Synchronize Unlock and Blt with drawing loop, force loop to constant 60 FPS, fixes too fast scrolling (its still fast)

This commit is contained in:
Toni Spets 2010-10-27 21:03:09 +03:00
parent 9606f1b54f
commit b6f989eeee
5 changed files with 32 additions and 30 deletions

View file

@ -51,7 +51,6 @@ ULONG __stdcall ddraw_surface_Release(IDirectDrawSurfaceImpl *This)
if(This->dThread)
{
This->dRun = FALSE;
SetEvent(This->flipEvent);
WaitForSingleObject(This->dThread, INFINITE);
This->dThread = NULL;
}
@ -98,6 +97,12 @@ HRESULT __stdcall ddraw_surface_Blt(IDirectDrawSurfaceImpl *This, LPRECT lpDestR
}
#endif
if(This->caps & DDSCAPS_PRIMARYSURFACE)
{
EnterCriticalSection(&ddraw->cs);
LeaveCriticalSection(&ddraw->cs);
}
if(Source)
{
int dx=0,dy=0;
@ -125,7 +130,11 @@ HRESULT __stdcall ddraw_surface_Blt(IDirectDrawSurfaceImpl *This, LPRECT lpDestR
}
}
SetEvent(This->flipEvent);
if(This->caps & DDSCAPS_PRIMARYSURFACE)
{
EnterCriticalSection(&ddraw->cs);
LeaveCriticalSection(&ddraw->cs);
}
return DD_OK;
}
@ -327,7 +336,8 @@ HRESULT __stdcall ddraw_surface_Unlock(IDirectDrawSurfaceImpl *This, LPVOID lpRe
if(This->caps & DDSCAPS_PRIMARYSURFACE)
{
SetEvent(This->flipEvent);
EnterCriticalSection(&ddraw->cs);
LeaveCriticalSection(&ddraw->cs);
}
return DD_OK;
@ -474,12 +484,13 @@ DWORD WINAPI ogl_Thread(IDirectDrawSurfaceImpl *This)
This->hRC = wglCreateContext( This->hDC );
wglMakeCurrent( This->hDC, This->hRC );
This->flipEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
DWORD tick_start;
DWORD tick_end;
DWORD frame_len = 1000.0f / 60.0f /*This->parent->freq*/;
while(This->dRun)
{
WaitForSingleObject(This->flipEvent, INFINITE);
ResetEvent(This->flipEvent);
tick_start = GetTickCount();
/* convert ddraw surface to opengl texture */
for(i=0; i<This->height; i++)
@ -505,6 +516,15 @@ DWORD WINAPI ogl_Thread(IDirectDrawSurfaceImpl *This)
glEnd();
SwapBuffers(This->hDC);
tick_end = GetTickCount();
if(tick_end - tick_start < frame_len)
{
EnterCriticalSection(&ddraw->cs);
Sleep( frame_len - (tick_end - tick_start) );
LeaveCriticalSection(&ddraw->cs);
}
}
free(glTex);
@ -543,19 +563,15 @@ DWORD WINAPI dd_Thread(IDirectDrawSurfaceImpl *This)
IDirectDrawClipper_SetHWnd(clipper, 0, This->hWnd);
IDirectDrawSurface_SetClipper(primary, clipper);
This->flipEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
WaitForSingleObject(This->flipEvent, INFINITE);
DWORD tick_start;
DWORD tick_end;
DWORD frame_len = 1000.0f / This->parent->freq;
DWORD frame_len = 1000.0f / 60.0f /*This->parent->freq*/;
while(This->dRun)
{
tick_start = GetTickCount();
if(IDirectDrawSurface_Lock(primary, NULL, &ddsd, DDLOCK_WRITEONLY|DDLOCK_WAIT, NULL) != DD_OK)
continue;
IDirectDrawSurface_Lock(primary, NULL, &ddsd, DDLOCK_WRITEONLY|DDLOCK_WAIT, NULL);
/* convert ddraw surface to opengl texture */
for(i=0; i<This->height; i++)
@ -572,7 +588,9 @@ DWORD WINAPI dd_Thread(IDirectDrawSurfaceImpl *This)
if(tick_end - tick_start < frame_len)
{
EnterCriticalSection(&ddraw->cs);
Sleep( frame_len - (tick_end - tick_start) );
LeaveCriticalSection(&ddraw->cs);
}
}