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Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing.

pull/8729/head
Michael Lutz 2021-01-16 16:43:11 +01:00
parent 73ed748deb
commit d6b6775888
4 changed files with 75 additions and 50 deletions

View File

@ -25,6 +25,7 @@
#include "window_func.h"
#include "tile_map.h"
#include "landscape.h"
#include "video/video_driver.hpp"
#include "table/strings.h"
@ -881,6 +882,8 @@ void MakeScreenshotWithConfirm(ScreenshotType t)
*/
bool MakeScreenshot(ScreenshotType t, const char *name)
{
VideoDriver::VideoBufferLocker lock;
if (t == SC_VIEWPORT) {
/* First draw the dirty parts of the screen and only then change the name
* of the screenshot. This way the screenshot will always show the name

View File

@ -127,6 +127,25 @@ public:
return static_cast<VideoDriver*>(*DriverFactoryBase::GetActiveDriver(Driver::DT_VIDEO));
}
/**
* Helper struct to ensure the video buffer is locked and ready for drawing. The destructor
* will make sure the buffer is unlocked no matter how the scope is exited.
*/
struct VideoBufferLocker {
VideoBufferLocker()
{
this->unlock = VideoDriver::GetInstance()->LockVideoBuffer();
}
~VideoBufferLocker()
{
if (this->unlock) VideoDriver::GetInstance()->UnlockVideoBuffer();
}
private:
bool unlock; ///< Stores if the lock did anything that has to be undone.
};
protected:
const uint ALLOWED_DRIFT = 5; ///< How many times videodriver can miss deadlines without it being overly compensated.

View File

@ -26,8 +26,6 @@
#include "win32_v.h"
#include <windows.h>
#include <imm.h>
#include <mutex>
#include <condition_variable>
#include "../safeguards.h"
@ -53,14 +51,6 @@ bool _window_maximize;
static Dimension _bck_resolution;
DWORD _imm_props;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Mutex to keep the access to the shared memory controlled. */
static std::recursive_mutex *_draw_mutex = nullptr;
/** Signal to draw the next frame. */
static std::condition_variable_any *_draw_signal = nullptr;
/** 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;
@ -934,34 +924,34 @@ void VideoDriver_Win32Base::MainLoop()
std::thread draw_thread;
if (_draw_threaded) {
if (this->draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
try {
_draw_signal = new std::condition_variable_any();
_draw_mutex = new std::recursive_mutex();
this->draw_signal = new std::condition_variable_any();
this->draw_mutex = new std::recursive_mutex();
} catch (...) {
_draw_threaded = false;
this->draw_threaded = false;
}
if (_draw_threaded) {
this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_threaded) {
this->draw_lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
_draw_continue = true;
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &VideoDriver_Win32Base::PaintThreadThunk, this);
this->draw_continue = true;
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &VideoDriver_Win32Base::PaintThreadThunk, this);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
if (!this->draw_threaded) {
this->draw_lock.unlock();
this->draw_lock.release();
delete _draw_mutex;
delete _draw_signal;
_draw_mutex = nullptr;
_draw_signal = nullptr;
delete this->draw_mutex;
delete this->draw_signal;
this->draw_mutex = nullptr;
this->draw_signal = nullptr;
} else {
DEBUG(driver, 1, "Threaded drawing enabled");
/* Wait till the draw thread has started itself. */
_draw_signal->wait(*_draw_mutex);
this->draw_signal->wait(*this->draw_mutex);
}
}
}
@ -982,8 +972,8 @@ void VideoDriver_Win32Base::MainLoop()
GdiFlush();
if (this->Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
if (this->draw_mutex != nullptr && !HasModalProgress()) {
this->draw_signal->notify_one();
} else {
this->Paint();
}
@ -991,19 +981,19 @@ void VideoDriver_Win32Base::MainLoop()
this->SleepTillNextTick();
}
if (_draw_threaded) {
_draw_continue = false;
if (this->draw_threaded) {
this->draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_signal->notify_all();
this->draw_signal->notify_all();
if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
this->draw_lock.release();
draw_thread.join();
delete _draw_mutex;
delete _draw_signal;
delete this->draw_mutex;
delete this->draw_signal;
_draw_mutex = nullptr;
this->draw_mutex = nullptr;
}
}
@ -1025,7 +1015,7 @@ void VideoDriver_Win32Base::ClientSizeChanged(int w, int h)
bool VideoDriver_Win32Base::ChangeResolution(int w, int h)
{
std::unique_lock<std::recursive_mutex> lock;
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
if (_window_maximize) ShowWindow(this->main_wnd, SW_SHOWNORMAL);
@ -1038,25 +1028,25 @@ bool VideoDriver_Win32Base::ChangeResolution(int w, int h)
bool VideoDriver_Win32Base::ToggleFullscreen(bool full_screen)
{
std::unique_lock<std::recursive_mutex> lock;
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
return this->MakeWindow(full_screen);
}
void VideoDriver_Win32Base::AcquireBlitterLock()
{
if (_draw_mutex != nullptr) _draw_mutex->lock();
if (this->draw_mutex != nullptr) this->draw_mutex->lock();
}
void VideoDriver_Win32Base::ReleaseBlitterLock()
{
if (_draw_mutex != nullptr) _draw_mutex->unlock();
if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
}
void VideoDriver_Win32Base::EditBoxLostFocus()
{
std::unique_lock<std::recursive_mutex> lock;
if (_draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
CancelIMEComposition(this->main_wnd);
SetCompositionPos(this->main_wnd);
@ -1110,7 +1100,10 @@ float VideoDriver_Win32Base::GetDPIScale()
bool VideoDriver_Win32Base::LockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.lock();
if (this->buffer_locked) return false;
this->buffer_locked = true;
if (this->draw_threaded) this->draw_lock.lock();
_screen.dst_ptr = this->GetVideoPointer();
@ -1119,7 +1112,8 @@ bool VideoDriver_Win32Base::LockVideoBuffer()
void VideoDriver_Win32Base::UnlockVideoBuffer()
{
if (_draw_threaded) this->draw_lock.unlock();
if (this->draw_threaded) this->draw_lock.unlock();
this->buffer_locked = false;
}
@ -1137,7 +1131,7 @@ const char *VideoDriver_Win32GDI::Start(const StringList &param)
MarkWholeScreenDirty();
_draw_threaded = !GetDriverParam(param, "no_threads") && !GetDriverParam(param, "no_thread") && std::thread::hardware_concurrency() > 1;
this->draw_threaded = !GetDriverParam(param, "no_threads") && !GetDriverParam(param, "no_thread") && std::thread::hardware_concurrency() > 1;
return nullptr;
}
@ -1284,19 +1278,19 @@ void VideoDriver_Win32GDI::Paint()
void VideoDriver_Win32GDI::PaintThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
_draw_signal->notify_one();
std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
this->draw_signal->notify_one();
/* Now wait for the first thing to draw! */
_draw_signal->wait(*_draw_mutex);
this->draw_signal->wait(*this->draw_mutex);
while (_draw_continue) {
while (this->draw_continue) {
this->Paint();
/* Flush GDI buffer to ensure drawing here doesn't conflict with any GDI usage in the main WndProc. */
GdiFlush();
_draw_signal->wait(*_draw_mutex);
this->draw_signal->wait(*this->draw_mutex);
}
}
@ -1357,7 +1351,7 @@ const char *VideoDriver_Win32OpenGL::Start(const StringList &param)
this->ClientSizeChanged(_wnd.width, _wnd.height);
_draw_threaded = false;
this->draw_threaded = false;
MarkWholeScreenDirty();
return nullptr;

View File

@ -11,11 +11,13 @@
#define VIDEO_WIN32_H
#include "video_driver.hpp"
#include <mutex>
#include <condition_variable>
/** Base class for Windows video drivers. */
class VideoDriver_Win32Base : public VideoDriver {
public:
VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false) {}
VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false), draw_mutex(nullptr), draw_signal(nullptr) {}
void Stop() override;
@ -36,9 +38,16 @@ public:
void EditBoxLostFocus() override;
protected:
HWND main_wnd; ///< Handle to system window.
bool fullscreen; ///< Whether to use (true) fullscreen mode.
Rect dirty_rect; ///< Region of the screen that needs redrawing.
HWND main_wnd; ///< Handle to system window.
bool fullscreen; ///< Whether to use (true) fullscreen mode.
Rect dirty_rect; ///< Region of the screen that needs redrawing.
bool draw_threaded; ///< Whether the drawing is/may be done in a separate thread.
bool buffer_locked; ///< Video buffer was locked by the main thread.
volatile bool draw_continue; ///< Should we keep continue drawing?
std::recursive_mutex *draw_mutex; ///< Mutex to keep the access to the shared memory controlled.
std::condition_variable_any *draw_signal; ///< Signal to draw the next frame.
Dimension GetScreenSize() const override;
float GetDPIScale() override;