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authorPatric Stout <truebrain@openttd.org>2021-02-24 15:04:41 +0100
committerPatric Stout <github@truebrain.nl>2021-03-08 19:18:55 +0100
commit4610aa7ae3db6cf561e156ba011de3c7b516876d (patch)
treec2e998494f5ed9f1a037b3a493f8919d8287ae57 /src/video/sdl2_default_v.cpp
parent56911a86ea2fad84383729ece63c837dc012f14d (diff)
downloadopenttd-4610aa7ae3db6cf561e156ba011de3c7b516876d.tar.xz
Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising issues. For example, OpenGL would only allow it if you move the full context to the thread. Which is not always easily done on all OSes. In general, the advise is to handle system events and drawing from the main thread, and do everything else in other threads. So, let's be more like other games. Additionally, putting the drawing routine in a thread was only done for a few targets. Upcoming commit will move the GameLoop in a thread, which will work for all targets.
Diffstat (limited to 'src/video/sdl2_default_v.cpp')
-rw-r--r--src/video/sdl2_default_v.cpp16
1 files changed, 0 insertions, 16 deletions
diff --git a/src/video/sdl2_default_v.cpp b/src/video/sdl2_default_v.cpp
index b8e769ede..e61405ff8 100644
--- a/src/video/sdl2_default_v.cpp
+++ b/src/video/sdl2_default_v.cpp
@@ -136,22 +136,6 @@ void VideoDriver_SDL_Default::Paint()
this->dirty_rect = {};
}
-void VideoDriver_SDL_Default::PaintThread()
-{
- /* First tell the main thread we're started */
- std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
- this->draw_signal->notify_one();
-
- /* Now wait for the first thing to draw! */
- this->draw_signal->wait(*this->draw_mutex);
-
- while (this->draw_continue) {
- /* Then just draw and wait till we stop */
- this->Paint();
- this->draw_signal->wait(lock);
- }
-}
-
bool VideoDriver_SDL_Default::AllocateBackingStore(int w, int h, bool force)
{
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();