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https://github.com/OpenTTD/OpenTTD.git
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This allows drawing to happen while the GameLoop is doing an iteration too. Sadly, not much drawing currently can be done while the GameLoop is running, as for example PollEvent() or UpdateWindows() can influence the game-state. As such, they first need to acquire a lock on the game-state before they can be called. Currently, the main advantage is the time spend in Paint(), which for non-OpenGL drivers can be a few milliseconds. For OpenGL this is more like 0.05 milliseconds; in these instances this change doesn't add any benefits for now. This is an alternative to the former "draw-thread", which moved the drawing in a thread for some OSes. It has similar performance gain as this does, although this implementation allows for more finer control over what suffers when the GameLoop takes too long: drawing or the next GameLoop. For now they both suffer equally.
180 lines
5.1 KiB
C++
180 lines
5.1 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */
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/* XXX -- Temporary hack for Windows compile */
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#define WINGDIAPI
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#define APIENTRY
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "../core/geometry_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_opengl_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#include <GL/gl.h>
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#include "../3rdparty/opengl/glext.h"
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#include "opengl.h"
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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# include <emscripten/html5.h>
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#endif
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#include "../safeguards.h"
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static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;
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/** Platform-specific callback to get an OpenGL funtion pointer. */
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static OGLProc GetOGLProcAddressCallback(const char *proc)
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{
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return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
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}
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bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
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{
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return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
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}
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const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
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{
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const char *error = VideoDriver_SDL_Base::Start(param);
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if (error != nullptr) return error;
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error = this->AllocateContext();
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if (error != nullptr) {
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this->Stop();
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return error;
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}
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/* Now we have a OpenGL context, force a client-size-changed event,
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* so all buffers are allocated correctly. */
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int w, h;
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SDL_GetWindowSize(this->sdl_window, &w, &h);
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this->ClientSizeChanged(w, h, true);
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SDL_GL_SetSwapInterval(GetDriverParamBool(param, "vsync") ? 1 : 0);
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return nullptr;
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}
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void VideoDriver_SDL_OpenGL::Stop()
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{
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this->DestroyContext();
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this->VideoDriver_SDL_Base::Stop();
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}
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void VideoDriver_SDL_OpenGL::DestroyContext()
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{
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OpenGLBackend::Destroy();
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if (this->gl_context != nullptr) {
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SDL_GL_DeleteContext(this->gl_context);
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this->gl_context = nullptr;
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}
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}
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const char *VideoDriver_SDL_OpenGL::AllocateContext()
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{
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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if (_debug_driver_level >= 8) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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this->gl_context = SDL_GL_CreateContext(this->sdl_window);
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if (this->gl_context == nullptr) return "SDL2: Can't active GL context";
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return OpenGLBackend::Create(&GetOGLProcAddressCallback);
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}
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void VideoDriver_SDL_OpenGL::PopulateSystemSprites()
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{
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OpenGLBackend::Get()->PopulateCursorCache();
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}
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void VideoDriver_SDL_OpenGL::ClearSystemSprites()
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{
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OpenGLBackend::Get()->ClearCursorCache();
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}
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bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
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{
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if (this->gl_context == nullptr) return false;
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if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
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w = std::max(w, 64);
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h = std::max(h, 64);
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MemSetT(&this->dirty_rect, 0);
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bool res = OpenGLBackend::Get()->Resize(w, h, force);
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_screen.dst_ptr = this->GetVideoPointer();
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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this->local_palette = _cur_palette;
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return res;
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}
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void *VideoDriver_SDL_OpenGL::GetVideoPointer()
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{
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if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
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}
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return OpenGLBackend::Get()->GetVideoBuffer();
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}
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void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
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{
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if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
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OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
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MemSetT(&this->dirty_rect, 0);
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this->anim_buffer = nullptr;
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}
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void VideoDriver_SDL_OpenGL::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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/* Always push a changed palette to OpenGL. */
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OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
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if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
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blitter->PaletteAnimate(this->local_palette);
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}
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_cur_palette.count_dirty = 0;
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}
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OpenGLBackend::Get()->Paint();
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if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
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SDL_GL_SwapWindow(this->sdl_window);
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}
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