Remove: [Video] no longer draw in a thread

Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
This commit is contained in:
Patric Stout
2021-02-24 15:04:41 +01:00
committed by Patric Stout
parent 56911a86ea
commit 4610aa7ae3
14 changed files with 20 additions and 408 deletions

View File

@@ -23,7 +23,6 @@
#include "../window_func.h"
#include "sdl2_v.h"
#include <SDL.h>
#include <mutex>
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
# include <emscripten/html5.h>
@@ -50,11 +49,6 @@ void VideoDriver_SDL_Base::CheckPaletteAnim()
this->MakeDirty(0, 0, _screen.width, _screen.height);
}
/* static */ void VideoDriver_SDL_Base::PaintThreadThunk(VideoDriver_SDL_Base *drv)
{
drv->PaintThread();
}
static const Dimension default_resolutions[] = {
{ 640, 480 },
{ 800, 600 },
@@ -565,19 +559,6 @@ const char *VideoDriver_SDL_Base::Start(const StringList &parm)
MarkWholeScreenDirty();
this->draw_threaded = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread");
/* Wayland SDL video driver uses EGL to render the game. SDL created the
* EGL context from the main-thread, and with EGL you are not allowed to
* draw in another thread than the context was created. The function of
* draw_threaded is to do exactly this: draw in another thread than the
* window was created, and as such, this fails on Wayland SDL video
* driver. So, we disable threading by default if Wayland SDL video
* driver is detected.
*/
if (strcmp(dname, "wayland") == 0) {
this->draw_threaded = false;
}
SDL_StopTextInput();
this->edit_box_focused = false;
@@ -631,18 +612,17 @@ void VideoDriver_SDL_Base::LoopOnce()
* After that, Emscripten just halts, and the HTML shows a nice
* "bye, see you next time" message. */
emscripten_cancel_main_loop();
MainLoopCleanup();
emscripten_exit_pointerlock();
/* In effect, the game ends here. As emscripten_set_main_loop() caused
* the stack to be unwound, the code after MainLoop() in
* openttd_main() is never executed. */
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
EM_ASM(if (window["openttd_exit"]) openttd_exit());
#endif
return;
}
if (VideoDriver::Tick()) {
if (this->draw_mutex != nullptr && !HasModalProgress()) {
this->draw_signal->notify_one();
} else {
this->Paint();
}
}
this->Tick();
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
@@ -653,36 +633,6 @@ void VideoDriver_SDL_Base::LoopOnce()
void VideoDriver_SDL_Base::MainLoop()
{
if (this->draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
this->draw_mutex = new std::recursive_mutex();
if (this->draw_mutex == nullptr) {
this->draw_threaded = false;
} else {
draw_lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
this->draw_signal = new std::condition_variable_any();
this->draw_continue = true;
this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &VideoDriver_SDL_Base::PaintThreadThunk, this);
/* Free the mutex if we won't be able to use it. */
if (!this->draw_threaded) {
draw_lock.unlock();
draw_lock.release();
delete this->draw_mutex;
delete this->draw_signal;
this->draw_mutex = nullptr;
this->draw_signal = nullptr;
} else {
/* Wait till the draw mutex has started itself. */
this->draw_signal->wait(*this->draw_mutex);
}
}
}
DEBUG(driver, 1, "SDL2: using %sthreads", this->draw_threaded ? "" : "no ");
#ifdef __EMSCRIPTEN__
/* Run the main loop event-driven, based on RequestAnimationFrame. */
emscripten_set_main_loop_arg(&this->EmscriptenLoop, this, 0, 1);
@@ -690,52 +640,16 @@ void VideoDriver_SDL_Base::MainLoop()
while (!_exit_game) {
LoopOnce();
}
MainLoopCleanup();
#endif
}
void VideoDriver_SDL_Base::MainLoopCleanup()
{
if (this->draw_mutex != nullptr) {
this->draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
this->draw_signal->notify_one();
if (draw_lock.owns_lock()) draw_lock.unlock();
draw_lock.release();
draw_thread.join();
delete this->draw_mutex;
delete this->draw_signal;
this->draw_mutex = nullptr;
this->draw_signal = nullptr;
}
#ifdef __EMSCRIPTEN__
emscripten_exit_pointerlock();
/* In effect, the game ends here. As emscripten_set_main_loop() caused
* the stack to be unwound, the code after MainLoop() in
* openttd_main() is never executed. */
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
EM_ASM(if (window["openttd_exit"]) openttd_exit());
#endif
}
bool VideoDriver_SDL_Base::ChangeResolution(int w, int h)
{
std::unique_lock<std::recursive_mutex> lock;
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
return CreateMainSurface(w, h, true);
}
bool VideoDriver_SDL_Base::ToggleFullscreen(bool fullscreen)
{
std::unique_lock<std::recursive_mutex> lock;
if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
int w, h;
/* Remember current window size */
@@ -773,16 +687,6 @@ bool VideoDriver_SDL_Base::AfterBlitterChange()
return CreateMainSurface(w, h, false);
}
void VideoDriver_SDL_Base::AcquireBlitterLock()
{
if (this->draw_mutex != nullptr) this->draw_mutex->lock();
}
void VideoDriver_SDL_Base::ReleaseBlitterLock()
{
if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
}
Dimension VideoDriver_SDL_Base::GetScreenSize() const
{
SDL_DisplayMode mode;
@@ -796,8 +700,6 @@ bool VideoDriver_SDL_Base::LockVideoBuffer()
if (this->buffer_locked) return false;
this->buffer_locked = true;
if (this->draw_threaded) this->draw_lock.lock();
_screen.dst_ptr = this->GetVideoPointer();
assert(_screen.dst_ptr != nullptr);
@@ -812,6 +714,5 @@ void VideoDriver_SDL_Base::UnlockVideoBuffer()
_screen.dst_ptr = nullptr;
}
if (this->draw_threaded) this->draw_lock.unlock();
this->buffer_locked = false;
}