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Threading #7
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To increase the performance I rewrote libdmdutil. Basically I ported the DMD driver part from PPUC, which I will change to leverage libdmdutil afterwards.
libdmdutil now runs one thread per kind of DMD.
Clients like VPX Standalone or PPUC pr batocoera scripts now write DmdUpdates into one centralized queue. Each DMD thread reads from that queue in parallel. That is important if for example a VirtualDMD and a ZeDMD are both attached.
The main DMD class could be instantiated when a game starts like before. But now libdmdutil is also suitable be run as deamon. The big advantage is that the connection to a hardware DMD only has to be established once.
To be prepared for that, it is important that a DmdUpdate now contains the frame width and height.
But these changes might be required in the future anyway to support VNI and PAC colorizations that support format changes within the game. But it is imported to know that the API changed a bit to include width, height and sam in DmdUpdate.
So far, only ZeDMD is tested.