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SDL_DelayNS() will attempt to sleep exactly the requested amount of time
This provides a highly accurate sleep function for your application, although you are still subject to being switched out occasionally. Fixes https://github.com/libsdl-org/SDL/issues/10210
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54366181c3
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12 changed files with 62 additions and 11 deletions
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@ -115,8 +115,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
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* Wait a specified number of nanoseconds before returning.
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*
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* This function waits a specified number of nanoseconds before returning. It
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* waits at least the specified time, but possibly longer due to OS
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* scheduling.
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* will attempt to wait as close to the requested time as possible, busy waiting
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* if necessary, but could return later due to OS scheduling.
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*
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* \param ns the number of nanoseconds to delay.
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*
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@ -643,5 +643,26 @@ Uint64 SDL_GetTicks(void)
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void SDL_Delay(Uint32 ms)
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{
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SDL_DelayNS(SDL_MS_TO_NS(ms));
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SDL_SYS_DelayNS(SDL_MS_TO_NS(ms));
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}
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void SDL_DelayNS(Uint64 ns)
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{
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Uint64 current_value = SDL_GetTicksNS();
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Uint64 target_value = current_value + ns;
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// Sleep for a short number of cycles
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// We'll use 1 ms as a scheduling timeslice, it's a good value for modern operating systems
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const int SCHEDULING_TIMESLICE_NS = 1 * SDL_NS_PER_MS;
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while (current_value < target_value) {
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Uint64 remaining_ns = (target_value - current_value);
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if (remaining_ns > (SCHEDULING_TIMESLICE_NS + SDL_NS_PER_US)) {
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// Sleep for a short time, less than the scheduling timeslice
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SDL_SYS_DelayNS(SCHEDULING_TIMESLICE_NS - SDL_NS_PER_US);
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} else {
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// Spin for any remaining time
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SDL_CPUPauseInstruction();
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}
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current_value = SDL_GetTicksNS();
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}
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}
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@ -34,4 +34,6 @@ extern void SDL_QuitTicks(void);
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extern int SDL_InitTimers(void);
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extern void SDL_QuitTimers(void);
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extern void SDL_SYS_DelayNS(Uint64 ns);
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#endif /* SDL_timer_c_h_ */
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@ -35,7 +35,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return SDL_US_PER_SECOND;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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snooze((bigtime_t)SDL_NS_TO_US(ns));
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}
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@ -35,7 +35,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return SYSCLOCK_ARM11;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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svcSleepThread(ns);
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}
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@ -43,7 +43,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return SDL_US_PER_SECOND;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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const Uint64 max_delay = 0x7fffffffLL * SDL_NS_PER_US;
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if (ns > max_delay) {
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@ -39,7 +39,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return kBUSCLK;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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struct timespec tv;
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tv.tv_sec = (ns / SDL_NS_PER_SECOND);
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@ -42,7 +42,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return sceRtcGetTickResolution();
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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const Uint64 max_delay = 0xffffffffLL * SDL_NS_PER_US;
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if (ns > max_delay) {
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@ -135,7 +135,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return SDL_US_PER_SECOND;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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int was_error;
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@ -39,7 +39,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return SDL_US_PER_SECOND;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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const Uint64 max_delay = 0xffffffffLL * SDL_NS_PER_US;
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if (ns > max_delay) {
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@ -66,7 +66,7 @@ Uint64 SDL_GetPerformanceFrequency(void)
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return (Uint64)frequency.QuadPart;
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}
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void SDL_DelayNS(Uint64 ns)
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void SDL_SYS_DelayNS(Uint64 ns)
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{
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/* CREATE_WAITABLE_TIMER_HIGH_RESOLUTION flag was added in Windows 10 version 1803.
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*
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@ -186,6 +186,34 @@ int main(int argc, char *argv[])
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/* Wait for the results to be seen */
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SDL_Delay(1 * 1000);
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/* Check accuracy of precise delay */
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{
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Uint64 desired_delay = SDL_NS_PER_SECOND / 60;
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Uint64 actual_delay;
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Uint64 total_overslept = 0;
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start = SDL_GetTicksNS();
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SDL_DelayNS(1);
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now = SDL_GetTicksNS();
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actual_delay = (now - start);
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SDL_Log("Minimum precise delay: %" SDL_PRIu64 " ns\n", actual_delay);
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SDL_Log("Timing 100 frames at 60 FPS\n");
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for (i = 0; i < 100; ++i) {
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start = SDL_GetTicksNS();
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SDL_DelayNS(desired_delay);
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now = SDL_GetTicksNS();
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actual_delay = (now - start);
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if (actual_delay > desired_delay) {
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total_overslept += (actual_delay - desired_delay);
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}
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}
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SDL_Log("Overslept %.2f ms\n", (double)total_overslept / SDL_NS_PER_MS);
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}
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/* Wait for the results to be seen */
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SDL_Delay(1 * 1000);
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/* Test multiple timers */
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SDL_Log("Testing multiple timers...\n");
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t1 = SDL_AddTimer(100, callback, (void *)1);
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