Commit Graph

52 Commits

Author SHA1 Message Date
Patric Stout
eb9b1ad68d Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.

But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
2021-02-19 10:43:15 +01:00
Patric Stout
ae7a2b9f02 Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.

Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.

This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
2021-02-19 10:43:15 +01:00
Patric Stout
c81c6e5eb7 Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.

To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.

By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
2021-02-19 10:43:15 +01:00
Patric Stout
5bfa014505 Codechange: track _realtime_tick more accurate
_realtime_tick was reset every time the diff was calculated. This
means if it would trigger, say, every N.9 milliseconds, it would
after two iterations already drift a millisecond. This adds up
pretty quick.
2021-02-19 10:43:15 +01:00
Patric Stout
25f6851ca1 Codechange: switch all video drivers to std::chrono for keeping time
On all OSes we tested the std::chrono::steady_clock is of a high
enough resolution to do millisecond measurements, which is all we
need.

By accident, this fixes a Win32 driver bug, where we would never
hit our targets, as the resolution of the clock was too low to
do accurate millisecond measurements with (it was ~16ms resolution
instead).
2021-02-19 10:43:15 +01:00
milek7
751f595bb6 Fix: VkMapping declarations violated C++ ODR rule. 2021-02-14 23:19:50 +01:00
Michael Lutz
fa60c1f8b9 Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) 2021-01-14 21:53:06 +01:00
Charles Pigott
9b800a96ed Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Michael Lutz
37bc2f8064 Codechange: Use std::string in the driver and blitter selection code. 2020-05-21 20:02:34 +02:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
glx
9195f2337a Codechange: use std::vector for _resolutions 2019-04-18 21:49:34 +02:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Michael Lutz
ae748166d0 Codechange: Use platform independent C++11 function for sleeping on a thread. 2019-04-06 11:27:39 +02:00
Patric Stout
72c5f2b3ee Remove: DOS support
In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
2019-03-19 23:22:51 +01:00
Niels Martin Hansen
2a868b9f3b Feature: Framerate display window (#6822)
Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
2018-07-19 21:17:07 +02:00
Patric Stout
85adde7485 Remove: PSP support 2018-04-29 15:32:16 +02:00
frosch
352e528cda (svn r27167) -Fix: [SDL, Windows] Right-mouse-button scrolling scrolled/jumped way to far, when OpenTTD lagged during mouse event processing. 2015-02-22 23:06:45 +00:00
rubidium
5b82822c12 (svn r26486) -Codechange: replace a number of snprintfs with seprintf 2014-04-23 21:12:09 +00:00
rubidium
0463dbdc9e (svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values 2014-04-23 20:13:33 +00:00
rubidium
2618d960e3 (svn r26209) -Codechange: remove some template magic and simplify some code 2014-01-02 22:41:58 +00:00
michi_cc
019984a14f (svn r25671) -Codechange: Pass character and key code separately to the keyboard handler. 2013-08-05 20:36:36 +00:00
planetmaker
c24374f99c (svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow) 2013-01-08 22:46:42 +00:00
rubidium
7e7c262167 (svn r23488) -Fix [FS#4879] (r23241): artefacts when right click mouse moving with the allegro video driver 2011-12-11 07:26:13 +00:00
rubidium
61625e53c9 (svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL) 2011-12-08 19:37:33 +00:00
rubidium
2ccbd2a6f5 (svn r23446) -Codechange: move _cur_palette and it's related first/count dirty variables into a single structure 2011-12-08 18:13:29 +00:00
rubidium
6e31c2f068 (svn r23241) -Codechange: make the decision when to go to the custom drawn cursor more prominently during the initialisation of OpenTTD 2011-11-17 21:09:08 +00:00
michi_cc
6dbb050a32 (svn r22999) -Codechange: Allow changing the blitter during the running game. 2011-10-04 21:35:40 +00:00
rubidium
1d0d7635e0 (svn r22021) -Fix (r22019): ofcourse make doesn't notice files are gone, so it doesn't recompile everything that needs to be recompiled... 2011-02-07 22:49:38 +00:00
rubidium
ab44c91778 (svn r21252) -Codechange: introduce a constant for the number of milliseconds per game tick and use it 2010-11-19 10:35:59 +00:00
frosch
4bd32799f1 (svn r20286) -Codechange: Unify end of doxygen comments. 2010-08-01 19:44:49 +00:00
frosch
ed4f806f1d (svn r20283) -Codechange: Unify start of doygen comments. 2010-08-01 19:22:34 +00:00
rubidium
b8487afe54 (svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be missed :) 2010-07-19 17:28:27 +00:00
frosch
e864701693 (svn r19861) -Fix (r19814): Silence a warning. 2010-05-19 18:38:18 +00:00
rubidium
062dd0e24c (svn r19814) -Codechange: give some more unnamed enums a name, in case they consisted of unrelated values use static const (u)int 2010-05-13 10:14:29 +00:00
rubidium
82fc28f77f (svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, if a header require a header make it include that header 2010-01-15 16:41:15 +00:00
abb147d974 (svn r18709) -Fix (r10227,FS#3464): Animation buffer for 32bpp-anim blitter was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash. 2010-01-04 02:32:36 +00:00
frosch
29d6491605 (svn r18545) -Fix [FS#3292]: Assign '_screen.dst_ptr' as soon as it is allocated. 2009-12-19 18:46:40 +00:00
rubidium
88a7e23897 (svn r18031) -Codechange: since basically r7157 adding up 'all' mouse movement isn't needed anymore because after each even that movement is handled and the counter is reset. As such simply assigning instead of adding works. 2009-11-09 16:07:03 +00:00
rubidium
c37029d5e1 (svn r17787) -Codechange: be a bit more verbose about while allegro failed with some actions. 2009-10-17 14:39:43 +00:00
rubidium
f4f4044859 (svn r17776) -Codechange: [SDL] make "update the video card"-process asynchronious. Profiling with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant amount of CPU; only using TIC/TOC it became apparant that it was a heavy CPU-cycle user or that it was waiting for something.
The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements.
On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss.
During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick.
Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there.
Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower.
The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen.
2009-10-15 17:41:06 +00:00
rubidium
7341834430 (svn r17773) -Cleanup: sdl.h isn't needed for allegro 2009-10-14 08:14:57 +00:00
rubidium
7fbc33dae1 (svn r17248) -Fix: add GPL license notice where appropriate 2009-08-21 20:21:05 +00:00
rubidium
c29afac0a7 (svn r16700) -Fix: if allegro fails to start or fails open a window or sound card fall back to another driver 2009-06-30 12:38:18 +00:00
alberth
9b070b5405 (svn r16677) -Codechange: Dimension width and height are unsigned. 2009-06-27 20:53:45 +00:00
alberth
bab70a823d (svn r16491) -Codechange: Added parentheses around bitwise operators for code style. 2009-06-01 11:43:36 +00:00
rubidium
2664f2a2d9 (svn r16242) -Codechange: rework pausing
-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
2009-05-06 15:06:57 +00:00
rubidium
6e1af6a051 (svn r15156) -Fix: add scrollwheel support to allegro 2009-01-19 22:27:43 +00:00
rubidium
cdec8f6b27 (svn r14641) -Change [Allegro]: when making a debug build revert Allegro's hooks on SIGSEGV/SIGABRT so one can actually use gdb.
-Change: make it more clear that Allegro's failing to find a driver.
2008-11-29 01:28:13 +00:00
rubidium
a614dd7174 (svn r14636) -Add: DOS port of OpenTTD, without network support though. 2008-11-26 13:12:45 +00:00
rubidium
34ddda1009 (svn r14632) -Add: support Allegro as midi backend. 2008-11-25 23:21:58 +00:00