch) | |
tree | dfebf7ee7f39a113b22d696a01bb5b1eefd72d42 /src/video/cocoa | |
parent | 3a4a15cc93015ce5bed4f7720d4f0f05178c09e9 (diff) | |
download | openttd-e56d2c63c306dd087de26088729d09233b1122c2.tar.xz |
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.
Diffstat (limited to 'src/video/cocoa')
-rw-r--r-- | src/video/cocoa/cocoa_ogl.h | 2 | ||||
-rw-r--r-- | src/video/cocoa/cocoa_ogl.mm | 7 | ||||
-rw-r--r-- | src/video/cocoa/cocoa_v.mm | 6 |
3 files changed, 15 insertions, 0 deletions
diff --git a/src/video/cocoa/cocoa_ogl.h b/src/video/cocoa/cocoa_ogl.h index 9d95cd606..fe8490932 100644 --- a/src/video/cocoa/cocoa_ogl.h +++ b/src/video/cocoa/cocoa_ogl.h @@ -33,6 +33,8 @@ public: void ClearSystemSprites() override; + void PopulateSystemSprites() override; + bool HasAnimBuffer() override { return true; } uint8 *GetAnimBuffer() override { return this->anim_buffer; } diff --git a/src/video/cocoa/cocoa_ogl.mm b/src/video/cocoa/cocoa_ogl.mm index c75de1e04..8d02428e0 100644 --- a/src/video/cocoa/cocoa_ogl.mm +++ b/src/video/cocoa/cocoa_ogl.mm @@ -214,6 +214,8 @@ const char *VideoDriver_CocoaOpenGL::Start(const StringList ¶m) this->UpdateVideoModes(); MarkWholeScreenDirty(); + this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread"); + return nullptr; } @@ -227,6 +229,11 @@ void VideoDriver_CocoaOpenGL::Stop() CGLReleaseContext(this->gl_context); } +void VideoDriver_CocoaOpenGL::PopulateSystemSprites() +{ + OpenGLBackend::Get()->PopulateCursorCache(); +} + void VideoDriver_CocoaOpenGL::ClearSystemSprites() { CGLSetCurrentContext(this->gl_context); diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm index 56d559f0d..8d1fd4447 100644 --- a/src/video/cocoa/cocoa_v.mm +++ b/src/video/cocoa/cocoa_v.mm @@ -435,6 +435,8 @@ void VideoDriver_Cocoa::InputLoop() /** Main game loop. */ void VideoDriver_Cocoa::MainLoopReal() { + this->StartGameThread(); + for (;;) { @autoreleasepool { if (_exit_game) { @@ -447,6 +449,8 @@ void VideoDriver_Cocoa::MainLoopReal() this->SleepTillNextTick(); } } + + this->StopGameThread(); } @@ -558,6 +562,8 @@ const char *VideoDriver_CocoaQuartz::Start(const StringList ¶m) this->GameSizeChanged(); this->UpdateVideoModes(); + this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread"); + return nullptr; } |