/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file video_driver.cpp Common code between video driver implementations. */ #include "../stdafx.h" #include "../core/random_func.hpp" #include "../network/network.h" #include "../blitter/factory.hpp" #include "../debug.h" #include "../driver.h" #include "../fontcache.h" #include "../gfx_func.h" #include "../gfxinit.h" #include "../progress.h" #include "../rev.h" #include "../thread.h" #include "../window_func.h" #include "video_driver.hpp" bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers on startup. bool _video_vsync; ///< Whether we should use vsync (only if active video driver supports HW acceleration). void VideoDriver::GameLoop() { auto now = std::chrono::steady_clock::now(); { std::lock_guard lock(this->game_state_mutex); const auto interval = this->GetGameInterval(); this->next_game_tick += interval; /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ if (this->next_game_tick < now - ALLOWED_DRIFT * interval) this->next_game_tick = now; ::GameLoop(); } } void VideoDriver::GameThread() { while (!_exit_game) { this->GameLoop(); auto now = std::chrono::steady_clock::now(); if (this->next_game_tick > now) { std::this_thread::sleep_for(this->next_game_tick - now); } else { /* Ensure we yield this thread if drawings wants to take a lock on * the game state. This is mainly because most OSes have an * optimization that if you unlock/lock a mutex in the same thread * quickly, it will never context switch even if there is another * thread waiting to take the lock on the same mutex. */ std::lock_guard lock(this->game_thread_wait_mutex); } } } /** * Pause the game-loop for a bit, releasing the game-state lock. This allows, * if the draw-tick requested this, the drawing to happen. */ void VideoDriver::GameLoopPause() { /* If we are not called from the game-thread, ignore this request. */ if (std::this_thread::get_id() != this->game_thread.get_id()) return; this->game_state_mutex.unlock(); { /* See GameThread() for more details on this lock. */ std::lock_guard lock(this->game_thread_wait_mutex); } this->game_state_mutex.lock(); } /* static */ bool VideoDriver::EmergencyAcquireGameLock(uint tries, uint delay_ms) { VideoDriver *drv = VideoDriver::GetInstance(); if (drv == nullptr) return true; for (uint i = 0; i < tries; i++) { if (drv->game_state_mutex.try_lock()) return true; CSleep(delay_ms); } return false; } /* static */ void VideoDriver::GameThreadThunk(VideoDriver *drv) { SetSelfAsGameThread(); drv->GameThread(); } void VideoDriver::StartGameThread() { if (this->is_game_threaded) { this->is_game_threaded = StartNewThread(&this->game_thread, "ottd:game", &VideoDriver::GameThreadThunk, this); } if (!this->is_game_threaded) SetSelfAsGameThread(); DEBUG(driver, 1, "using %sthread for game-loop", this->is_game_threaded ? "" : "no "); } void VideoDriver::StopGameThread() { if (!this->is_game_threaded) return; this->game_thread.join(); } void VideoDriver::Tick() { if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) { this->GameLoop(); /* For things like dedicated server, don't run a separate draw-tick. */ if (!this->HasGUI()) { ::InputLoop(); ::UpdateWindows(); this->next_draw_tick = this->next_game_tick; } } auto now = std::chrono::steady_clock::now(); if (this->HasGUI() && now >= this->next_draw_tick) { /* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */ this->LockVideoBuffer(); { /* Tell the game-thread to stop so we can have a go. */ std::lock_guard lock_wait(this->game_thread_wait_mutex); std::lock_guard lock_state(this->game_state_mutex); this->next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now; this->InputLoop(); /* Check if the fast-forward button is still pressed. */ if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { ChangeGameSpeed(true); this->fast_forward_via_key = true; } else if (this->fast_forward_via_key) { ChangeGameSpeed(false); this->fast_forward_via_key = false; } /* Keep the interactive randomizer a bit more random by requesting * new values when-ever we can. */ InteractiveRandom(); this->DrainCommandQueue(); while (this->PollEvent()) {} ::InputLoop(); /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */ if (_game_mode == GM_BOOTSTRAP || _switch_mode == SM_NONE || HasModalProgress()) { ::UpdateWindows(); } this->PopulateSystemSprites(); } { extern std::mutex _cur_palette_mutex; std::lock_guard lock_state(_cur_palette_mutex); this->CheckPaletteAnim(); } this->Paint(); this->UnlockVideoBuffer(); /* Wait till the first successful drawing tick before marking the driver as operational. */ static bool first_draw_tick = true; if (first_draw_tick) { first_draw_tick = false; DriverFactoryBase::MarkVideoDriverOperational(); } } } void VideoDriver::SleepTillNextTick() { auto next_tick = this->next_draw_tick; auto now = std::chrono::steady_clock::now(); if (!this->is_game_threaded) { next_tick = min(next_tick, this->next_game_tick); } if (next_tick > now) { std::this_thread::sleep_for(next_tick - now); } } void VideoDriver::InvalidateGameOptionsWindow() { InvalidateWindowClassesData(WC_GAME_OPTIONS, 3); } /** * Get the caption to use for the game's title bar. * @return The caption. */ /* static */ std::string VideoDriver::GetCaption() { return stdstr_fmt("OpenTTD %s", _openttd_revision); }