Commit Graph

664 Commits

Author SHA1 Message Date
Rubidium 8562395413 Fix: [Video] fast forward boolean states not initialised, potentially causing unstoppable fast forward 2021-04-12 21:14:01 +02:00
Rubidium 64e8305874 Fix: [SDL] buffer_locked state not initialised, causing _screen.dst_ptr to be potentially not set 2021-04-12 21:14:01 +02:00
Michael Lutz 5644c00482
Fix: Check for a validly mapped OpenGL screen buffer during driver init. (#9007) 2021-04-11 14:28:29 +02:00
Patric Stout f0f2073006 Feature: allow a toggle to enable/disable vsync
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
2021-04-11 14:26:00 +02:00
Jonathan G Rennison 39b7ef31f8 Fix: Data races on cursor state in OpenGL backends 2021-04-10 18:31:42 +02:00
Jonathan G Rennison fbd0a2e65a Fix: Thread unsafe use of sprite cache in OpenGLBackend::DrawMouseCursor
See also: #8870
See also: #8977
2021-04-10 18:31:42 +02:00
Michael Lutz 96d33ab46a Fix #8930: [Win32] Don't handle printable keys on keydown if an edit box is in focus.
Handle printable input only when the matching WM_CHAR message is incoming.
Without an edit box, do the handling in keydown as usual to support hotkeys.
2021-04-09 12:24:27 +02:00
Niels Martin Hansen e0561dbded Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of static buffers 2021-04-07 09:31:47 +02:00
Michael Lutz 1cd3a3b070
Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. (#8944) 2021-04-05 12:18:45 +02:00
Milek7 7a886cb4d4 Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. 2021-03-25 19:37:24 +00:00
Michael Lutz df958dc907 Fix f0f96e31: [OpenGL] Broken window resizing due to invalid buffer pitch on texture creation. 2021-03-21 22:26:55 +01:00
frosch 0230624359
Fix f0f96e31: [OpenGL] warning: comparison of integer expressions of different signedness. (#8881) 2021-03-21 18:38:51 +01:00
Michael Lutz f0f96e3103
Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer. (#8877) 2021-03-20 19:43:54 +01:00
Patric Stout 970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
sean 0464a50ab8
Add: Display refresh rate game option (#8813) 2021-03-09 10:22:52 +01:00
Michael Lutz 436cdf1fc8 Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread. 2021-03-08 21:35:35 +01:00
Patric Stout 8946b41d20 Fix: ensure switching blitter happens in the main thread
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
2021-03-08 19:18:55 +01:00
Patric Stout e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Michael Lutz 3a4a15cc93 Codechange: don't set the window position when changing blitter
There really is no need to make an extra call to the OS in
these cases.
2021-03-08 19:18:55 +01:00
Patric Stout b9eac7c6dc Codechange: remove the unused lock around Blitter 2021-03-08 19:18:55 +01:00
Patric Stout 4610aa7ae3 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.
2021-03-08 19:18:55 +01:00
Patric Stout 04db99749b
Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)
Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
2021-03-08 16:57:59 +01:00
Michael Lutz 25656a10cb Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping the video buffer. 2021-03-08 15:43:22 +01:00
Patric Stout b93d7dd3cb
Add: Option to (dis-)allow accelerated video drivers. (#8819)
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08 15:42:39 +01:00
Michael Lutz c656633bea Fix #8775: [Win32] Don't create the main window when alt-tabbing back into fullscreen. 2021-03-01 23:41:39 +01:00
Michael Lutz b7a44983b4 Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen. 2021-03-01 23:41:39 +01:00
Patric Stout abac4b1758
Fix c4df0f95: bootstrap was only showing a black screen (#8788)
The bootstrap has the _switch_mode to SM_MENU, and never leaves
this mode. Neither is it considered a modal window (while in some
sense it really is). So .. we need to add another "draw anyway"
exception, to make sure bootstrap is being drawn.
2021-03-01 23:17:30 +01:00
Owen Rudge 838fd61f29 Fix: [OSX] Hide dock when entering fullscreen 2021-03-01 21:03:18 +00:00
Patric Stout c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
2021-02-28 18:04:51 +00:00
Michael Lutz d79398a1d5 Fix #8763: [OpenGL] Cursor sprite origin can be negative. 2021-02-28 11:12:13 +01:00
Michael Lutz 77854d561b Fix: [OpenGL] Don't use OpenGL on MESA software renderers.
Performance in this case is worse than not using OpenGL, so just let
OTTD fall back to a different video driver.
2021-02-27 19:01:34 +01:00
Patric Stout 1b5d1d074e
Fix: [SDL2] set GL attributes to get the best GL context possible (#8759) 2021-02-27 18:51:20 +01:00
frosch dfa141818b Fix: OpenGL cursor did not consider sprite offsets of cursor sprites. 2021-02-27 14:52:11 +01:00
Patric Stout fe451b8dc7 Codechange: remove _realtime_tick variable 2021-02-27 00:36:14 +01:00
Michael Lutz 311df31fb1 Codechange: [OpenGL] Load all OpenGL functions dynamically. 2021-02-25 00:34:49 +01:00
Michael Lutz a0c1a3f736 Codechange: [OpenGL] Simplify loading OpenGL extension functions. 2021-02-25 00:34:49 +01:00
Michael Lutz e1e8cc3851
Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) 2021-02-24 22:10:25 +01:00
Patric Stout 6a8c461e38 Codechange: [OSX] GameLoop is really more like MainLoop
MainLoop() is used to bootstrap OSX, where later a callback is
done to GameLoop() to execute OpenTTD. All other video drivers
don't need that, so what is in GameLoop is in MainLoop for all
other drivers. This is rather confusing. So, instead, name
GameLoop MainLoopReal to be more in sync with the other drivers.
2021-02-24 21:58:47 +01:00
Patric Stout 67d3c6aa71 Codechange: [Video] move InteractiveRandom() to the VideoDriver 2021-02-24 21:58:47 +01:00
Patric Stout c409f45ddd Codechange: [Video] make the prototype of PollEvent() the same for all drivers
Additionally, call it from the draw-tick.
2021-02-24 21:58:47 +01:00
Niels Martin Hansen b427ddce88 Codechange: Switch to explicit wide strings 2021-02-23 11:25:39 +01:00
Niels Martin Hansen beeb9e0a1b Remove: [Win32] Last pretenses of being able to build for Windows 95 2021-02-23 11:25:39 +01:00
Michael Lutz 06ca147a82 Fix 8706c36f: Change RELEASE code, too. 2021-02-22 23:16:46 +01:00
Michael Lutz 7af1fd3ffb Add: [OSX] OpenGL video driver. 2021-02-22 22:16:07 +01:00
Michael Lutz b4a3bc1ffe Codechange: [OpenGL] Separate context state setup from general init. 2021-02-22 22:16:07 +01:00
Michael Lutz 7f55f0a264 Codechange: [OSX] Add support for (un)locking the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz 2f25e9bdf8 Codechange: [OSX] Separate video driver into a base and a Quartz implementation. 2021-02-22 22:16:07 +01:00
Michael Lutz 421b599541 Codechange: [SDL2] Split driver in base-part and default backend 2021-02-22 22:16:07 +01:00
Patric Stout a303940372 Feature: [SDL2] OpenGL support 2021-02-22 22:16:07 +01:00
Michael Lutz a77b202767 Codechange: [SDL] Move dirty_rect to class scope. 2021-02-22 22:16:07 +01:00
Patric Stout e75858ce5e Codechange: [SDL2] Allow several places to hook into the SDL driver
This allows future subdrivers to use these to manage their
own flow.
2021-02-22 22:16:07 +01:00
Patric Stout 101e394475 Codechange: [SDL2] Move functions and variables to class-scope
This allows future subdrivers to override them.
2021-02-22 22:16:07 +01:00
Patric Stout 0d58bc9384 Codechange: [SDL2] Move SDLSurface code to its own function
This increases readability, and allow future subdrivers to not
use SDLSurface to draw.
2021-02-22 22:16:07 +01:00
Patric Stout 6098811b49 Codechange: [SDL2] Split Start() in a few more functions
This makes it a bit easier to follow what is going on, and
allow future subdrivers to hook into a few of these functions.

Reworked the code slighly while at it, to return early where
possible.
2021-02-22 22:16:07 +01:00
Michael Lutz 86c309ea75 Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible. 2021-02-22 22:16:07 +01:00
Michael Lutz ae7c63cc35 Codechange: [OpenGL] Use persistently mapped pixel buffers when supported. 2021-02-22 22:16:07 +01:00
Michael Lutz 200be7d20c Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz d62e302768 Change: [Win32] Prioritize the OpenGL video driver over the GDI one. 2021-02-22 22:16:07 +01:00
Michael Lutz 6bcc4884c2 Add: [OpenGL] Accelerated mouse cursor drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz bcd15b4dd2 Codechange: [OpenGL] Initialize backing store to opaque alpha to allow blending effects. 2021-02-22 22:16:07 +01:00
Michael Lutz 3e49aff35c Codechange: Allow video drivers to handle the cursor themselves. 2021-02-22 22:16:07 +01:00
Michael Lutz f94b2e73e1 Codechange: [Win32] Use an OpenGL core context instead of a compatibility one. 2021-02-22 22:16:07 +01:00
Michael Lutz e8fc050b6e Add: [OpenGL] Support for 8bpp blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz 320072c8dc Codechange: [OpenGL] Explicitly assign which framebuffer target receives the colour values. 2021-02-22 22:16:07 +01:00
Michael Lutz 821f30f735 Codechange: [OpenGL] Use GLSL version 1.50 if available. 2021-02-22 22:16:07 +01:00
Michael Lutz 90fd8f8cda Codechange: [OpenGL] Use generic vertex attributes in the shader program. 2021-02-22 22:16:07 +01:00
Michael Lutz acf59f6b68 Codechange: [OpenGL] Use shaders to display the video buffer on screen. 2021-02-22 22:16:07 +01:00
Michael Lutz b181859629 Change: [Win32] Disable VSync for OpenGL by default. 2021-02-22 22:16:07 +01:00
Michael Lutz 9a069faa01 Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible. 2021-02-22 22:16:07 +01:00
Michael Lutz a990c497b5 Codechange: [OpenGL] Use a pixel buffer object to store the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz 5af0cfd902 Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz acf2ce35f7 Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for the video buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz 8706c36fc0 Codechange: [Win32] Move remaing global _wnd variables into the video driver. 2021-02-22 22:16:07 +01:00
Michael Lutz d6b6775888 Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing. 2021-02-22 22:16:07 +01:00
Michael Lutz 73ed748deb Codechange: [Win32] Move the global video buffer pointer into the driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz 5ad545dcc1 Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. 2021-02-22 22:16:07 +01:00
Michael Lutz 3a77ade6b2 Codechange: [OpenGL] Enable driver debug messages if supported. 2021-02-22 22:16:07 +01:00
Michael Lutz d7b96a424f Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0. 2021-02-22 22:16:07 +01:00
Michael Lutz ef478ade64 Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to the screen. 2021-02-22 22:16:07 +01:00
Michael Lutz af4d32357c Codechange: [Win32] Move common initialization and finalization to the video driver base class. 2021-02-22 22:16:07 +01:00
Michael Lutz 78b8fc3e4f Codechange: [Win32] Move GDI-specific variables and related functions into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz 8b90d4abe0 Codechange: [Win32] Move GDI specific drawing code into the GDI video driver class. 2021-02-22 22:16:07 +01:00
Michael Lutz 59e0d9618b Codechange: [Win32] Split the video driver into a base class and a GDI backend class. 2021-02-22 22:16:07 +01:00
Patric Stout 78d96dad2a
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)
When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
  speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
  lagging behind.
- in title screen, moving your mouse gives you the idea it is
  jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
2021-02-22 21:17:55 +01:00
Patric Stout 88959f5595
Codechange: [OSX] remove final bits of old debugging code (#8714) 2021-02-21 15:58:26 +01:00
Patric Stout e1b1608dc6
Fix ec1dd0bf: missing override causing compiler warnings (#8708) 2021-02-20 22:14:26 +01:00
Michael Lutz d16dc22fdf Codechange: Use C++-ism for zeroing. 2021-02-20 21:14:44 +01:00
Michael Lutz 5ca979b1e2 Fix: [OSX] Don't wait on the event loop for drawing. 2021-02-20 21:14:44 +01:00
Michael Lutz f3c192c63d Codechange: [OSX] Only keep a total dirty rect for drawing.
When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20 21:14:44 +01:00
Patric Stout 058f13bdf9 Remove: [SDL] SDL 1.3 never happened, so remove all the special code for it 2021-02-20 17:08:44 +01:00
Patric Stout 0e76d965f1 Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place
hoping it is less likely to break.
2021-02-20 17:08:44 +01:00
Patric Stout 7996fadb91 Change: [Win32] Remove force_full_redraw and display_hz settings
These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
2021-02-20 17:08:44 +01:00
Patric Stout 23d6f4eac9 Codechange: [Win32] simplify when/where GdiFlush() is called 2021-02-20 17:08:44 +01:00
Patric Stout ec1dd0bf61 Codechange: be consistent in what CheckPaletteAnim() does and when it is called
Additionally, make sure this is a class method. Later commits
will make use of this.
2021-02-20 17:08:44 +01:00
Patric Stout 790fa7102e Codechange: be consistent in naming the paint function Paint()
Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
2021-02-20 17:08:44 +01:00
Patric Stout 761efbb457 Codechange: use (Un)LockVideoBuffer() to manage video buffer 2021-02-20 17:08:44 +01:00
Patric Stout 661eb39ecc Codechange: move all input-handling of video-drivers into InputLoop 2021-02-20 17:08:44 +01:00
Patric Stout 38b4ae1c0e Codechange: [Win32] make fast-forward check the same as with other drivers
It was of all the drivers the only one doing this slightly different.
When trying to unify more code, that was rather annoying.
2021-02-20 17:08:44 +01:00
Patric Stout 08821f82b6 Fix: [Win32] run InteractiveRandom() once every tick, not once every message
Win32 was the only video driver doing this. It is just a bit too
much random.
2021-02-20 14:25:56 +01:00
Patric Stout 19fdbac287 Fix: [Win32] now we are drawing on a tick, no longer use WM_PAINT
WM_PAINT hits when-ever Windows feels like, but always after we
marked the screen as dirty. In result, it was lagging behind,
giving a sub-60fps experience.

With the new draw-tick there is no longer a need to be driven by
WM_PAINT, so it is better anyway to drive the drawing ourself. As
an added bonus this makes the win32 driver more like the others.
2021-02-20 14:25:56 +01:00