Age | Commit message (Collapse) | Author |
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drawing buffer.
The old timeout could be too short if v-sync was on on lower refresh rates.
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See also: #8870
See also: #8977
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actually faster.
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texture creation.
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different signedness. (#8881)
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buffer. (#8877)
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This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
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Performance in this case is worse than not using OpenGL, so just let
OTTD fall back to a different video driver.
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palette values of the screen in addition to the colour buffer.
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blending effects.
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colour values.
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the video buffer.
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the video buffer.
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the screen.
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