intermittent commit: do not spawn doomsim instances to test rendering
Without spawning doomsims the SDL_UpdateTexture()+SDL_RenderCopy() way does scale well: with 1024 non-spawned dooms I'm at 19.4 fps, 51.5 ms/frame. A single core is maxed out all the time and it's nicely jumping between cores.
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1 changed files with 3 additions and 1 deletions
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@ -62,12 +62,14 @@ void spawn_doom(ControllerContext &ctx)
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// TODO: Close stdin and stdout? Leave them open for now to see the logging
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// output.
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#if 0
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if (auto err = posix_spawn(&ds.id, "doomsim", nullptr, nullptr,
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const_cast<char *const *>(argv), nullptr))
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{
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log_error("Could not spawn doom: %s", strerror(err));
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return;
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}
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#endif
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ds.texture = SDL_CreateTexture(ctx.renderer, SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING, DoomScreenWidth, DoomScreenHeight);
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@ -177,7 +179,7 @@ void final_cleanup(ControllerContext &ctx)
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if (!ctx.dooms.empty())
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{
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log_warn("final cleanup: terminating all %zu remaining dooms", ctx.dooms.size());
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signal_all_dooms(ctx, SIGTERM);
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//signal_all_dooms(ctx, SIGTERM);
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}
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}
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