Age | Commit message (Collapse) | Author |
|
|
|
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.
|
|
There really is no need to make an extra call to the OS in
these cases.
|
|
Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.
Additionally, putting the drawing routine in a thread was only
done for a few targets.
Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
|
|
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.
Co-authored-by: Michael Lutz <michi@icosahedron.de>
|
|
Additionally, call it from the draw-tick.
|
|
palette values of the screen in addition to the colour buffer.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
account for threaded drawing.
|
|
|
|
|
|
the screen.
|
|
driver base class.
|
|
the GDI video driver class.
|
|
class.
|
|
backend class.
|
|
Additionally, make sure this is a class method. Later commits
will make use of this.
|
|
Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
|
|
|
|
|
|
WM_PAINT hits when-ever Windows feels like, but always after we
marked the screen as dirty. In result, it was lagging behind,
giving a sub-60fps experience.
With the new draw-tick there is no longer a need to be driven by
WM_PAINT, so it is better anyway to drive the drawing ourself. As
an added bonus this makes the win32 driver more like the others.
|
|
The zoom level suggestion is based on the DPI scaling set in Windows.
We use 150% scaling as the threshold for 2X zoom and 300% scaling
as the threshold for 4X zoom.
|
|
|
|
|
|
|
|
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.
Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
|
|
switching blitters. (JGR)
|
|
|
|
driver factory instatiations
|
|
the input focus changes.
|
|
cursor more prominently during the initialisation of OpenTTD
|
|
|
|
|
|
go to full screen at the resolution of the configuration file when starting OpenTTD
|
|
|
|
|
|
something more than whitespace as description of files that don't have a description.
|
|
operation' attempt. Previously, only visual clues were available.
-Fix[FS#1519]: When you can not use this resolution at full screen, now you'll know that it failed.
As for the reason it did not work, each computer/OS has its reason.
|
|
|
|
'preferred' drivers are loaded first
|
|
|
|
sound/music/video drivers, using self-registration based on the blitter-model.
|
|
files, and a little elimination of magic numbers in Win32SoundStart
|
|
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
|