I'm using SDL2 to write a game that displays a tilemap at every frame, but the performance is too slow. I wrote a little program to isolate the problem. Consider that "temp.bmp" is a 16x16 image.
#include <stdio.h>
#include "SDL2/SDL.h"
#include "SDL2/SDL_timer.h"
#include "SDL2/SDL_image.h"
int main()
{
SDL_Window* win;
SDL_Renderer* ren;
int x, y;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(800, 600, 0, &win, &ren);
SDL_Surface* sf = IMG_Load("temp.bmp");
SDL_Texture* tx = SDL_CreateTextureFromSurface(ren, sf);
for(;;) {
Uint32 t = SDL_GetTicks();
for(x=0; x<800; x+=16) {
for(y=0; y<600; y+=16) {
SDL_Rect src = { 0, 0, 16, 16 };
SDL_Rect dst = { x, y, 16, 16 };
SDL_RenderCopy(ren, tx, &src, &dst);
}
}
SDL_RenderPresent(ren);
printf("%ld ms\n", SDL_GetTicks() - t);
}
}
Running the program, I see that it takes about 16ms to render a frame. This is exactly 60 FPS (1000/60), which leaves no room for game logic. Also, I'm running it in a pretty fast computer.
I'm pretty sure I'm using the wrong strategy, but I'm not sure what be the right one. Maybe creating a big texture and updating it less often would be the way to go, but I couldn't find any documentation on how to copy one texture over another.
So, how can I improve the tilemap performance?
On this page it mentions that SDL_RENDERER_PRESENTVSYNC flag means you are synced to refresh rate. try this
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
On my system with vsync I have plenty of extra time (~15ms) before SDL_RenderPresent()
:
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h>
int main( int argc, char** argv )
{
SDL_Window* win;
SDL_Renderer* ren;
int x, y;
SDL_Init( SDL_INIT_VIDEO );
win = SDL_CreateWindow
(
"Window",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 600,
0
);
ren = SDL_CreateRenderer
(
win,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
);
for(;;)
{
Uint32 t = SDL_GetTicks();
for(x=0; x<800; x+=16)
{
for(y=0; y<600; y+=16)
{
SDL_Rect dst = { x, y, 16, 16 };
SDL_SetRenderDrawColor( ren, rand()%255, rand()%255, rand()%255, 255 );
SDL_RenderFillRect( ren, &dst );
}
}
// adjust this up/down to figure out how much extra time you have
// stop when you start seeing frame times exceeding ~16ms
SDL_Delay( 15 );
SDL_RenderPresent(ren);
printf("%ld ms\n", SDL_GetTicks() - t);
}
}
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