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authorFilippos Karapetis2010-08-29 00:39:33 +0000
committerFilippos Karapetis2010-08-29 00:39:33 +0000
commit9096848e4b0411daa3cd54a677bafc13e2312082 (patch)
tree6127a59517ec107d95b16cefed109710a234673f
parent3f1f894e8eeb091153963b8b936b533f78f17e4a (diff)
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SCI: Throttle the invocations of Engine::shouldQuit()
SCI constantly invoked Engine::shouldQuit(), which in turn called 2 virtual functions. This added a significant overhead, as this was called constantly without any throttling whatsoever. Now, the invocation of shouldQuit() is throttled to be on each frame update (i.e. at a rate of 60fps). Thanks to wjp for profiling this. svn-id: r52431
-rw-r--r--engines/sci/engine/vm.cpp6
-rw-r--r--engines/sci/event.cpp12
-rw-r--r--engines/sci/graphics/animate.cpp2
-rw-r--r--engines/sci/graphics/portrait.cpp2
4 files changed, 15 insertions, 7 deletions
diff --git a/engines/sci/engine/vm.cpp b/engines/sci/engine/vm.cpp
index 11b508e454..f8ef172c5b 100644
--- a/engines/sci/engine/vm.cpp
+++ b/engines/sci/engine/vm.cpp
@@ -911,7 +911,7 @@ void run_vm(EngineState *s) {
g_sci->_debugState.old_pc_offset = s->xs->addr.pc.offset;
g_sci->_debugState.old_sp = s->xs->sp;
- if (s->abortScriptProcessing != kAbortNone || g_engine->shouldQuit())
+ if (s->abortScriptProcessing != kAbortNone)
return; // Stop processing
if (s->_executionStackPosChanged) {
@@ -942,7 +942,7 @@ void run_vm(EngineState *s) {
s->variables[VAR_PARAM] = s->xs->variables_argp;
}
- if (s->abortScriptProcessing != kAbortNone || g_engine->shouldQuit())
+ if (s->abortScriptProcessing != kAbortNone)
return; // Stop processing
// Debug if this has been requested:
@@ -1442,7 +1442,7 @@ void run_vm(EngineState *s) {
s->_executionStackPosChanged = true;
// If a game is being loaded, stop processing
- if (s->abortScriptProcessing != kAbortNone || g_engine->shouldQuit())
+ if (s->abortScriptProcessing != kAbortNone)
return; // Stop processing
break;
diff --git a/engines/sci/event.cpp b/engines/sci/event.cpp
index acd2e9f735..5d469eda7b 100644
--- a/engines/sci/event.cpp
+++ b/engines/sci/event.cpp
@@ -351,9 +351,17 @@ SciEvent EventManager::getScummVMEvent() {
void EventManager::updateScreen() {
// Update the screen here, since it's called very often.
// Throttle the screen update rate to 60fps.
- if (g_system->getMillis() - g_sci->getEngineState()->_screenUpdateTime >= 1000 / 60) {
+ EngineState *s = g_sci->getEngineState();
+ if (g_system->getMillis() - s->_screenUpdateTime >= 1000 / 60) {
g_system->updateScreen();
- g_sci->getEngineState()->_screenUpdateTime = g_system->getMillis();
+ s->_screenUpdateTime = g_system->getMillis();
+ // Throttle the checking of shouldQuit() to 60fps as well, since
+ // Engine::shouldQuit() invokes 2 virtual functions
+ // (EventManager::shouldQuit() and EventManager::shouldRTL()),
+ // which is very expensive to invoke constantly without any
+ // throttling at all.
+ if (g_engine->shouldQuit())
+ s->abortScriptProcessing = kAbortQuitGame;
}
}
diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp
index 8e6707f262..cd188bed8a 100644
--- a/engines/sci/graphics/animate.cpp
+++ b/engines/sci/graphics/animate.cpp
@@ -96,7 +96,7 @@ bool GfxAnimate::invoke(List *list, int argc, reg_t *argv) {
invokeSelector(_s, curObject, SELECTOR(doit), argc, argv, 0);
// If a game is being loaded, stop processing
- if (_s->abortScriptProcessing != kAbortNone || g_engine->shouldQuit())
+ if (_s->abortScriptProcessing != kAbortNone)
return true; // Stop processing
// Lookup node again, since the nodetable it was in may have been reallocated.
diff --git a/engines/sci/graphics/portrait.cpp b/engines/sci/graphics/portrait.cpp
index 8f4fe094a8..f21fa39476 100644
--- a/engines/sci/graphics/portrait.cpp
+++ b/engines/sci/graphics/portrait.cpp
@@ -185,7 +185,7 @@ void Portrait::doit(Common::Point position, uint16 resourceId, uint16 noun, uint
curEvent = _event->getSciEvent(SCI_EVENT_ANY);
if (curEvent.type == SCI_EVENT_MOUSE_PRESS ||
(curEvent.type == SCI_EVENT_KEYBOARD && curEvent.data == SCI_KEY_ESC) ||
- g_engine->shouldQuit())
+ g_sci->getEngineState()->abortScriptProcessing == kAbortQuitGame)
userAbort = true;
curPosition = _audio->getAudioPosition();
} while ((curPosition != -1) && (curPosition < timerPosition) && (!userAbort));