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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.
34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
/* $Id$ */
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/*
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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 thread_none.cpp No-Threads-Available implementation of Threads */
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#include "../stdafx.h"
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#include "thread.h"
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/* static */ bool ThreadObject::New(OTTDThreadFunc proc, void *param, ThreadObject **thread)
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{
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if (thread != NULL) *thread = NULL;
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return false;
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}
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/** Mutex that doesn't do locking because it ain't needed when there're no threads */
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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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{
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return new ThreadMutex_None();
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}
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