Fix #10079: don't render at 1000fps if HW acceleration + vsync is requested but not active (#12067)

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Patric Stout 2024-02-12 22:39:23 +01:00 committed by GitHub
parent 79374bc003
commit bad31f2d42
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8 changed files with 14 additions and 11 deletions

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@ -23,7 +23,7 @@ class VideoDriver_CocoaOpenGL : public VideoDriver_Cocoa {
const char *AllocateContext(bool allow_software);
public:
VideoDriver_CocoaOpenGL() : gl_context(nullptr), anim_buffer(nullptr), driver_info(this->GetName()) {}
VideoDriver_CocoaOpenGL() : VideoDriver_Cocoa(true), gl_context(nullptr), anim_buffer(nullptr), driver_info(this->GetName()) {}
const char *Start(const StringList &param) override;
void Stop() override;

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@ -35,7 +35,7 @@ public:
OTTD_CocoaWindowDelegate *delegate; //!< Window delegate object
public:
VideoDriver_Cocoa();
VideoDriver_Cocoa(bool uses_hardware_acceleration = false);
void Stop() override;
void MainLoop() override;

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@ -87,7 +87,8 @@ static const Dimension _default_resolutions[] = {
};
VideoDriver_Cocoa::VideoDriver_Cocoa()
VideoDriver_Cocoa::VideoDriver_Cocoa(bool uses_hardware_acceleration)
: VideoDriver(uses_hardware_acceleration)
{
this->setup = false;
this->buffer_locked = false;

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@ -12,7 +12,7 @@
/** The OpenGL video driver for windows. */
class VideoDriver_SDL_OpenGL : public VideoDriver_SDL_Base {
public:
VideoDriver_SDL_OpenGL() : gl_context(nullptr), anim_buffer(nullptr) {}
VideoDriver_SDL_OpenGL() : VideoDriver_SDL_Base(true), gl_context(nullptr), anim_buffer(nullptr) {}
const char *Start(const StringList &param) override;

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@ -17,7 +17,7 @@
/** The SDL video driver. */
class VideoDriver_SDL_Base : public VideoDriver {
public:
VideoDriver_SDL_Base() : sdl_window(nullptr), buffer_locked(false) {}
VideoDriver_SDL_Base(bool uses_hardware_acceleration = false) : VideoDriver(uses_hardware_acceleration), sdl_window(nullptr), buffer_locked(false) {}
const char *Start(const StringList &param) override;

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@ -22,8 +22,8 @@
#include "../window_func.h"
#include "video_driver.hpp"
bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers.
bool _video_vsync; ///< Whether we should use vsync (only if _video_hw_accel is enabled).
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()
{

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@ -35,7 +35,7 @@ class VideoDriver : public Driver {
const uint DEFAULT_WINDOW_HEIGHT = 480u; ///< Default window height.
public:
VideoDriver() : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true) {}
VideoDriver(bool uses_hardware_acceleration = false) : fast_forward_key_pressed(false), fast_forward_via_key(false), is_game_threaded(true), uses_hardware_acceleration(uses_hardware_acceleration) {}
/**
* Mark a particular area dirty.
@ -322,7 +322,7 @@ protected:
std::chrono::steady_clock::duration GetDrawInterval()
{
/* If vsync, draw interval is decided by the display driver */
if (_video_vsync && _video_hw_accel) return std::chrono::microseconds(0);
if (_video_vsync && this->uses_hardware_acceleration) return std::chrono::microseconds(0);
return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
}
@ -355,6 +355,8 @@ protected:
std::mutex game_state_mutex;
std::mutex game_thread_wait_mutex;
bool uses_hardware_acceleration;
static void GameThreadThunk(VideoDriver *drv);
private:

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@ -18,7 +18,7 @@
/** Base class for Windows video drivers. */
class VideoDriver_Win32Base : public VideoDriver {
public:
VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false), buffer_locked(false) {}
VideoDriver_Win32Base(bool uses_hardware_acceleration = false) : VideoDriver(uses_hardware_acceleration), main_wnd(nullptr), fullscreen(false), buffer_locked(false) {}
void Stop() override;
@ -118,7 +118,7 @@ public:
/** The OpenGL video driver for windows. */
class VideoDriver_Win32OpenGL : public VideoDriver_Win32Base {
public:
VideoDriver_Win32OpenGL() : dc(nullptr), gl_rc(nullptr), anim_buffer(nullptr), driver_info(this->GetName()) {}
VideoDriver_Win32OpenGL() : VideoDriver_Win32Base(true), dc(nullptr), gl_rc(nullptr), anim_buffer(nullptr), driver_info(this->GetName()) {}
const char *Start(const StringList &param) override;