Codechange: Generalise the delayed blitter change to a generic video driver command queue.

pull/332/head
Michael Lutz 3 years ago
parent 2cf5df2a50
commit 91b8ce073f

@ -244,6 +244,28 @@ static void LoadSpriteTables()
}
static void RealChangeBlitter(const char *repl_blitter)
{
const char *cur_blitter = BlitterFactory::GetCurrentBlitter()->GetName();
if (strcmp(cur_blitter, repl_blitter) == 0) return;
DEBUG(driver, 1, "Switching blitter from '%s' to '%s'... ", cur_blitter, repl_blitter);
Blitter *new_blitter = BlitterFactory::SelectBlitter(repl_blitter);
if (new_blitter == nullptr) NOT_REACHED();
DEBUG(driver, 1, "Successfully switched to %s.", repl_blitter);
if (!VideoDriver::GetInstance()->AfterBlitterChange()) {
/* Failed to switch blitter, let's hope we can return to the old one. */
if (BlitterFactory::SelectBlitter(cur_blitter) == nullptr || !VideoDriver::GetInstance()->AfterBlitterChange()) usererror("Failed to reinitialize video driver. Specify a fixed blitter in the config");
}
/* Clear caches that might have sprites for another blitter. */
VideoDriver::GetInstance()->ClearSystemSprites();
ClearFontCache();
GfxClearSpriteCache();
ReInitAllWindows(false);
}
/**
* Check blitter needed by NewGRF config and switch if needed.
* @return False when nothing changed, true otherwise.
@ -309,7 +331,7 @@ static bool SwitchNewGRFBlitter()
if (BlitterFactory::GetBlitterFactory(repl_blitter) == nullptr) continue;
/* Inform the video driver we want to switch blitter as soon as possible. */
VideoDriver::GetInstance()->ChangeBlitter(repl_blitter);
VideoDriver::GetInstance()->QueueOnMainThread(std::bind(&RealChangeBlitter, repl_blitter));
break;
}

@ -97,27 +97,6 @@ void VideoDriver::StopGameThread()
this->game_thread.join();
}
void VideoDriver::RealChangeBlitter(const char *repl_blitter)
{
const char *cur_blitter = BlitterFactory::GetCurrentBlitter()->GetName();
DEBUG(driver, 1, "Switching blitter from '%s' to '%s'... ", cur_blitter, repl_blitter);
Blitter *new_blitter = BlitterFactory::SelectBlitter(repl_blitter);
if (new_blitter == nullptr) NOT_REACHED();
DEBUG(driver, 1, "Successfully switched to %s.", repl_blitter);
if (!this->AfterBlitterChange()) {
/* Failed to switch blitter, let's hope we can return to the old one. */
if (BlitterFactory::SelectBlitter(cur_blitter) == nullptr || !this->AfterBlitterChange()) usererror("Failed to reinitialize video driver. Specify a fixed blitter in the config");
}
/* Clear caches that might have sprites for another blitter. */
this->ClearSystemSprites();
ClearFontCache();
GfxClearSpriteCache();
ReInitAllWindows(false);
}
void VideoDriver::Tick()
{
if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
@ -159,10 +138,7 @@ void VideoDriver::Tick()
this->LockVideoBuffer();
if (this->change_blitter != nullptr) {
this->RealChangeBlitter(this->change_blitter);
this->change_blitter = nullptr;
}
this->DrainCommandQueue();
while (this->PollEvent()) {}
::InputLoop();

@ -22,6 +22,7 @@
#include <mutex>
#include <thread>
#include <vector>
#include <functional>
extern std::string _ini_videodriver;
extern std::vector<Dimension> _resolutions;
@ -36,7 +37,7 @@ class VideoDriver : public Driver {
const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.
public:
VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), change_blitter(nullptr) {}
VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true) {}
/**
* Mark a particular area dirty.
@ -178,12 +179,16 @@ public:
}
/**
* Queue a request to change the blitter. This is not executed immediately,
* but instead on the next draw-tick.
* Queue a function to be called on the main thread with game state
* lock held and video buffer locked. Queued functions will be
* executed on the next draw tick.
* @param func Function to call.
*/
void ChangeBlitter(const char *new_blitter)
void QueueOnMainThread(std::function<void()> &&func)
{
this->change_blitter = new_blitter;
std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
this->cmd_queue.emplace_back(std::forward<std::function<void()>>(func));
}
void GameLoopPause();
@ -328,11 +333,29 @@ protected:
static void GameThreadThunk(VideoDriver *drv);
private:
std::mutex cmd_queue_mutex;
std::vector<std::function<void()>> cmd_queue;
/** Execute all queued commands. */
void DrainCommandQueue()
{
std::vector<std::function<void()>> cmds{};
{
/* Exchange queue with an empty one to limit the time we
* hold the mutex. This also ensures that queued functions can
* add new functions to the queue without everything blocking. */
std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
cmds.swap(this->cmd_queue);
}
for (auto &f : cmds) {
f();
}
}
void GameLoop();
void GameThread();
void RealChangeBlitter(const char *repl_blitter);
const char *change_blitter; ///< Request to change the blitter. nullptr if no pending request.
};
#endif /* VIDEO_VIDEO_DRIVER_HPP */

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