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735 lines
20 KiB
C
735 lines
20 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "SDL_timer_c.h"
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#include "../thread/SDL_systhread.h"
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// #define DEBUG_TIMERS
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#if !defined(SDL_PLATFORM_EMSCRIPTEN) || !defined(SDL_THREADS_DISABLED)
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typedef struct SDL_Timer
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{
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SDL_TimerID timerID;
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SDL_TimerCallback callback_ms;
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SDL_NSTimerCallback callback_ns;
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void *userdata;
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Uint64 interval;
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Uint64 scheduled;
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SDL_AtomicInt canceled;
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struct SDL_Timer *next;
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} SDL_Timer;
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typedef struct SDL_TimerMap
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{
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SDL_TimerID timerID;
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SDL_Timer *timer;
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struct SDL_TimerMap *next;
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} SDL_TimerMap;
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// The timers are kept in a sorted list
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typedef struct
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{
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// Data used by the main thread
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SDL_InitState init;
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SDL_Thread *thread;
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SDL_TimerMap *timermap;
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SDL_Mutex *timermap_lock;
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// Padding to separate cache lines between threads
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char cache_pad[SDL_CACHELINE_SIZE];
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// Data used to communicate with the timer thread
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SDL_SpinLock lock;
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SDL_Semaphore *sem;
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SDL_Timer *pending;
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SDL_Timer *freelist;
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SDL_AtomicInt active;
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// List of timers - this is only touched by the timer thread
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SDL_Timer *timers;
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} SDL_TimerData;
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static SDL_TimerData SDL_timer_data;
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/* The idea here is that any thread might add a timer, but a single
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* thread manages the active timer queue, sorted by scheduling time.
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*
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* Timers are removed by simply setting a canceled flag
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*/
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static void SDL_AddTimerInternal(SDL_TimerData *data, SDL_Timer *timer)
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{
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SDL_Timer *prev, *curr;
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prev = NULL;
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for (curr = data->timers; curr; prev = curr, curr = curr->next) {
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if (curr->scheduled > timer->scheduled) {
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break;
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}
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}
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// Insert the timer here!
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if (prev) {
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prev->next = timer;
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} else {
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data->timers = timer;
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}
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timer->next = curr;
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}
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static int SDLCALL SDL_TimerThread(void *_data)
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{
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SDL_TimerData *data = (SDL_TimerData *)_data;
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SDL_Timer *pending;
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SDL_Timer *current;
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SDL_Timer *freelist_head = NULL;
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SDL_Timer *freelist_tail = NULL;
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Uint64 tick, now, interval, delay;
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/* Threaded timer loop:
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* 1. Queue timers added by other threads
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* 2. Handle any timers that should dispatch this cycle
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* 3. Wait until next dispatch time or new timer arrives
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*/
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for (;;) {
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// Pending and freelist maintenance
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SDL_LockSpinlock(&data->lock);
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{
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// Get any timers ready to be queued
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pending = data->pending;
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data->pending = NULL;
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// Make any unused timer structures available
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if (freelist_head) {
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freelist_tail->next = data->freelist;
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data->freelist = freelist_head;
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}
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}
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SDL_UnlockSpinlock(&data->lock);
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// Sort the pending timers into our list
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while (pending) {
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current = pending;
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pending = pending->next;
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SDL_AddTimerInternal(data, current);
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}
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freelist_head = NULL;
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freelist_tail = NULL;
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// Check to see if we're still running, after maintenance
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if (!SDL_GetAtomicInt(&data->active)) {
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break;
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}
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// Initial delay if there are no timers
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delay = (Uint64)-1;
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tick = SDL_GetTicksNS();
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// Process all the pending timers for this tick
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while (data->timers) {
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current = data->timers;
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if (tick < current->scheduled) {
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// Scheduled for the future, wait a bit
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delay = (current->scheduled - tick);
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break;
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}
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// We're going to do something with this timer
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data->timers = current->next;
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if (SDL_GetAtomicInt(¤t->canceled)) {
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interval = 0;
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} else {
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if (current->callback_ms) {
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interval = SDL_MS_TO_NS(current->callback_ms(current->userdata, current->timerID, (Uint32)SDL_NS_TO_MS(current->interval)));
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} else {
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interval = current->callback_ns(current->userdata, current->timerID, current->interval);
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}
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}
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if (interval > 0) {
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// Reschedule this timer
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current->interval = interval;
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current->scheduled = tick + interval;
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SDL_AddTimerInternal(data, current);
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} else {
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if (!freelist_head) {
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freelist_head = current;
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}
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if (freelist_tail) {
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freelist_tail->next = current;
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}
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freelist_tail = current;
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SDL_SetAtomicInt(¤t->canceled, 1);
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}
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}
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// Adjust the delay based on processing time
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now = SDL_GetTicksNS();
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interval = (now - tick);
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if (interval > delay) {
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delay = 0;
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} else {
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delay -= interval;
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}
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/* Note that each time a timer is added, this will return
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immediately, but we process the timers added all at once.
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That's okay, it just means we run through the loop a few
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extra times.
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*/
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SDL_WaitSemaphoreTimeoutNS(data->sem, delay);
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}
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return 0;
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}
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bool SDL_InitTimers(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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if (!SDL_ShouldInit(&data->init)) {
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return true;
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}
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data->timermap_lock = SDL_CreateMutex();
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if (!data->timermap_lock) {
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goto error;
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}
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data->sem = SDL_CreateSemaphore(0);
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if (!data->sem) {
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goto error;
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}
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SDL_SetAtomicInt(&data->active, true);
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// Timer threads use a callback into the app, so we can't set a limited stack size here.
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data->thread = SDL_CreateThread(SDL_TimerThread, "SDLTimer", data);
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if (!data->thread) {
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goto error;
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}
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SDL_SetInitialized(&data->init, true);
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return true;
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error:
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SDL_SetInitialized(&data->init, true);
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SDL_QuitTimers();
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return false;
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}
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void SDL_QuitTimers(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_Timer *timer;
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SDL_TimerMap *entry;
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if (!SDL_ShouldQuit(&data->init)) {
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return;
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}
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SDL_SetAtomicInt(&data->active, false);
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// Shutdown the timer thread
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if (data->thread) {
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SDL_SignalSemaphore(data->sem);
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SDL_WaitThread(data->thread, NULL);
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data->thread = NULL;
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}
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if (data->sem) {
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SDL_DestroySemaphore(data->sem);
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data->sem = NULL;
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}
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// Clean up the timer entries
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while (data->timers) {
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timer = data->timers;
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data->timers = timer->next;
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SDL_free(timer);
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}
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while (data->freelist) {
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timer = data->freelist;
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data->freelist = timer->next;
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SDL_free(timer);
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}
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while (data->timermap) {
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entry = data->timermap;
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data->timermap = entry->next;
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SDL_free(entry);
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}
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if (data->timermap_lock) {
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SDL_DestroyMutex(data->timermap_lock);
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data->timermap_lock = NULL;
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}
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SDL_SetInitialized(&data->init, false);
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}
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static bool SDL_CheckInitTimers(void)
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{
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return SDL_InitTimers();
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}
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static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_Timer *timer;
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SDL_TimerMap *entry;
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if (!callback_ms && !callback_ns) {
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SDL_InvalidParamError("callback");
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return 0;
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}
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if (!SDL_CheckInitTimers()) {
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return 0;
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}
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SDL_LockSpinlock(&data->lock);
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timer = data->freelist;
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if (timer) {
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data->freelist = timer->next;
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}
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SDL_UnlockSpinlock(&data->lock);
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if (timer) {
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SDL_RemoveTimer(timer->timerID);
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} else {
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timer = (SDL_Timer *)SDL_malloc(sizeof(*timer));
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if (!timer) {
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return 0;
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}
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}
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timer->timerID = SDL_GetNextObjectID();
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timer->callback_ms = callback_ms;
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timer->callback_ns = callback_ns;
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timer->userdata = userdata;
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timer->interval = interval;
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timer->scheduled = SDL_GetTicksNS() + timer->interval;
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SDL_SetAtomicInt(&timer->canceled, 0);
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entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
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if (!entry) {
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SDL_free(timer);
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return 0;
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}
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entry->timer = timer;
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entry->timerID = timer->timerID;
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SDL_LockMutex(data->timermap_lock);
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entry->next = data->timermap;
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data->timermap = entry;
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SDL_UnlockMutex(data->timermap_lock);
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// Add the timer to the pending list for the timer thread
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SDL_LockSpinlock(&data->lock);
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timer->next = data->pending;
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data->pending = timer;
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SDL_UnlockSpinlock(&data->lock);
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// Wake up the timer thread if necessary
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SDL_SignalSemaphore(data->sem);
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return entry->timerID;
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}
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SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata)
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{
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return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata);
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}
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SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata)
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{
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return SDL_CreateTimer(interval, NULL, callback, userdata);
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}
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bool SDL_RemoveTimer(SDL_TimerID id)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_TimerMap *prev, *entry;
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bool canceled = false;
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if (!id) {
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return SDL_InvalidParamError("id");
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}
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// Find the timer
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SDL_LockMutex(data->timermap_lock);
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prev = NULL;
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for (entry = data->timermap; entry; prev = entry, entry = entry->next) {
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if (entry->timerID == id) {
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if (prev) {
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prev->next = entry->next;
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} else {
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data->timermap = entry->next;
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}
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break;
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}
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}
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SDL_UnlockMutex(data->timermap_lock);
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if (entry) {
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if (!SDL_GetAtomicInt(&entry->timer->canceled)) {
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SDL_SetAtomicInt(&entry->timer->canceled, 1);
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canceled = true;
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}
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SDL_free(entry);
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}
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if (canceled) {
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return true;
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} else {
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return SDL_SetError("Timer not found");
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}
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}
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#else
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#include <emscripten/emscripten.h>
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#include <emscripten/eventloop.h>
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typedef struct SDL_TimerMap
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{
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SDL_TimerID timerID;
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int timeoutID;
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Uint64 interval;
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SDL_TimerCallback callback_ms;
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SDL_NSTimerCallback callback_ns;
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void *userdata;
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struct SDL_TimerMap *next;
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} SDL_TimerMap;
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typedef struct
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{
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SDL_TimerMap *timermap;
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} SDL_TimerData;
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static SDL_TimerData SDL_timer_data;
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static void SDL_Emscripten_TimerHelper(void *userdata)
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{
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SDL_TimerMap *entry = (SDL_TimerMap *)userdata;
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if (entry->callback_ms) {
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entry->interval = SDL_MS_TO_NS(entry->callback_ms(entry->userdata, entry->timerID, (Uint32)SDL_NS_TO_MS(entry->interval)));
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} else {
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entry->interval = entry->callback_ns(entry->userdata, entry->timerID, entry->interval);
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}
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if (entry->interval > 0) {
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entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
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SDL_NS_TO_MS(entry->interval),
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entry);
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}
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}
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bool SDL_InitTimers(void)
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{
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return true;
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}
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void SDL_QuitTimers(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_TimerMap *entry;
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while (data->timermap) {
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entry = data->timermap;
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data->timermap = entry->next;
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SDL_free(entry);
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}
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}
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static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_TimerMap *entry;
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if (!callback_ms && !callback_ns) {
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SDL_InvalidParamError("callback");
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return 0;
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}
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entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
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if (!entry) {
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return 0;
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}
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entry->timerID = SDL_GetNextObjectID();
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entry->callback_ms = callback_ms;
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entry->callback_ns = callback_ns;
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entry->userdata = userdata;
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entry->interval = interval;
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entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
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SDL_NS_TO_MS(entry->interval),
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entry);
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entry->next = data->timermap;
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data->timermap = entry;
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return entry->timerID;
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}
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SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata)
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{
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return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata);
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}
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SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata)
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{
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return SDL_CreateTimer(interval, NULL, callback, userdata);
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}
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bool SDL_RemoveTimer(SDL_TimerID id)
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{
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SDL_TimerData *data = &SDL_timer_data;
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SDL_TimerMap *prev, *entry;
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|
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if (!id) {
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return SDL_InvalidParamError("id");
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}
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|
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// Find the timer
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prev = NULL;
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for (entry = data->timermap; entry; prev = entry, entry = entry->next) {
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if (entry->timerID == id) {
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if (prev) {
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prev->next = entry->next;
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} else {
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data->timermap = entry->next;
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}
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break;
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}
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}
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if (entry) {
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emscripten_clear_timeout(entry->timeoutID);
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SDL_free(entry);
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return true;
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} else {
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return SDL_SetError("Timer not found");
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}
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}
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#endif // !SDL_PLATFORM_EMSCRIPTEN || !SDL_THREADS_DISABLED
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static Uint64 tick_start;
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static Uint32 tick_numerator_ns;
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static Uint32 tick_denominator_ns;
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static Uint32 tick_numerator_ms;
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static Uint32 tick_denominator_ms;
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|
|
#if defined(SDL_TIMER_WINDOWS) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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#include <mmsystem.h>
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#define HAVE_TIME_BEGIN_PERIOD
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#endif
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|
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static void SDL_SetSystemTimerResolutionMS(int period)
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|
{
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#ifdef HAVE_TIME_BEGIN_PERIOD
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static int timer_period = 0;
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|
|
if (period != timer_period) {
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if (timer_period) {
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timeEndPeriod((UINT)timer_period);
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}
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|
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timer_period = period;
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|
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if (timer_period) {
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timeBeginPeriod((UINT)timer_period);
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}
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}
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|
#endif // HAVE_TIME_BEGIN_PERIOD
|
|
}
|
|
|
|
static void SDLCALL SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
|
|
{
|
|
int period;
|
|
|
|
// Unless the hint says otherwise, let's have good sleep precision
|
|
if (hint && *hint) {
|
|
period = SDL_atoi(hint);
|
|
} else {
|
|
period = 1;
|
|
}
|
|
if (period || oldValue != hint) {
|
|
SDL_SetSystemTimerResolutionMS(period);
|
|
}
|
|
}
|
|
|
|
void SDL_InitTicks(void)
|
|
{
|
|
Uint64 tick_freq;
|
|
Uint32 gcd;
|
|
|
|
if (tick_start) {
|
|
return;
|
|
}
|
|
|
|
/* If we didn't set a precision, set it high. This affects lots of things
|
|
on Windows besides the SDL timers, like audio callbacks, etc. */
|
|
SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
|
|
SDL_TimerResolutionChanged, NULL);
|
|
|
|
tick_freq = SDL_GetPerformanceFrequency();
|
|
SDL_assert(tick_freq > 0 && tick_freq <= (Uint64)SDL_MAX_UINT32);
|
|
|
|
gcd = SDL_CalculateGCD(SDL_NS_PER_SECOND, (Uint32)tick_freq);
|
|
tick_numerator_ns = (SDL_NS_PER_SECOND / gcd);
|
|
tick_denominator_ns = (Uint32)(tick_freq / gcd);
|
|
|
|
gcd = SDL_CalculateGCD(SDL_MS_PER_SECOND, (Uint32)tick_freq);
|
|
tick_numerator_ms = (SDL_MS_PER_SECOND / gcd);
|
|
tick_denominator_ms = (Uint32)(tick_freq / gcd);
|
|
|
|
tick_start = SDL_GetPerformanceCounter();
|
|
if (!tick_start) {
|
|
--tick_start;
|
|
}
|
|
}
|
|
|
|
void SDL_QuitTicks(void)
|
|
{
|
|
SDL_RemoveHintCallback(SDL_HINT_TIMER_RESOLUTION,
|
|
SDL_TimerResolutionChanged, NULL);
|
|
|
|
SDL_SetSystemTimerResolutionMS(0); // always release our timer resolution request.
|
|
|
|
tick_start = 0;
|
|
}
|
|
|
|
Uint64 SDL_GetTicksNS(void)
|
|
{
|
|
Uint64 starting_value, value;
|
|
|
|
if (!tick_start) {
|
|
SDL_InitTicks();
|
|
}
|
|
|
|
starting_value = (SDL_GetPerformanceCounter() - tick_start);
|
|
value = (starting_value * tick_numerator_ns);
|
|
SDL_assert(value >= starting_value);
|
|
value /= tick_denominator_ns;
|
|
return value;
|
|
}
|
|
|
|
Uint64 SDL_GetTicks(void)
|
|
{
|
|
Uint64 starting_value, value;
|
|
|
|
if (!tick_start) {
|
|
SDL_InitTicks();
|
|
}
|
|
|
|
starting_value = (SDL_GetPerformanceCounter() - tick_start);
|
|
value = (starting_value * tick_numerator_ms);
|
|
SDL_assert(value >= starting_value);
|
|
value /= tick_denominator_ms;
|
|
return value;
|
|
}
|
|
|
|
void SDL_Delay(Uint32 ms)
|
|
{
|
|
SDL_SYS_DelayNS(SDL_MS_TO_NS(ms));
|
|
}
|
|
|
|
void SDL_DelayNS(Uint64 ns)
|
|
{
|
|
SDL_SYS_DelayNS(ns);
|
|
}
|
|
|
|
void SDL_DelayPrecise(Uint64 ns)
|
|
{
|
|
Uint64 current_value = SDL_GetTicksNS();
|
|
const Uint64 target_value = current_value + ns;
|
|
|
|
// Sleep for a short number of cycles when real sleeps are desired.
|
|
// We'll use 1 ms, it's the minimum guaranteed to produce real sleeps across
|
|
// all platforms.
|
|
const Uint64 SHORT_SLEEP_NS = 1 * SDL_NS_PER_MS;
|
|
|
|
// Try to sleep short of target_value. If for some crazy reason
|
|
// a particular platform sleeps for less than 1 ms when 1 ms was requested,
|
|
// that's fine, the code below can cope with that, but in practice no
|
|
// platforms behave that way.
|
|
Uint64 max_sleep_ns = SHORT_SLEEP_NS;
|
|
while (current_value + max_sleep_ns < target_value) {
|
|
// Sleep for a short time
|
|
SDL_SYS_DelayNS(SHORT_SLEEP_NS);
|
|
|
|
const Uint64 now = SDL_GetTicksNS();
|
|
const Uint64 next_sleep_ns = (now - current_value);
|
|
if (next_sleep_ns > max_sleep_ns) {
|
|
max_sleep_ns = next_sleep_ns;
|
|
}
|
|
current_value = now;
|
|
}
|
|
|
|
// Do a shorter sleep of the remaining time here, less the max overshoot in
|
|
// the first loop. Due to maintaining max_sleep_ns as
|
|
// greater-than-or-equal-to-1 ms, we can always subtract off 1 ms to get
|
|
// the duration overshot beyond a 1 ms sleep request; if the system never
|
|
// overshot, great, it's zero duration. By choosing the max overshoot
|
|
// amount, we're likely to not overshoot here. If the sleep here ends up
|
|
// functioning like SDL_DelayNS(0) internally, that's fine, we just don't
|
|
// get to do a more-precise-than-1 ms-resolution sleep to undershoot by a
|
|
// small amount on the current system, but SDL_DelayNS(0) does at least
|
|
// introduce a small, yielding delay on many platforms, better than an
|
|
// unyielding busyloop.
|
|
//
|
|
// Note that we'll always do at least one sleep in this function, so the
|
|
// minimum resolution will be that of SDL_SYS_DelayNS()
|
|
if (current_value < target_value && (target_value - current_value) > (max_sleep_ns - SHORT_SLEEP_NS)) {
|
|
const Uint64 delay_ns = (target_value - current_value) - (max_sleep_ns - SHORT_SLEEP_NS);
|
|
SDL_SYS_DelayNS(delay_ns);
|
|
current_value = SDL_GetTicksNS();
|
|
}
|
|
|
|
// We've likely undershot target_value at this point by a pretty small
|
|
// amount, but maybe not. The footgun case if not handled here is where
|
|
// we've undershot by a large amount, like several ms, but still smaller
|
|
// than the amount max_sleep_ns overshot by; in such a situation, the above
|
|
// shorter-sleep block didn't do any delay, the if-block wasn't entered.
|
|
// Also, maybe the shorter-sleep undershot by several ms, so we still don't
|
|
// want to spin a lot then. In such a case, we accept the possibility of
|
|
// overshooting to not spin much, or if overshot here, not at all, keeping
|
|
// CPU/power usage down in any case. Due to scheduler sloppiness, it's
|
|
// entirely possible to end up undershooting/overshooting here by much less
|
|
// than 1 ms even if the current system's sleep function is only 1
|
|
// ms-resolution, as SDL_GetTicksNS() generally is better resolution than 1
|
|
// ms on the systems SDL supports.
|
|
while (current_value + SHORT_SLEEP_NS < target_value) {
|
|
SDL_SYS_DelayNS(SHORT_SLEEP_NS);
|
|
current_value = SDL_GetTicksNS();
|
|
}
|
|
|
|
// Spin for any remaining time
|
|
while (current_value < target_value) {
|
|
SDL_CPUPauseInstruction();
|
|
current_value = SDL_GetTicksNS();
|
|
}
|
|
}
|