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-rw-r--r--src/video/allegro_v.cpp9
-rw-r--r--src/video/cocoa/cocoa_v.mm9
-rw-r--r--src/video/dedicated_v.cpp9
-rw-r--r--src/video/sdl2_v.cpp13
-rw-r--r--src/video/sdl_v.cpp13
-rw-r--r--src/video/win32_v.cpp17
6 files changed, 55 insertions, 15 deletions
diff --git a/src/video/allegro_v.cpp b/src/video/allegro_v.cpp
index de329db9e..800cce40c 100644
--- a/src/video/allegro_v.cpp
+++ b/src/video/allegro_v.cpp
@@ -521,8 +521,15 @@ void VideoDriver_Allegro::MainLoop()
DrawSurfaceToScreen();
}
+ /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
- CSleep(1);
+ /* 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(next_draw_tick, next_game_tick);
+ auto now = std::chrono::steady_clock::now();
+
+ if (next_tick > now) {
+ std::this_thread::sleep_for(next_tick - now);
+ }
}
}
}
diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm
index 20f3904ae..7c8981f61 100644
--- a/src/video/cocoa/cocoa_v.mm
+++ b/src/video/cocoa/cocoa_v.mm
@@ -704,8 +704,15 @@ void VideoDriver_Cocoa::GameLoop()
this->Draw();
}
+ /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
- CSleep(1);
+ /* 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(next_draw_tick, next_game_tick);
+ auto now = std::chrono::steady_clock::now();
+
+ if (next_tick > now) {
+ std::this_thread::sleep_for(next_tick - now);
+ }
}
}
}
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp
index 7b1abbadd..845b0bf8c 100644
--- a/src/video/dedicated_v.cpp
+++ b/src/video/dedicated_v.cpp
@@ -311,9 +311,14 @@ void VideoDriver_Dedicated::MainLoop()
/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
* That can allow the CPU to better use deep sleep states. */
if (_pause_mode != 0 && !HasClients()) {
- CSleep(100);
+ std::this_thread::sleep_for(std::chrono::milliseconds(100));
} else {
- CSleep(1);
+ /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
+ auto now = std::chrono::steady_clock::now();
+
+ if (next_game_tick > now) {
+ std::this_thread::sleep_for(next_game_tick - now);
+ }
}
}
}
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index a8d8fc3e1..7c04b8743 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -824,10 +824,17 @@ void VideoDriver_SDL::LoopOnce()
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
+ /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
- if (_draw_mutex != nullptr) draw_lock.unlock();
- CSleep(1);
- if (_draw_mutex != nullptr) draw_lock.lock();
+ /* 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(next_draw_tick, next_game_tick);
+ auto now = std::chrono::steady_clock::now();
+
+ if (next_tick > now) {
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ std::this_thread::sleep_for(next_tick - now);
+ if (_draw_mutex != nullptr) draw_lock.lock();
+ }
}
#endif
}
diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp
index 11da9c5a3..9f28b641c 100644
--- a/src/video/sdl_v.cpp
+++ b/src/video/sdl_v.cpp
@@ -782,10 +782,17 @@ void VideoDriver_SDL::MainLoop()
}
}
+ /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
- if (_draw_mutex != nullptr) draw_lock.unlock();
- CSleep(1);
- if (_draw_mutex != nullptr) draw_lock.lock();
+ /* 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(next_draw_tick, next_game_tick);
+ auto now = std::chrono::steady_clock::now();
+
+ if (next_tick > now) {
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ std::this_thread::sleep_for(next_tick - now);
+ if (_draw_mutex != nullptr) draw_lock.lock();
+ }
}
}
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index 2fe5f67f0..42fcf3f4b 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -1258,13 +1258,20 @@ void VideoDriver_Win32::MainLoop()
CheckPaletteAnim();
}
+ /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
- /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
- GdiFlush();
+ /* 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(next_draw_tick, next_game_tick);
+ auto now = std::chrono::steady_clock::now();
- if (_draw_mutex != nullptr) draw_lock.unlock();
- CSleep(1);
- if (_draw_mutex != nullptr) draw_lock.lock();
+ if (next_tick > now) {
+ /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
+ GdiFlush();
+
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ std::this_thread::sleep_for(next_tick - now);
+ if (_draw_mutex != nullptr) draw_lock.lock();
+ }
}
}