Minor performance optimizations (#89)

* Optimize performance by calling FreePlayedBlocks rarely

Don't call it at every main loop iteration, only after someTime.

* Optimize more aggressively in Release mode
This commit is contained in:
Gábor Dobra 2021-11-13 12:36:22 +01:00 committed by GitHub
parent ab7184ef86
commit 585a2f7113
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 23 additions and 10 deletions

View File

@ -114,10 +114,10 @@ void Sound::Enable(int channelFrom, int channelTo, int enableFlag)
}
}
void Sound::Idle()
void Sound::Idle(bool performCleanup)
{
if (pMem)
WaveMix::Pump();
WaveMix::Pump(performCleanup);
}
void Sound::Activate()

View File

@ -6,7 +6,7 @@ class Sound
public:
static int Init(HINSTANCE hInstance, int voices, void (* someFuncPtr)(int, MIXWAVE*, int));
static void Enable(int channelFrom, int channelTo, int enableFlag);
static void Idle();
static void Idle(bool performCleanup = true);
static void Activate();
static void Deactivate();
static void Close();

View File

@ -308,6 +308,8 @@
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -350,6 +352,8 @@
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -392,6 +396,8 @@
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -434,6 +440,8 @@
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>

View File

@ -550,7 +550,7 @@ int WaveMix::Activate(HANDLE hMixSession, bool fActivate)
return 0;
}
void WaveMix::Pump()
void WaveMix::Pump(bool performCleanup)
{
Globals = GlobalsActive;
if (GlobalsActive)
@ -567,7 +567,8 @@ void WaveMix::Pump()
else
xHDR = xHDR->QNext;
}
FreePlayedBlocks();
if (performCleanup)
FreePlayedBlocks();
while (MixerPlay(GetWaveBlock(), 1));
}
}
@ -1382,12 +1383,12 @@ int WaveMix::GetConfig(HANDLE hMixSession, MIXCONFIG* lpConfig)
unsigned WaveMix::MyWaveOutGetPosition(HWAVEOUT hWaveOut, int fGoodGetPos)
{
mmtime_tag pmmt{};
MMTIME pmmt{};
if (!fGoodGetPos)
return (timeGetTime() - Globals->dwBaseTime) * Globals->PCM.wf.nAvgBytesPerSec / 0x3E8 & 0xFFFFFFF8;
pmmt.wType = TIME_BYTES;
waveOutGetPosition(hWaveOut, &pmmt, 0xCu);
waveOutGetPosition(hWaveOut, &pmmt, sizeof(MMTIME));
return Globals->pfnSampleAdjust(pmmt.u.ms, Globals->dwWaveOutPos);
}

View File

@ -151,7 +151,7 @@ public:
static MIXWAVE* OpenWave(HANDLE hMixSession, LPCSTR szWaveFilename, HINSTANCE hInst, unsigned int dwFlags);
static int FreeWave(HANDLE hMixSession, MIXWAVE* lpMixWave);
static int Activate(HANDLE hMixSession, bool fActivate);
static void Pump();
static void Pump(bool performCleanup = true);
static int Play(MIXPLAYPARAMS* lpMixPlayParams);
private:

View File

@ -228,9 +228,10 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
float sleepRemainder = 0, frameDuration = TargetFrameTime;
while (true)
{
if (!someTimeCounter)
if (someTimeCounter == 0)
{
someTimeCounter = 300;
if (DispFrameRate)
{
auto curTime = timeGetTime();
@ -257,7 +258,10 @@ int winmain::WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLi
}
}
Sound::Idle();
// Don't look for and free already played blocks at every single frame,
// as it is quite costly to look up. Only do that "sometimes".
bool performSoundCleanup = someTimeCounter == 300;
Sound::Idle(performSoundCleanup);
if (!ProcessWindowMessages() || bQuit)
break;