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-rw-r--r--src/video/video_driver.cpp106
1 files changed, 84 insertions, 22 deletions
diff --git a/src/video/video_driver.cpp b/src/video/video_driver.cpp
index 49337c03a..e313329d5 100644
--- a/src/video/video_driver.cpp
+++ b/src/video/video_driver.cpp
@@ -8,9 +8,9 @@
/** @file video_driver.cpp Common code between video driver implementations. */
#include "../stdafx.h"
-#include "../debug.h"
#include "../core/random_func.hpp"
#include "../network/network.h"
+#include "../debug.h"
#include "../gfx_func.h"
#include "../progress.h"
#include "../thread.h"
@@ -19,40 +19,84 @@
bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers.
-void VideoDriver::Tick()
+void VideoDriver::GameLoop()
{
- auto cur_ticks = std::chrono::steady_clock::now();
+ this->next_game_tick += this->GetGameInterval();
- if (cur_ticks >= this->next_game_tick) {
- this->next_game_tick += this->GetGameInterval();
- /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
- if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
+ /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
+ auto now = std::chrono::steady_clock::now();
+ if (this->next_game_tick < now - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = now;
+
+ {
+ std::lock_guard<std::mutex> lock(this->game_state_mutex);
- /* The game loop is the part that can run asynchronously.
- * The rest except sleeping can't. */
- this->UnlockVideoBuffer();
::GameLoop();
- this->LockVideoBuffer();
+ }
+}
+
+void VideoDriver::GameThread()
+{
+ while (!_exit_game) {
+ this->GameLoop();
+
+ auto now = std::chrono::steady_clock::now();
+ if (this->next_game_tick > now) {
+ std::this_thread::sleep_for(this->next_game_tick - now);
+ } else {
+ /* Ensure we yield this thread if drawings wants to take a lock on
+ * the game state. This is mainly because most OSes have an
+ * optimization that if you unlock/lock a mutex in the same thread
+ * quickly, it will never context switch even if there is another
+ * thread waiting to take the lock on the same mutex. */
+ std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
+ }
+ }
+}
+
+/* static */ void VideoDriver::GameThreadThunk(VideoDriver *drv)
+{
+ drv->GameThread();
+}
+
+void VideoDriver::StartGameThread()
+{
+ if (this->is_game_threaded) {
+ this->is_game_threaded = StartNewThread(&this->game_thread, "ottd:game", &VideoDriver::GameThreadThunk, this);
+ }
+
+ DEBUG(driver, 1, "using %sthread for game-loop", this->is_game_threaded ? "" : "no ");
+}
+
+void VideoDriver::StopGameThread()
+{
+ if (!this->is_game_threaded) return;
+
+ this->game_thread.join();
+}
+
+void VideoDriver::Tick()
+{
+ if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
+ this->GameLoop();
/* For things like dedicated server, don't run a separate draw-tick. */
if (!this->HasGUI()) {
::InputLoop();
- UpdateWindows();
+ ::UpdateWindows();
this->next_draw_tick = this->next_game_tick;
}
}
- /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
- if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || _game_mode == GM_BOOTSTRAP || HasModalProgress())) {
+ auto now = std::chrono::steady_clock::now();
+ if (this->HasGUI() && now >= this->next_draw_tick) {
this->next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
- if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
+ if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
/* Keep the interactive randomizer a bit more random by requesting
* new values when-ever we can. */
InteractiveRandom();
- while (this->PollEvent()) {}
this->InputLoop();
/* Check if the fast-forward button is still pressed. */
@@ -64,23 +108,41 @@ void VideoDriver::Tick()
this->fast_forward_via_key = false;
}
- ::InputLoop();
- UpdateWindows();
+ {
+ /* Tell the game-thread to stop so we can have a go. */
+ std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
+ std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
+
+ this->LockVideoBuffer();
+
+ while (this->PollEvent()) {}
+ ::InputLoop();
+
+ /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
+ if (_game_mode == GM_BOOTSTRAP || _switch_mode == SM_NONE || HasModalProgress()) {
+ ::UpdateWindows();
+ }
+
+ this->PopulateSystemSprites();
+ }
this->CheckPaletteAnim();
this->Paint();
+
+ this->UnlockVideoBuffer();
}
}
void VideoDriver::SleepTillNextTick()
{
- /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
- auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
+ auto next_tick = this->next_draw_tick;
auto now = std::chrono::steady_clock::now();
+ if (!this->is_game_threaded) {
+ next_tick = min(next_tick, this->next_game_tick);
+ }
+
if (next_tick > now) {
- this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
- this->LockVideoBuffer();
}
}