mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Generalise the delayed blitter change to a generic video driver command queue.
parent
2cf5df2a50
commit
91b8ce073f
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@ -244,6 +244,28 @@ static void LoadSpriteTables()
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}
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static void RealChangeBlitter(const char *repl_blitter)
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{
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const char *cur_blitter = BlitterFactory::GetCurrentBlitter()->GetName();
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if (strcmp(cur_blitter, repl_blitter) == 0) return;
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DEBUG(driver, 1, "Switching blitter from '%s' to '%s'... ", cur_blitter, repl_blitter);
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Blitter *new_blitter = BlitterFactory::SelectBlitter(repl_blitter);
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if (new_blitter == nullptr) NOT_REACHED();
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DEBUG(driver, 1, "Successfully switched to %s.", repl_blitter);
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if (!VideoDriver::GetInstance()->AfterBlitterChange()) {
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/* Failed to switch blitter, let's hope we can return to the old one. */
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if (BlitterFactory::SelectBlitter(cur_blitter) == nullptr || !VideoDriver::GetInstance()->AfterBlitterChange()) usererror("Failed to reinitialize video driver. Specify a fixed blitter in the config");
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}
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/* Clear caches that might have sprites for another blitter. */
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VideoDriver::GetInstance()->ClearSystemSprites();
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ClearFontCache();
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GfxClearSpriteCache();
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ReInitAllWindows(false);
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}
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/**
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* Check blitter needed by NewGRF config and switch if needed.
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* @return False when nothing changed, true otherwise.
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@ -309,7 +331,7 @@ static bool SwitchNewGRFBlitter()
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if (BlitterFactory::GetBlitterFactory(repl_blitter) == nullptr) continue;
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/* Inform the video driver we want to switch blitter as soon as possible. */
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VideoDriver::GetInstance()->ChangeBlitter(repl_blitter);
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VideoDriver::GetInstance()->QueueOnMainThread(std::bind(&RealChangeBlitter, repl_blitter));
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break;
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}
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@ -97,27 +97,6 @@ void VideoDriver::StopGameThread()
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this->game_thread.join();
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}
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void VideoDriver::RealChangeBlitter(const char *repl_blitter)
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{
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const char *cur_blitter = BlitterFactory::GetCurrentBlitter()->GetName();
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DEBUG(driver, 1, "Switching blitter from '%s' to '%s'... ", cur_blitter, repl_blitter);
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Blitter *new_blitter = BlitterFactory::SelectBlitter(repl_blitter);
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if (new_blitter == nullptr) NOT_REACHED();
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DEBUG(driver, 1, "Successfully switched to %s.", repl_blitter);
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if (!this->AfterBlitterChange()) {
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/* Failed to switch blitter, let's hope we can return to the old one. */
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if (BlitterFactory::SelectBlitter(cur_blitter) == nullptr || !this->AfterBlitterChange()) usererror("Failed to reinitialize video driver. Specify a fixed blitter in the config");
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}
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/* Clear caches that might have sprites for another blitter. */
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this->ClearSystemSprites();
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ClearFontCache();
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GfxClearSpriteCache();
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ReInitAllWindows(false);
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}
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void VideoDriver::Tick()
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{
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if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
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@ -159,10 +138,7 @@ void VideoDriver::Tick()
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this->LockVideoBuffer();
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if (this->change_blitter != nullptr) {
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this->RealChangeBlitter(this->change_blitter);
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this->change_blitter = nullptr;
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}
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this->DrainCommandQueue();
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while (this->PollEvent()) {}
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::InputLoop();
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@ -22,6 +22,7 @@
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#include <mutex>
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#include <thread>
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#include <vector>
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#include <functional>
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extern std::string _ini_videodriver;
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extern std::vector<Dimension> _resolutions;
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@ -36,7 +37,7 @@ class VideoDriver : public Driver {
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const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.
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public:
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VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), change_blitter(nullptr) {}
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VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true) {}
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/**
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* Mark a particular area dirty.
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@ -178,12 +179,16 @@ public:
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}
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/**
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* Queue a request to change the blitter. This is not executed immediately,
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* but instead on the next draw-tick.
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* Queue a function to be called on the main thread with game state
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* lock held and video buffer locked. Queued functions will be
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* executed on the next draw tick.
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* @param func Function to call.
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*/
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void ChangeBlitter(const char *new_blitter)
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void QueueOnMainThread(std::function<void()> &&func)
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{
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this->change_blitter = new_blitter;
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std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
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this->cmd_queue.emplace_back(std::forward<std::function<void()>>(func));
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}
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void GameLoopPause();
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@ -328,11 +333,29 @@ protected:
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static void GameThreadThunk(VideoDriver *drv);
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private:
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std::mutex cmd_queue_mutex;
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std::vector<std::function<void()>> cmd_queue;
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/** Execute all queued commands. */
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void DrainCommandQueue()
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{
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std::vector<std::function<void()>> cmds{};
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{
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/* Exchange queue with an empty one to limit the time we
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* hold the mutex. This also ensures that queued functions can
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* add new functions to the queue without everything blocking. */
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std::lock_guard<std::mutex> lock(this->cmd_queue_mutex);
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cmds.swap(this->cmd_queue);
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}
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for (auto &f : cmds) {
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f();
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}
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}
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void GameLoop();
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void GameThread();
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void RealChangeBlitter(const char *repl_blitter);
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const char *change_blitter; ///< Request to change the blitter. nullptr if no pending request.
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};
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#endif /* VIDEO_VIDEO_DRIVER_HPP */
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