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(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.
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@ -68,6 +68,19 @@ public:
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* End of the critical section
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*/
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virtual void EndCritical() = 0;
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/**
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* Wait for a signal to be send.
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* @pre You must be in the critical section.
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* @note While waiting the critical section is left.
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* @post You will be in the critical section.
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*/
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virtual void WaitForSignal() = 0;
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/**
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* Send a signal and wake the 'thread' that was waiting for it.
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*/
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virtual void SendSignal() = 0;
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};
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#endif /* THREAD_H */
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@ -23,6 +23,8 @@ class ThreadMutex_None : public ThreadMutex {
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public:
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virtual void BeginCritical() {}
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virtual void EndCritical() {}
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virtual void WaitForSignal() {}
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virtual void SendSignal() {}
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};
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/* static */ ThreadMutex *ThreadMutex::New()
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@ -12,6 +12,7 @@
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#include "../stdafx.h"
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#include "thread.h"
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#include <pthread.h>
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#include <errno.h>
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/**
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* POSIX pthread version for ThreadObject.
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@ -95,16 +96,21 @@ private:
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class ThreadMutex_pthread : public ThreadMutex {
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private:
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pthread_mutex_t mutex;
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pthread_cond_t condition;
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public:
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ThreadMutex_pthread()
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{
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pthread_mutex_init(&this->mutex, NULL);
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pthread_cond_init(&this->condition, NULL);
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}
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/* virtual */ ~ThreadMutex_pthread()
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{
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pthread_mutex_destroy(&this->mutex);
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int err = pthread_cond_destroy(&this->condition);
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assert(err != EBUSY);
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err = pthread_mutex_destroy(&this->mutex);
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assert(err != EBUSY);
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}
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/* virtual */ void BeginCritical()
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@ -116,6 +122,16 @@ public:
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{
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pthread_mutex_unlock(&this->mutex);
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}
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/* virtual */ void WaitForSignal()
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{
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pthread_cond_wait(&this->condition, &this->mutex);
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}
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/* virtual */ void SendSignal()
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{
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pthread_cond_signal(&this->condition);
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}
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};
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/* static */ ThreadMutex *ThreadMutex::New()
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@ -107,16 +107,19 @@ private:
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class ThreadMutex_Win32 : public ThreadMutex {
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private:
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CRITICAL_SECTION critical_section;
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HANDLE event;
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public:
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ThreadMutex_Win32()
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{
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InitializeCriticalSection(&this->critical_section);
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this->event = CreateEvent(NULL, FALSE, FALSE, NULL);
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}
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/* virtual */ ~ThreadMutex_Win32()
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{
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DeleteCriticalSection(&this->critical_section);
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CloseHandle(this->event);
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}
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/* virtual */ void BeginCritical()
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@ -128,6 +131,18 @@ public:
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{
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LeaveCriticalSection(&this->critical_section);
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}
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/* virtual */ void WaitForSignal()
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{
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this->EndCritical();
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WaitForSingleObject(this->event, INFINITE);
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this->BeginCritical();
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}
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/* virtual */ void SendSignal()
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{
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SetEvent(this->event);
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}
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};
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/* static */ ThreadMutex *ThreadMutex::New()
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@ -7,7 +7,12 @@
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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 allegro_v.cpp Implementation of the Allegro video driver. */
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/**
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* @file allegro_v.cpp Implementation of the Allegro video driver.
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* @note Implementing threaded pushing of data to the display is
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* not faster (it's a few percent slower) in contrast to the
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* results gained with threading it for SDL.
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*/
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#ifdef WITH_ALLEGRO
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@ -20,6 +20,7 @@
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../functions.h"
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#include "../thread/thread.h"
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#include "sdl_v.h"
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#include <SDL.h>
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@ -28,6 +29,15 @@ static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Surface *_sdl_screen;
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static bool _all_modes;
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/** Whether the drawing is/may be done in a separate thread. */
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static bool _draw_threaded;
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/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
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static ThreadObject *_draw_thread = NULL;
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/** Mutex to keep the access to the shared memory controlled. */
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static ThreadMutex *_draw_mutex = NULL;
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/** Should we keep continue drawing? */
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static volatile bool _draw_continue;
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#define MAX_DIRTY_RECTS 100
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static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
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static int _num_dirty_rects;
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@ -99,6 +109,22 @@ static void DrawSurfaceToScreen()
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}
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}
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static void DrawSurfaceToScreenThread(void *)
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{
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/* First wait till we 'may' start */
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_draw_mutex->BeginCritical();
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_draw_mutex->WaitForSignal();
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while (_draw_continue) {
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/* Then just draw and wait till we stop */
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DrawSurfaceToScreen();
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_draw_mutex->WaitForSignal();
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}
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_draw_mutex->EndCritical();
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_draw_thread->Exit();
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}
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static const Dimension _default_resolutions[] = {
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{ 640, 480},
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{ 800, 600},
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@ -214,6 +240,9 @@ static bool CreateMainSurface(uint w, uint h)
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return false;
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}
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/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
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_num_dirty_rects = 0;
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_screen.width = newscreen->w;
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_screen.height = newscreen->h;
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_screen.pitch = newscreen->pitch / (bpp / 8);
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@ -445,6 +474,9 @@ const char *VideoDriver_SDL::Start(const char * const *parm)
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SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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SDL_CALL SDL_EnableUNICODE(1);
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_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
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return NULL;
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}
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@ -463,6 +495,25 @@ void VideoDriver_SDL::MainLoop()
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int numkeys;
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Uint8 *keys;
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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_draw_mutex = ThreadMutex::New();
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if (_draw_mutex == NULL) {
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_draw_threaded = false;
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} else {
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_draw_mutex->BeginCritical();
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_draw_continue = true;
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_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
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}
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) delete _draw_mutex;
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}
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DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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@ -505,23 +556,45 @@ void VideoDriver_SDL::MainLoop()
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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/* The gameloop is the part that can run asynchroniously. The rest
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* except sleeping can't. */
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if (_draw_threaded) _draw_mutex->EndCritical();
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GameLoop();
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if (_draw_threaded) _draw_mutex->BeginCritical();
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_screen.dst_ptr = _sdl_screen->pixels;
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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DrawSurfaceToScreen();
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/* End of the critical part. */
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if (_draw_threaded) {
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_draw_mutex->SendSignal();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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DrawSurfaceToScreen();
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}
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} else {
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SDL_CALL SDL_Delay(1);
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_screen.dst_ptr = _sdl_screen->pixels;
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NetworkDrawChatMessage();
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DrawMouseCursor();
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DrawSurfaceToScreen();
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/* Release the thread while sleeping */
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if (_draw_threaded) _draw_mutex->EndCritical();
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CSleep(1);
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if (_draw_threaded) _draw_mutex->BeginCritical();
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}
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}
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if (_draw_threaded) {
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_draw_continue = false;
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_draw_mutex->SendSignal();
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_draw_mutex->EndCritical();
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_draw_thread->Join();
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delete _draw_mutex;
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delete _draw_thread;
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}
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}
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bool VideoDriver_SDL::ChangeResolution(int w, int h)
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