(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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@@ -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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