1
0
Fork 0

(svn r23451) -Codechange: [SDL] Move 32bpp-anim palette animation to the draw thread instead of the single threaded bit of the game loop. This causes a speedup of up to 15% when animation is turned on with the 32bpp-anim blitter

release/1.2
rubidium 2011-12-08 20:01:31 +00:00
parent 9a0f9c3a2d
commit ccededbf77
1 changed files with 16 additions and 10 deletions

View File

@ -39,6 +39,7 @@ static ThreadObject *_draw_thread = NULL;
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
static Palette _local_palette;
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
@ -55,23 +56,26 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
_num_dirty_rects++;
}
static void UpdatePalette(uint start, uint count)
static void UpdatePalette()
{
SDL_Color pal[256];
for (uint i = 0; i != count; i++) {
pal[i].r = _cur_palette.palette[start + i].r;
pal[i].g = _cur_palette.palette[start + i].g;
pal[i].b = _cur_palette.palette[start + i].b;
for (int i = 0; i != _local_palette.count_dirty; i++) {
pal[i].r = _local_palette.palette[_local_palette.first_dirty + i].r;
pal[i].g = _local_palette.palette[_local_palette.first_dirty + i].g;
pal[i].b = _local_palette.palette[_local_palette.first_dirty + i].b;
pal[i].unused = 0;
}
SDL_CALL SDL_SetColors(_sdl_screen, pal, start, count);
SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
}
static void InitPalette()
{
UpdatePalette(0, 256);
_local_palette = _cur_palette;
_local_palette.first_dirty = 0;
_local_palette.count_dirty = 256;
UpdatePalette();
}
static void CheckPaletteAnim()
@ -81,11 +85,11 @@ static void CheckPaletteAnim()
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(_cur_palette.first_dirty, _cur_palette.count_dirty);
UpdatePalette();
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_cur_palette);
blitter->PaletteAnimate(_local_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
@ -121,6 +125,7 @@ static void DrawSurfaceToScreenThread(void *)
_draw_mutex->WaitForSignal();
while (_draw_continue) {
CheckPaletteAnim();
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
_draw_mutex->WaitForSignal();
@ -585,7 +590,7 @@ void VideoDriver_SDL::MainLoop()
if (_draw_threaded) _draw_mutex->BeginCritical();
UpdateWindows();
CheckPaletteAnim();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
@ -601,6 +606,7 @@ void VideoDriver_SDL::MainLoop()
_draw_mutex->SendSignal();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}