I've done a very basic window with SDL and want to keep it running until I press the X on window.
#include "SDL.h"
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int main(int argc, char **argv)
{
SDL_Init( SDL_INIT_VIDEO );
SDL_Surface* screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 0,
SDL_HWSURFACE | SDL_DOUBLEBUF );
SDL_WM_SetCaption( "SDL Test", 0 );
SDL_Event event;
bool quit = false;
while (quit != false)
{
if (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
SDL_Delay(80);
}
SDL_Quit();
return 0;
}
I tried adding SDL_Delay()
at the end of the while-clause and it worked quite well.
However, 80 ms seemed to be the highest value I could use to keep the program running smoothly and even then the CPU usage is about 15-20%.
Is this the best way to do this and do I have to just live with the fact that it eats this much CPU already on this point?
I know this is an older post, but I myself just came across this issue with SDL when starting up a little demo project. Like user 'thebuzzsaw' noted, the best solution is to use SDL_WaitEvent
to reduce the CPU usage of your event loop.
Here's how it would look in your example for anyone looking for a quick solution to it in the future. Hope it helps!
#include "SDL.h"
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int main(int argc, char **argv)
{
SDL_Init( SDL_INIT_VIDEO );
SDL_Surface* screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 0,
SDL_HWSURFACE | SDL_DOUBLEBUF );
SDL_WM_SetCaption( "SDL Test", 0 );
SDL_Event event;
bool quit = false;
while (quit == false)
{
if (SDL_WaitEvent(&event) != 0) {
switch (event.type) {
case SDL_QUIT:
quit = true;
break;
}
}
}
SDL_Quit();
return 0;
}
I would definitely experiment with fully blocking functions (such as SDL_WaitEvent
). I have an OpenGL application in Qt, and I noticed the CPU usage hovers between 0% and 1%. It spikes to maybe 4% during "usage" (moving the camera and/or causing animations).
I am working on my own windowing toolkit. I have noticed I can achieve similar CPU usage when I use blocking event loops. This will complicate any timers you may depend on, but it is not terribly difficult to implement timers with this new approach.
I just figured out how to reduce CPU usage in my game from 50% down to < 10%.
Your program is much more simple and simply using SDL_Delay()
should be enough.
What I did was:
Use SDL_DisplayFormat()
when loading images, so the blitting would be faster. This brought its CPU usage down to about 30%.
So I found out that blitting the games background (big one-piece .png file) was eating the most out of my CPU. I searched the Internet for a solution, but all I found was the same answer - just use SDL_Delay()
. Finally, I found out that the problem was embarrassingly simple - the SDL_DisplayFormat()
was converting my 24-bit images to 32-bit. So I set my display BPP to 24, which brought CPU usage to ~20%. Bringing it down to 16 bit solved the problem for me and the CPU usage is under 10% now.
Of course this means loss of color detail, but as my game is a simplistic 2D game with not too detailed graphics, this was OK.
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