(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

View File

@@ -20,6 +20,7 @@
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../functions.h"
#include "../thread/thread.h"
#include "sdl_v.h"
#include <SDL.h>
@@ -28,6 +29,15 @@ static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_screen;
static bool _all_modes;
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
static int _num_dirty_rects;
@@ -99,6 +109,22 @@ static void DrawSurfaceToScreen()
}
}
static void DrawSurfaceToScreenThread(void *)
{
/* First wait till we 'may' start */
_draw_mutex->BeginCritical();
_draw_mutex->WaitForSignal();
while (_draw_continue) {
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
_draw_mutex->WaitForSignal();
}
_draw_mutex->EndCritical();
_draw_thread->Exit();
}
static const Dimension _default_resolutions[] = {
{ 640, 480},
{ 800, 600},
@@ -214,6 +240,9 @@ static bool CreateMainSurface(uint w, uint h)
return false;
}
/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
_num_dirty_rects = 0;
_screen.width = newscreen->w;
_screen.height = newscreen->h;
_screen.pitch = newscreen->pitch / (bpp / 8);
@@ -445,6 +474,9 @@ const char *VideoDriver_SDL::Start(const char * const *parm)
SDL_CALL SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_CALL SDL_EnableUNICODE(1);
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL;
return NULL;
}
@@ -463,6 +495,25 @@ void VideoDriver_SDL::MainLoop()
int numkeys;
Uint8 *keys;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
_draw_mutex = ThreadMutex::New();
if (_draw_mutex == NULL) {
_draw_threaded = false;
} else {
_draw_mutex->BeginCritical();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread);
}
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) delete _draw_mutex;
}
DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
for (;;) {
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
InteractiveRandom(); // randomness
@@ -505,23 +556,45 @@ void VideoDriver_SDL::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
/* The gameloop is the part that can run asynchroniously. The rest
* except sleeping can't. */
if (_draw_threaded) _draw_mutex->EndCritical();
GameLoop();
if (_draw_threaded) _draw_mutex->BeginCritical();
_screen.dst_ptr = _sdl_screen->pixels;
UpdateWindows();
if (++pal_tick > 4) {
CheckPaletteAnim();
pal_tick = 1;
}
DrawSurfaceToScreen();
/* End of the critical part. */
if (_draw_threaded) {
_draw_mutex->SendSignal();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
DrawSurfaceToScreen();
}
} else {
SDL_CALL SDL_Delay(1);
_screen.dst_ptr = _sdl_screen->pixels;
NetworkDrawChatMessage();
DrawMouseCursor();
DrawSurfaceToScreen();
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
CSleep(1);
if (_draw_threaded) _draw_mutex->BeginCritical();
}
}
if (_draw_threaded) {
_draw_continue = false;
_draw_mutex->SendSignal();
_draw_mutex->EndCritical();
_draw_thread->Join();
delete _draw_mutex;
delete _draw_thread;
}
}
bool VideoDriver_SDL::ChangeResolution(int w, int h)