/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file video_driver.cpp Common code between video driver implementations. */ #include "../stdafx.h" #include "../core/random_func.hpp" #include "../network/network.h" #include "../blitter/factory.hpp" #include "../debug.h" #include "../fontcache.h" #include "../gfx_func.h" #include "../gfxinit.h" #include "../progress.h" #include "../thread.h" #include "../window_func.h" #include "video_driver.hpp" bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers. bool _video_vsync; ///< Whether we should use vsync (only if _video_hw_accel is enabled). void VideoDriver::GameLoop() { this->next_game_tick += this->GetGameInterval(); /* 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 lock(this->game_state_mutex); ::GameLoop(); } } 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 lock(this->game_thread_wait_mutex); } } } /** * Pause the game-loop for a bit, releasing the game-state lock. This allows, * if the draw-tick requested this, the drawing to happen. */ void VideoDriver::GameLoopPause() { /* If we are not called from the game-thread, ignore this request. */ if (std::this_thread::get_id() != this->game_thread.get_id()) return; this->game_state_mutex.unlock(); { /* See GameThread() for more details on this lock. */ std::lock_guard lock(this->game_thread_wait_mutex); } this->game_state_mutex.lock(); } /* 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 {}thread 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(); this->next_draw_tick = this->next_game_tick; } } 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 < 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(); this->InputLoop(); /* Check if the fast-forward button is still pressed. */ if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { ChangeGameSpeed(true); this->fast_forward_via_key = true; } else if (this->fast_forward_via_key) { ChangeGameSpeed(false); this->fast_forward_via_key = false; } /* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */ this->LockVideoBuffer(); { /* Tell the game-thread to stop so we can have a go. */ std::lock_guard lock_wait(this->game_thread_wait_mutex); std::lock_guard lock_state(this->game_state_mutex); this->DrainCommandQueue(); 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() { 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) { std::this_thread::sleep_for(next_tick - now); } }