From ccededbf7785d966be7c6c71a995ec9a44be927b Mon Sep 17 00:00:00 2001 From: rubidium Date: Thu, 8 Dec 2011 20:01:31 +0000 Subject: (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 --- src/video/sdl_v.cpp | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) (limited to 'src') 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(); } } -- cgit v1.2.3-54-g00ecf