mirror of
https://github.com/libsdl-org/SDL.git
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601 lines
16 KiB
C
601 lines
16 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 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(__EMSCRIPTEN__) || !defined(SDL_THREADS_DISABLED)
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typedef struct SDL_Timer
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{
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int timerID;
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SDL_TimerCallback callback;
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void *param;
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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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int 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_Thread *thread;
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SDL_AtomicInt nextID;
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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_AtomicLock(&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_AtomicUnlock(&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_AtomicGet(&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)SDL_MUTEX_MAXWAIT;
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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_AtomicGet(¤t->canceled)) {
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interval = 0;
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} else {
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/* FIXME: We could potentially support sub-millisecond timers now */
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interval = SDL_MS_TO_NS(current->callback((Uint32)SDL_NS_TO_MS(current->interval), current->param));
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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 == NULL) {
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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_AtomicSet(¤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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int SDL_InitTimers(void)
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{
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SDL_TimerData *data = &SDL_timer_data;
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if (!SDL_AtomicGet(&data->active)) {
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const char *name = "SDLTimer";
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data->timermap_lock = SDL_CreateMutex();
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if (!data->timermap_lock) {
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return -1;
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}
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data->sem = SDL_CreateSemaphore(0);
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if (!data->sem) {
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SDL_DestroyMutex(data->timermap_lock);
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return -1;
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}
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SDL_AtomicSet(&data->active, 1);
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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_CreateThreadInternal(SDL_TimerThread, name, 0, data);
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if (!data->thread) {
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SDL_QuitTimers();
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return -1;
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}
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SDL_AtomicSet(&data->nextID, 1);
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}
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return 0;
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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_AtomicCAS(&data->active, 1, 0)) { /* active? Move to inactive. */
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/* Shutdown the timer thread */
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if (data->thread) {
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SDL_PostSemaphore(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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SDL_DestroySemaphore(data->sem);
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data->sem = NULL;
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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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SDL_DestroyMutex(data->timermap_lock);
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data->timermap_lock = NULL;
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}
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}
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SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param)
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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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SDL_AtomicLock(&data->lock);
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if (!SDL_AtomicGet(&data->active)) {
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if (SDL_InitTimers() < 0) {
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SDL_AtomicUnlock(&data->lock);
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return 0;
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}
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}
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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_AtomicUnlock(&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 == NULL) {
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SDL_OutOfMemory();
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return 0;
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}
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}
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timer->timerID = SDL_AtomicIncRef(&data->nextID);
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timer->callback = callback;
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timer->param = param;
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timer->interval = SDL_MS_TO_NS(interval);
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timer->scheduled = SDL_GetTicksNS() + timer->interval;
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SDL_AtomicSet(&timer->canceled, 0);
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entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
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if (entry == NULL) {
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SDL_free(timer);
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SDL_OutOfMemory();
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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_AtomicLock(&data->lock);
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timer->next = data->pending;
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data->pending = timer;
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SDL_AtomicUnlock(&data->lock);
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/* Wake up the timer thread if necessary */
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SDL_PostSemaphore(data->sem);
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return entry->timerID;
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}
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SDL_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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SDL_bool canceled = SDL_FALSE;
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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_AtomicGet(&entry->timer->canceled)) {
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SDL_AtomicSet(&entry->timer->canceled, 1);
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canceled = SDL_TRUE;
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}
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SDL_free(entry);
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}
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return canceled;
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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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int timerID;
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int timeoutID;
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Uint32 interval;
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SDL_TimerCallback callback;
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void *param;
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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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int nextID;
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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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entry->interval = entry->callback(entry->interval, entry->param);
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if (entry->interval > 0) {
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entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
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entry->interval,
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entry);
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}
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}
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int SDL_InitTimers(void)
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{
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return 0;
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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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SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param)
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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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entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
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if (entry == NULL) {
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SDL_OutOfMemory();
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return 0;
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}
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entry->timerID = ++data->nextID;
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entry->callback = callback;
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entry->param = param;
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entry->interval = interval;
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entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
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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_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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/* 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 SDL_TRUE;
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}
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return SDL_FALSE;
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}
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#endif /* !defined(__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) && \
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!defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__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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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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timer_period = period;
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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 */
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}
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static void SDLCALL SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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int period;
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/* Unless the hint says otherwise, let's have good sleep precision */
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if (hint && *hint) {
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period = SDL_atoi(hint);
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} else {
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period = 1;
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}
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if (period || oldValue != hint) {
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SDL_SetSystemTimerResolutionMS(period);
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}
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}
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static Uint32 CalculateGCD(Uint32 a, Uint32 b)
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{
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if (b == 0) {
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return a;
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}
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return CalculateGCD(b, (a % b));
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}
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void SDL_InitTicks(void)
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{
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Uint64 tick_freq;
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Uint32 gcd;
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if (tick_start) {
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return;
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}
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/* If we didn't set a precision, set it high. This affects lots of things
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on Windows besides the SDL timers, like audio callbacks, etc. */
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SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
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SDL_TimerResolutionChanged, NULL);
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tick_freq = SDL_GetPerformanceFrequency();
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SDL_assert(tick_freq > 0 && tick_freq <= (Uint64)SDL_MAX_UINT32);
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gcd = CalculateGCD(SDL_NS_PER_SECOND, (Uint32)tick_freq);
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tick_numerator_ns = (SDL_NS_PER_SECOND / gcd);
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tick_denominator_ns = (Uint32)(tick_freq / gcd);
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gcd = CalculateGCD(SDL_MS_PER_SECOND, (Uint32)tick_freq);
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tick_numerator_ms = (SDL_MS_PER_SECOND / gcd);
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tick_denominator_ms = (Uint32)(tick_freq / gcd);
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tick_start = SDL_GetPerformanceCounter();
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if (!tick_start) {
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--tick_start;
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}
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}
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void SDL_QuitTicks(void)
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{
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SDL_DelHintCallback(SDL_HINT_TIMER_RESOLUTION,
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SDL_TimerResolutionChanged, NULL);
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SDL_SetSystemTimerResolutionMS(0); /* always release our timer resolution request. */
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tick_start = 0;
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}
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Uint64 SDL_GetTicksNS(void)
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{
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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_DelayNS(SDL_MS_TO_NS(ms));
|
|
}
|