(svn r23482) -Change: [Win32] Move re-painting the window and doing palette animation into a separate thread.

pull/155/head
michi_cc 13 years ago
parent 62ea921e2f
commit 4159371e3e

@ -19,6 +19,8 @@
#include "../core/math_func.hpp"
#include "../core/random_func.hpp"
#include "../texteff.hpp"
#include "../thread/thread.h"
#include "../progress.h"
#include "win32_v.h"
#include <windows.h>
@ -27,6 +29,7 @@ static struct {
HBITMAP dib_sect;
void *buffer_bits;
HPALETTE gdi_palette;
RECT update_rect;
int width;
int height;
int width_org;
@ -45,17 +48,25 @@ static Dimension _bck_resolution;
uint _codepage;
#endif
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
/** Local copy of the palette for use in the drawing thread. */
static Palette _local_palette;
static void MakePalette()
{
LOGPALETTE *pal;
uint i;
pal = (LOGPALETTE*)alloca(sizeof(LOGPALETTE) + (256 - 1) * sizeof(PALETTEENTRY));
LOGPALETTE *pal = (LOGPALETTE*)alloca(sizeof(LOGPALETTE) + (256 - 1) * sizeof(PALETTEENTRY));
pal->palVersion = 0x300;
pal->palNumEntries = 256;
for (i = 0; i != 256; i++) {
for (uint i = 0; i != 256; i++) {
pal->palPalEntry[i].peRed = _cur_palette.palette[i].r;
pal->palPalEntry[i].peGreen = _cur_palette.palette[i].g;
pal->palPalEntry[i].peBlue = _cur_palette.palette[i].b;
@ -64,6 +75,10 @@ static void MakePalette()
}
_wnd.gdi_palette = CreatePalette(pal);
if (_wnd.gdi_palette == NULL) usererror("CreatePalette failed!\n");
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
_local_palette = _cur_palette;
}
static void UpdatePalette(HDC dc, uint start, uint count)
@ -72,9 +87,9 @@ static void UpdatePalette(HDC dc, uint start, uint count)
uint i;
for (i = 0; i != count; i++) {
rgb[i].rgbRed = _cur_palette.palette[start + i].r;
rgb[i].rgbGreen = _cur_palette.palette[start + i].g;
rgb[i].rgbBlue = _cur_palette.palette[start + i].b;
rgb[i].rgbRed = _local_palette.palette[start + i].r;
rgb[i].rgbGreen = _local_palette.palette[start + i].g;
rgb[i].rgbBlue = _local_palette.palette[start + i].b;
rgb[i].rgbReserved = 0;
}
@ -164,6 +179,7 @@ static void ClientSizeChanged(int w, int h)
/* mark all palette colors dirty */
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
_local_palette = _cur_palette;
BlitterFactoryBase::GetCurrentBlitter()->PostResize();
@ -328,56 +344,113 @@ bool VideoDriver_Win32::MakeWindow(bool full_screen)
return true; // the request succedded
}
/** Do palette animation and blit to the window. */
static void PaintWindow(HDC dc)
{
HDC dc2 = CreateCompatibleDC(dc);
HBITMAP old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
HPALETTE old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_local_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_cur_palette.count_dirty = 0;
}
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
SelectPalette(dc, old_palette, TRUE);
SelectObject(dc2, old_bmp);
DeleteDC(dc2);
}
static void PaintWindowThread(void *)
{
/* First tell the main thread we're started */
_draw_mutex->BeginCritical();
_draw_mutex->SendSignal();
/* Now wait for the first thing to draw! */
_draw_mutex->WaitForSignal();
while (_draw_continue) {
/* Convert update region from logical to device coordinates. */
POINT pt = {0, 0};
ClientToScreen(_wnd.main_wnd, &pt);
OffsetRect(&_wnd.update_rect, pt.x, pt.y);
/* Create a device context that is clipped to the region we need to draw.
* GetDCEx 'consumes' the update region, so we may not destroy it ourself. */
HRGN rgn = CreateRectRgnIndirect(&_wnd.update_rect);
HDC dc = GetDCEx(_wnd.main_wnd, rgn, DCX_CLIPSIBLINGS | DCX_CLIPCHILDREN | DCX_INTERSECTRGN);
PaintWindow(dc);
/* Clear update rect. */
SetRectEmpty(&_wnd.update_rect);
ReleaseDC(_wnd.main_wnd, dc);
/* Flush GDI buffer to ensure drawing here doesn't conflict with any GDI usage in the main WndProc. */
GdiFlush();
_draw_mutex->WaitForSignal();
}
_draw_mutex->EndCritical();
_draw_thread->Exit();
}
static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static uint32 keycode = 0;
static bool console = false;
static bool in_sizemove = false;
switch (msg) {
case WM_CREATE:
SetTimer(hwnd, TID_POLLMOUSE, MOUSE_POLL_DELAY, (TIMERPROC)TrackMouseTimerProc);
break;
case WM_PAINT: {
PAINTSTRUCT ps;
HDC dc, dc2;
HBITMAP old_bmp;
HPALETTE old_palette;
BeginPaint(hwnd, &ps);
dc = ps.hdc;
dc2 = CreateCompatibleDC(dc);
old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
case WM_ENTERSIZEMOVE:
in_sizemove = true;
break;
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(dc2, _cur_palette.first_dirty, _cur_palette.count_dirty);
break;
case WM_EXITSIZEMOVE:
in_sizemove = false;
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_cur_palette);
break;
case WM_PAINT:
if (!in_sizemove && _draw_mutex != NULL && !HasModalProgress()) {
/* Get the union of the old update rect and the new update rect. */
RECT r;
GetUpdateRect(hwnd, &r, FALSE);
UnionRect(&_wnd.update_rect, &_wnd.update_rect, &r);
case Blitter::PALETTE_ANIMATION_NONE:
break;
/* Mark the window as updated, otherwise Windows would send more WM_PAINT messages. */
ValidateRect(hwnd, NULL);
_draw_mutex->SendSignal();
} else {
PAINTSTRUCT ps;
default:
NOT_REACHED();
}
_cur_palette.count_dirty = 0;
BeginPaint(hwnd, &ps);
PaintWindow(ps.hdc);
EndPaint(hwnd, &ps);
}
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
SelectPalette(dc, old_palette, TRUE);
SelectObject(dc2, old_bmp);
DeleteDC(dc2);
EndPaint(hwnd, &ps);
return 0;
}
case WM_PALETTECHANGED:
if ((HWND)wParam == hwnd) return 0;
@ -679,7 +752,7 @@ static void RegisterWndClass()
if (!registered) {
HINSTANCE hinst = GetModuleHandle(NULL);
WNDCLASS wnd = {
0,
CS_OWNDC,
WndProcGdi,
0,
0,
@ -815,6 +888,8 @@ const char *VideoDriver_Win32::Start(const char * const *parm)
MarkWholeScreenDirty();
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL && GetCPUCoreCount() > 1;
return NULL;
}
@ -841,6 +916,7 @@ static void CheckPaletteAnim()
{
if (_cur_palette.count_dirty == 0) return;
_local_palette = _cur_palette;
InvalidateRect(_wnd.main_wnd, NULL, FALSE);
}
@ -851,6 +927,32 @@ void VideoDriver_Win32::MainLoop()
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
_draw_mutex = ThreadMutex::New();
if (_draw_mutex == NULL) {
_draw_threaded = false;
} else {
_draw_mutex->BeginCritical();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&PaintWindowThread, NULL, &_draw_thread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
_draw_mutex->EndCritical();
delete _draw_mutex;
_draw_mutex = NULL;
} else {
DEBUG(driver, 1, "Threaded drawing enabled");
/* Wait till the draw mutex has started itself. */
_draw_mutex->WaitForSignal();
}
}
}
_wnd.running = true;
CheckPaletteAnim();
@ -900,26 +1002,50 @@ void VideoDriver_Win32::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
#if !defined(WINCE)
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
#endif
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
if (_draw_threaded) _draw_mutex->EndCritical();
GameLoop();
if (_draw_threaded) _draw_mutex->BeginCritical();
if (_force_full_redraw) MarkWholeScreenDirty();
#if !defined(WINCE)
GdiFlush();
#endif
_screen.dst_ptr = _wnd.buffer_bits;
UpdateWindows();
CheckPaletteAnim();
} else {
Sleep(1);
#if !defined(WINCE)
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
#endif
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
Sleep(1);
if (_draw_threaded) _draw_mutex->BeginCritical();
_screen.dst_ptr = _wnd.buffer_bits;
NetworkDrawChatMessage();
DrawMouseCursor();
}
}
if (_draw_threaded) {
_draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_mutex->SendSignal();
_draw_mutex->EndCritical();
_draw_thread->Join();
delete _draw_mutex;
delete _draw_thread;
}
}
bool VideoDriver_Win32::ChangeResolution(int w, int h)

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