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authorrubidium <rubidium@openttd.org>2011-12-08 20:01:31 +0000
committerrubidium <rubidium@openttd.org>2011-12-08 20:01:31 +0000
commitccededbf7785d966be7c6c71a995ec9a44be927b (patch)
tree5c172d4fe96eae577b126f9ad7b503613b9911c4 /src/video
parent9a0f9c3a2d07d41566f2abfe5e217d9316e603e3 (diff)
downloadopenttd-ccededbf7785d966be7c6c71a995ec9a44be927b.tar.xz
(svn r23451) -Codechange: [SDL] Move 32bpp-anim palette animation to the draw thread instead of the single threaded bit of the game loop. This causes a speedup of up to 15% when animation is turned on with the 32bpp-anim blitter
Diffstat (limited to 'src/video')
-rw-r--r--src/video/sdl_v.cpp26
1 files changed, 16 insertions, 10 deletions
diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp
index e56d2730f..1b8124f8e 100644
--- a/src/video/sdl_v.cpp
+++ b/src/video/sdl_v.cpp
@@ -39,6 +39,7 @@ static ThreadObject *_draw_thread = NULL;
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
+static Palette _local_palette;
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
@@ -55,23 +56,26 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
_num_dirty_rects++;
}
-static void UpdatePalette(uint start, uint count)
+static void UpdatePalette()
{
SDL_Color pal[256];
- for (uint i = 0; i != count; i++) {
- pal[i].r = _cur_palette.palette[start + i].r;
- pal[i].g = _cur_palette.palette[start + i].g;
- pal[i].b = _cur_palette.palette[start + i].b;
+ for (int i = 0; i != _local_palette.count_dirty; i++) {
+ pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
+ pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
+ pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
pal[i].unused = 0;
}
- SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
+ SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
}
static void InitPalette()
{
- UpdatePalette(0, 256);
+ _local_palette = _cur_palette;
+ _local_palette.first_dirty = 0;
+ _local_palette.count_dirty = 256;
+ UpdatePalette();
}
static void CheckPaletteAnim()
@@ -81,11 +85,11 @@ static void CheckPaletteAnim()
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
- UpdatePalette(_cur_palette.first_dirty, _cur_palette.count_dirty);
+ UpdatePalette();
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
- blitter->PaletteAnimate(_cur_palette);
+ blitter->PaletteAnimate(_local_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
@@ -121,6 +125,7 @@ static void DrawSurfaceToScreenThread(void *)
_draw_mutex->WaitForSignal();
while (_draw_continue) {
+ CheckPaletteAnim();
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
_draw_mutex->WaitForSignal();
@@ -585,7 +590,7 @@ void VideoDriver_SDL::MainLoop()
if (_draw_threaded) _draw_mutex->BeginCritical();
UpdateWindows();
- CheckPaletteAnim();
+ _local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
@@ -601,6 +606,7 @@ void VideoDriver_SDL::MainLoop()
_draw_mutex->SendSignal();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
+ CheckPaletteAnim();
DrawSurfaceToScreen();
}
}