Codechange: use (Un)LockVideoBuffer() to manage video buffer

pull/221/head
Patric Stout 3 years ago committed by Patric Stout
parent 661eb39ecc
commit 761efbb457

@ -801,9 +801,9 @@ void VideoDriver_SDL::LoopOnce()
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
this->UnlockVideoBuffer();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
@ -834,9 +834,9 @@ void VideoDriver_SDL::LoopOnce()
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
if (_draw_mutex != nullptr) draw_lock.unlock();
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
if (_draw_mutex != nullptr) draw_lock.lock();
this->LockVideoBuffer();
}
}
#endif
@ -986,3 +986,14 @@ Dimension VideoDriver_SDL::GetScreenSize() const
return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
}
bool VideoDriver_SDL::LockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.lock();
return true;
}
void VideoDriver_SDL::UnlockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.unlock();
}

@ -44,6 +44,8 @@ public:
protected:
Dimension GetScreenSize() const override;
void InputLoop() override;
bool LockVideoBuffer() override;
void UnlockVideoBuffer() override;
private:
int PollEvent();

@ -706,7 +706,6 @@ void VideoDriver_SDL::MainLoop()
CheckPaletteAnim();
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
@ -714,7 +713,7 @@ void VideoDriver_SDL::MainLoop()
if (_draw_mutex == nullptr) {
_draw_threaded = false;
} else {
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
_draw_signal = new std::condition_variable_any();
_draw_continue = true;
@ -722,8 +721,8 @@ void VideoDriver_SDL::MainLoop()
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
draw_lock.unlock();
draw_lock.release();
this->draw_lock.unlock();
this->draw_lock.release();
delete _draw_mutex;
delete _draw_signal;
_draw_mutex = nullptr;
@ -763,9 +762,9 @@ void VideoDriver_SDL::MainLoop()
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
this->UnlockVideoBuffer();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
@ -794,9 +793,9 @@ void VideoDriver_SDL::MainLoop()
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
if (_draw_mutex != nullptr) draw_lock.unlock();
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
if (_draw_mutex != nullptr) draw_lock.lock();
this->LockVideoBuffer();
}
}
}
@ -806,8 +805,8 @@ void VideoDriver_SDL::MainLoop()
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_signal->notify_one();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
this->draw_lock.release();
draw_thread.join();
delete _draw_mutex;
@ -858,4 +857,15 @@ void VideoDriver_SDL::ReleaseBlitterLock()
if (_draw_mutex != nullptr) _draw_mutex->unlock();
}
bool VideoDriver_SDL::LockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.lock();
return true;
}
void VideoDriver_SDL::UnlockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.unlock();
}
#endif /* WITH_SDL */

@ -39,8 +39,12 @@ public:
protected:
void InputLoop() override;
bool LockVideoBuffer() override;
void UnlockVideoBuffer() override;
private:
std::unique_lock<std::recursive_mutex> draw_lock;
int PollEvent();
bool CreateMainSurface(uint w, uint h);
void SetupKeyboard();

@ -161,6 +161,19 @@ protected:
*/
virtual void InputLoop() {}
/**
* Make sure the video buffer is ready for drawing.
* @returns True if the video buffer has to be unlocked.
*/
virtual bool LockVideoBuffer() {
return false;
}
/**
* Unlock a previously locked video buffer.
*/
virtual void UnlockVideoBuffer() {}
std::chrono::steady_clock::duration GetGameInterval()
{
return std::chrono::milliseconds(MILLISECONDS_PER_TICK);

@ -1161,7 +1161,6 @@ void VideoDriver_Win32::MainLoop()
auto next_draw_tick = cur_ticks;
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
@ -1174,15 +1173,15 @@ void VideoDriver_Win32::MainLoop()
}
if (_draw_threaded) {
draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
_draw_continue = true;
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &PaintWindowThread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
draw_lock.unlock();
draw_lock.release();
this->draw_lock.unlock();
this->draw_lock.release();
delete _draw_mutex;
delete _draw_signal;
_draw_mutex = nullptr;
@ -1231,9 +1230,9 @@ void VideoDriver_Win32::MainLoop()
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
if (_draw_threaded) draw_lock.unlock();
this->UnlockVideoBuffer();
GameLoop();
if (_draw_threaded) draw_lock.lock();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
@ -1269,9 +1268,9 @@ void VideoDriver_Win32::MainLoop()
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
if (_draw_mutex != nullptr) draw_lock.unlock();
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
if (_draw_mutex != nullptr) draw_lock.lock();
this->LockVideoBuffer();
}
}
}
@ -1281,8 +1280,8 @@ void VideoDriver_Win32::MainLoop()
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_signal->notify_all();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
this->draw_lock.release();
draw_thread.join();
delete _draw_mutex;
@ -1383,3 +1382,14 @@ float VideoDriver_Win32::GetDPIScale()
return cur_dpi > 0 ? cur_dpi / 96.0f : 1.0f; // Default Windows DPI value is 96.
}
bool VideoDriver_Win32::LockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.lock();
return true;
}
void VideoDriver_Win32::UnlockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.unlock();
}

@ -45,9 +45,15 @@ protected:
Dimension GetScreenSize() const override;
float GetDPIScale() override;
void InputLoop() override;
bool LockVideoBuffer() override;
void UnlockVideoBuffer() override;
private:
std::unique_lock<std::recursive_mutex> draw_lock;
void CheckPaletteAnim();
static void PaintThreadThunk(VideoDriver_Win32 *drv);
};
/** The factory for Windows' video driver. */

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