(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.
This commit is contained in:
rubidium
2009-10-15 17:41:06 +00:00
parent 7f52cfe72b
commit f4f4044859
6 changed files with 132 additions and 8 deletions

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@@ -68,6 +68,19 @@ public:
* End of the critical section
*/
virtual void EndCritical() = 0;
/**
* Wait for a signal to be send.
* @pre You must be in the critical section.
* @note While waiting the critical section is left.
* @post You will be in the critical section.
*/
virtual void WaitForSignal() = 0;
/**
* Send a signal and wake the 'thread' that was waiting for it.
*/
virtual void SendSignal() = 0;
};
#endif /* THREAD_H */

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@@ -23,6 +23,8 @@ class ThreadMutex_None : public ThreadMutex {
public:
virtual void BeginCritical() {}
virtual void EndCritical() {}
virtual void WaitForSignal() {}
virtual void SendSignal() {}
};
/* static */ ThreadMutex *ThreadMutex::New()

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@@ -12,6 +12,7 @@
#include "../stdafx.h"
#include "thread.h"
#include <pthread.h>
#include <errno.h>
/**
* POSIX pthread version for ThreadObject.
@@ -95,16 +96,21 @@ private:
class ThreadMutex_pthread : public ThreadMutex {
private:
pthread_mutex_t mutex;
pthread_cond_t condition;
public:
ThreadMutex_pthread()
{
pthread_mutex_init(&this->mutex, NULL);
pthread_cond_init(&this->condition, NULL);
}
/* virtual */ ~ThreadMutex_pthread()
{
pthread_mutex_destroy(&this->mutex);
int err = pthread_cond_destroy(&this->condition);
assert(err != EBUSY);
err = pthread_mutex_destroy(&this->mutex);
assert(err != EBUSY);
}
/* virtual */ void BeginCritical()
@@ -116,6 +122,16 @@ public:
{
pthread_mutex_unlock(&this->mutex);
}
/* virtual */ void WaitForSignal()
{
pthread_cond_wait(&this->condition, &this->mutex);
}
/* virtual */ void SendSignal()
{
pthread_cond_signal(&this->condition);
}
};
/* static */ ThreadMutex *ThreadMutex::New()

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@@ -107,16 +107,19 @@ private:
class ThreadMutex_Win32 : public ThreadMutex {
private:
CRITICAL_SECTION critical_section;
HANDLE event;
public:
ThreadMutex_Win32()
{
InitializeCriticalSection(&this->critical_section);
this->event = CreateEvent(NULL, FALSE, FALSE, NULL);
}
/* virtual */ ~ThreadMutex_Win32()
{
DeleteCriticalSection(&this->critical_section);
CloseHandle(this->event);
}
/* virtual */ void BeginCritical()
@@ -128,6 +131,18 @@ public:
{
LeaveCriticalSection(&this->critical_section);
}
/* virtual */ void WaitForSignal()
{
this->EndCritical();
WaitForSingleObject(this->event, INFINITE);
this->BeginCritical();
}
/* virtual */ void SendSignal()
{
SetEvent(this->event);
}
};
/* static */ ThreadMutex *ThreadMutex::New()