Run graphics rendering on a dedicated thread.

The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
This commit is contained in:
RoosterDragon
2018-06-13 20:01:15 +00:00
committed by Paul Chote
parent ea068a36f7
commit bb536ee4fc
15 changed files with 767 additions and 43 deletions

View File

@@ -17,7 +17,7 @@ namespace OpenRA
{
public interface IPlatform
{
IPlatformWindow CreateWindow(Size size, WindowMode windowMode);
IPlatformWindow CreateWindow(Size size, WindowMode windowMode, int batchSize);
ISoundEngine CreateSound(string device);
}

View File

@@ -53,7 +53,7 @@ namespace OpenRA
{
var resolution = GetResolution(graphicSettings);
Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height), graphicSettings.Mode);
Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height), graphicSettings.Mode, graphicSettings.BatchSize);
Context = Window.Context;
TempBufferSize = graphicSettings.BatchSize;
@@ -95,8 +95,11 @@ namespace OpenRA
Window.OnWindowScaleChanged += (before, after) =>
{
foreach (var f in Fonts)
f.Value.SetScale(after);
Game.RunAfterTick(() =>
{
foreach (var f in Fonts)
f.Value.SetScale(after);
});
};
}
@@ -263,7 +266,6 @@ namespace OpenRA
public void Dispose()
{
Window.Dispose();
WorldModelRenderer.Dispose();
tempBuffer.Dispose();
if (fontSheetBuilder != null)
@@ -271,6 +273,7 @@ namespace OpenRA
if (Fonts != null)
foreach (var font in Fonts.Values)
font.Dispose();
Window.Dispose();
}
public string GetClipboardText()