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Added SDL_DelayPrecise()
SDL_DelayNS() now passes through to the high precision OS delay function, and SDL_DelayPrecise() tries to busy wait to get as close as possible to the desired wait time. Fixes https://github.com/libsdl-org/SDL/issues/11141
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8 changed files with 53 additions and 4 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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* will attempt to wait as close to the requested time as possible, busy
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* waiting if necessary, but could return later due to OS scheduling.
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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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*
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* \param ns the number of nanoseconds to delay.
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*
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@ -124,6 +124,19 @@ extern SDL_DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_DelayNS(Uint64 ns);
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/**
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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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* will attempt to wait as close to the requested time as possible, busy
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* waiting 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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* \since This function is available since SDL 3.1.5.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_DelayPrecise(Uint64 ns);
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/**
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* Definition of the timer ID type.
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*
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@ -1177,6 +1177,7 @@ SDL3_0.0.0 {
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SDL_wcsstr;
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SDL_wcstol;
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SDL_StepBackUTF8;
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SDL_DelayPrecise;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -1202,3 +1202,4 @@
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#define SDL_wcsstr SDL_wcsstr_REAL
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#define SDL_wcstol SDL_wcstol_REAL
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#define SDL_StepBackUTF8 SDL_StepBackUTF8_REAL
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#define SDL_DelayPrecise SDL_DelayPrecise_REAL
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@ -1208,3 +1208,4 @@ SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
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SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(Uint32,SDL_StepBackUTF8,(const char *a, const char **b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_DelayPrecise,(Uint64 a),(a),)
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@ -65,7 +65,7 @@ int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit,
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} else {
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const Uint64 now = SDL_GetTicksNS();
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if (next_iteration > now) { // Running faster than the limit, sleep a little.
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SDL_DelayNS(next_iteration - now);
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SDL_DelayPrecise(next_iteration - now);
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} else {
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next_iteration = now; // running behind (or just lost the window)...reset the timer.
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}
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@ -4948,7 +4948,7 @@ static void SDL_SimulateRenderVSync(SDL_Renderer *renderer)
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elapsed = (now - renderer->last_present);
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if (elapsed < interval) {
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Uint64 duration = (interval - elapsed);
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SDL_DelayNS(duration);
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SDL_DelayPrecise(duration);
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now = SDL_GetTicksNS();
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}
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@ -657,6 +657,11 @@ void SDL_Delay(Uint32 ms)
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}
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void SDL_DelayNS(Uint64 ns)
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{
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SDL_SYS_DelayNS(ns);
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}
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void SDL_DelayPrecise(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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@ -178,6 +178,34 @@ 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 nanosecond 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 nanosecond 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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/* 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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