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authorMichael Lutz <michi@icosahedron.de>2019-03-11 00:45:39 +0100
committerMichael Lutz <michi@icosahedron.de>2019-04-06 11:27:39 +0200
commit05f4e7360886e36b221ef5c3af4426625a3de686 (patch)
tree27aed9756e80eca86ff95f5805901a80048b0fb1 /src/video/sdl_v.cpp
parent3b86f54fc739510277f434c68e17a93ab6448ed4 (diff)
downloadopenttd-05f4e7360886e36b221ef5c3af4426625a3de686.tar.xz
Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected. Most parts of the code assume that locking a mutex will never fail unexpectedly, which is generally true on all common platforms that don't just pretend to be C++11. The use of condition variables in driver code is checked.
Diffstat (limited to 'src/video/sdl_v.cpp')
-rw-r--r--src/video/sdl_v.cpp62
1 files changed, 37 insertions, 25 deletions
diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp
index 62bbb3301..b1609f7b3 100644
--- a/src/video/sdl_v.cpp
+++ b/src/video/sdl_v.cpp
@@ -25,6 +25,8 @@
#include "../framerate_type.h"
#include "sdl_v.h"
#include <SDL.h>
+#include <mutex>
+#include <condition_variable>
#include "../safeguards.h"
@@ -39,7 +41,9 @@ static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
-static ThreadMutex *_draw_mutex = NULL;
+static std::recursive_mutex *_draw_mutex = NULL;
+/** Signal to draw the next frame. */
+static std::condition_variable_any *_draw_signal = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
static Palette _local_palette;
@@ -172,20 +176,19 @@ static void DrawSurfaceToScreen()
static void DrawSurfaceToScreenThread(void *)
{
/* First tell the main thread we're started */
- _draw_mutex->BeginCritical();
- _draw_mutex->SendSignal();
+ std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
+ _draw_signal->notify_one();
/* Now wait for the first thing to draw! */
- _draw_mutex->WaitForSignal();
+ _draw_signal->wait(*_draw_mutex);
while (_draw_continue) {
CheckPaletteAnim();
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
- _draw_mutex->WaitForSignal();
+ _draw_signal->wait(lock);
}
- _draw_mutex->EndCritical();
_draw_thread->Exit();
}
@@ -668,26 +671,31 @@ void VideoDriver_SDL::MainLoop()
CheckPaletteAnim();
+ std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
- _draw_mutex = ThreadMutex::New();
+ _draw_mutex = new std::recursive_mutex();
if (_draw_mutex == NULL) {
_draw_threaded = false;
} else {
- _draw_mutex->BeginCritical();
+ draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
+ _draw_signal = new std::condition_variable_any();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread, "ottd:draw-sdl");
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
- _draw_mutex->EndCritical();
+ draw_lock.unlock();
+ draw_lock.release();
delete _draw_mutex;
+ delete _draw_signal;
_draw_mutex = NULL;
+ _draw_signal = NULL;
} else {
/* Wait till the draw mutex has started itself. */
- _draw_mutex->WaitForSignal();
+ _draw_signal->wait(*_draw_mutex);
}
}
}
@@ -752,19 +760,19 @@ void VideoDriver_SDL::MainLoop()
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
- if (_draw_mutex != NULL) _draw_mutex->EndCritical();
+ if (_draw_mutex != NULL) draw_lock.unlock();
GameLoop();
- if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
+ if (_draw_mutex != NULL) draw_lock.lock();
UpdateWindows();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
- if (_draw_mutex != NULL) _draw_mutex->EndCritical();
+ if (_draw_mutex != NULL) draw_lock.unlock();
CSleep(1);
- if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
+ if (_draw_mutex != NULL) draw_lock.lock();
NetworkDrawChatMessage();
DrawMouseCursor();
@@ -772,7 +780,7 @@ void VideoDriver_SDL::MainLoop()
/* End of the critical part. */
if (_draw_mutex != NULL && !HasModalProgress()) {
- _draw_mutex->SendSignal();
+ _draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
CheckPaletteAnim();
@@ -784,29 +792,34 @@ void VideoDriver_SDL::MainLoop()
_draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
- _draw_mutex->SendSignal();
- _draw_mutex->EndCritical();
+ _draw_signal->notify_one();
+ if (draw_lock.owns_lock()) draw_lock.unlock();
+ draw_lock.release();
_draw_thread->Join();
delete _draw_mutex;
+ delete _draw_signal;
delete _draw_thread;
_draw_mutex = NULL;
+ _draw_signal = NULL;
_draw_thread = NULL;
}
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
- if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
- bool ret = CreateMainSurface(w, h);
- if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
- return ret;
+ std::unique_lock<std::recursive_mutex> lock;
+ if (_draw_mutex != NULL) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
+
+ return CreateMainSurface(w, h);
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
- if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
+ std::unique_lock<std::recursive_mutex> lock;
+ if (_draw_mutex != NULL) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
+
_fullscreen = fullscreen;
GetVideoModes(); // get the list of available video modes
bool ret = _num_resolutions != 0 && CreateMainSurface(_cur_resolution.width, _cur_resolution.height);
@@ -816,7 +829,6 @@ bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
_fullscreen ^= true;
}
- if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
return ret;
}
@@ -827,12 +839,12 @@ bool VideoDriver_SDL::AfterBlitterChange()
void VideoDriver_SDL::AcquireBlitterLock()
{
- if (_draw_mutex != NULL) _draw_mutex->BeginCritical(true);
+ if (_draw_mutex != NULL) _draw_mutex->lock();
}
void VideoDriver_SDL::ReleaseBlitterLock()
{
- if (_draw_mutex != NULL) _draw_mutex->EndCritical(true);
+ if (_draw_mutex != NULL) _draw_mutex->unlock();
}
#endif /* WITH_SDL */