Added Uq-Ruan Masters game - it compiles but does not work (renders too slowly? Another problem?)
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project/jni/application/sc2/src/libs/graphics/dcqueue.h
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project/jni/application/sc2/src/libs/graphics/dcqueue.h
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef DCQUEUE_H
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#define DCQUEUE_H
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// Maximum size of the DCQ. The larger the DCQ, the larger frameskips
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// become tolerable before initiating livelock deterrence and game
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// slowdown. Other constants for controlling the frameskip/slowdown
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// balance may be found in sdl_common.c near TFB_FlushGraphics.
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// Livelock deterrance constants. Because the entire screen is rarely
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// refreshed, we may not drop draw commands on the floor with abandon.
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// Furthermore, if the main program is queuing commands at a speed
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// comparable to our processing of the commands, we never finish and
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// the game freezes. Thus, if the queue starts out larger than
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// DCQ_FORCE_SLOWDOWN_SIZE, or DCQ_LIVELOCK_MAX commands find
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// themselves being processed in one go, livelock deterrence is
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// enabled, and TFB_FlushGraphics locks the DCQ until it has processed
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// all entries. If batched but pending commands exceed DCQ_FORCE_BREAK_SIZE,
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// a continuity break is performed. This will effectively slow down the
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// game logic, a fate we seek to avoid - however, it seems to be unavoidable
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// on slower machines. Even there, it's seems nonexistent outside of
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// communications screens. --Michael
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#ifdef DCQ_OF_DOOM
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#define DCQ_MAX 512
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#define DCQ_FORCE_SLOWDOWN_SIZE 128
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#define DCQ_FORCE_BREAK_SIZE 512
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#define DCQ_LIVELOCK_MAX 256
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#else
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#define DCQ_MAX 16384
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#define DCQ_FORCE_SLOWDOWN_SIZE 4096
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#define DCQ_FORCE_BREAK_SIZE 16384
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#define DCQ_LIVELOCK_MAX 4096
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#endif
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extern CondVar RenderingCond;
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#endif
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