| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #include "SDL_timer_c.h" |
| #include "../thread/SDL_systhread.h" |
| |
| // #define DEBUG_TIMERS |
| |
| #if !defined(SDL_PLATFORM_EMSCRIPTEN) || !defined(SDL_THREADS_DISABLED) |
| |
| typedef struct SDL_Timer |
| { |
| SDL_TimerID timerID; |
| SDL_TimerCallback callback_ms; |
| SDL_NSTimerCallback callback_ns; |
| void *userdata; |
| Uint64 interval; |
| Uint64 scheduled; |
| SDL_AtomicInt canceled; |
| struct SDL_Timer *next; |
| } SDL_Timer; |
| |
| typedef struct SDL_TimerMap |
| { |
| SDL_TimerID timerID; |
| SDL_Timer *timer; |
| struct SDL_TimerMap *next; |
| } SDL_TimerMap; |
| |
| // The timers are kept in a sorted list |
| typedef struct |
| { |
| // Data used by the main thread |
| SDL_InitState init; |
| SDL_Thread *thread; |
| SDL_TimerMap *timermap; |
| SDL_Mutex *timermap_lock; |
| |
| // Padding to separate cache lines between threads |
| char cache_pad[SDL_CACHELINE_SIZE]; |
| |
| // Data used to communicate with the timer thread |
| SDL_SpinLock lock; |
| SDL_Semaphore *sem; |
| SDL_Timer *pending; |
| SDL_Timer *freelist; |
| SDL_AtomicInt active; |
| |
| // List of timers - this is only touched by the timer thread |
| SDL_Timer *timers; |
| } SDL_TimerData; |
| |
| static SDL_TimerData SDL_timer_data; |
| |
| /* The idea here is that any thread might add a timer, but a single |
| * thread manages the active timer queue, sorted by scheduling time. |
| * |
| * Timers are removed by simply setting a canceled flag |
| */ |
| |
| static void SDL_AddTimerInternal(SDL_TimerData *data, SDL_Timer *timer) |
| { |
| SDL_Timer *prev, *curr; |
| |
| prev = NULL; |
| for (curr = data->timers; curr; prev = curr, curr = curr->next) { |
| if (curr->scheduled > timer->scheduled) { |
| break; |
| } |
| } |
| |
| // Insert the timer here! |
| if (prev) { |
| prev->next = timer; |
| } else { |
| data->timers = timer; |
| } |
| timer->next = curr; |
| } |
| |
| static int SDLCALL SDL_TimerThread(void *_data) |
| { |
| SDL_TimerData *data = (SDL_TimerData *)_data; |
| SDL_Timer *pending; |
| SDL_Timer *current; |
| SDL_Timer *freelist_head = NULL; |
| SDL_Timer *freelist_tail = NULL; |
| Uint64 tick, now, interval, delay; |
| |
| /* Threaded timer loop: |
| * 1. Queue timers added by other threads |
| * 2. Handle any timers that should dispatch this cycle |
| * 3. Wait until next dispatch time or new timer arrives |
| */ |
| for (;;) { |
| // Pending and freelist maintenance |
| SDL_LockSpinlock(&data->lock); |
| { |
| // Get any timers ready to be queued |
| pending = data->pending; |
| data->pending = NULL; |
| |
| // Make any unused timer structures available |
| if (freelist_head) { |
| freelist_tail->next = data->freelist; |
| data->freelist = freelist_head; |
| } |
| } |
| SDL_UnlockSpinlock(&data->lock); |
| |
| // Sort the pending timers into our list |
| while (pending) { |
| current = pending; |
| pending = pending->next; |
| SDL_AddTimerInternal(data, current); |
| } |
| freelist_head = NULL; |
| freelist_tail = NULL; |
| |
| // Check to see if we're still running, after maintenance |
| if (!SDL_GetAtomicInt(&data->active)) { |
| break; |
| } |
| |
| // Initial delay if there are no timers |
| delay = (Uint64)-1; |
| |
| tick = SDL_GetTicksNS(); |
| |
| // Process all the pending timers for this tick |
| while (data->timers) { |
| current = data->timers; |
| |
| if (tick < current->scheduled) { |
| // Scheduled for the future, wait a bit |
| delay = (current->scheduled - tick); |
| break; |
| } |
| |
| // We're going to do something with this timer |
| data->timers = current->next; |
| |
| if (SDL_GetAtomicInt(¤t->canceled)) { |
| interval = 0; |
| } else { |
| if (current->callback_ms) { |
| interval = SDL_MS_TO_NS(current->callback_ms(current->userdata, current->timerID, (Uint32)SDL_NS_TO_MS(current->interval))); |
| } else { |
| interval = current->callback_ns(current->userdata, current->timerID, current->interval); |
| } |
| } |
| |
| if (interval > 0) { |
| // Reschedule this timer |
| current->interval = interval; |
| current->scheduled = tick + interval; |
| SDL_AddTimerInternal(data, current); |
| } else { |
| if (!freelist_head) { |
| freelist_head = current; |
| } |
| if (freelist_tail) { |
| freelist_tail->next = current; |
| } |
| freelist_tail = current; |
| |
| SDL_SetAtomicInt(¤t->canceled, 1); |
| } |
| } |
| |
| // Adjust the delay based on processing time |
| now = SDL_GetTicksNS(); |
| interval = (now - tick); |
| if (interval > delay) { |
| delay = 0; |
| } else { |
| delay -= interval; |
| } |
| |
| /* Note that each time a timer is added, this will return |
| immediately, but we process the timers added all at once. |
| That's okay, it just means we run through the loop a few |
| extra times. |
| */ |
| SDL_WaitSemaphoreTimeoutNS(data->sem, delay); |
| } |
| return 0; |
| } |
| |
| bool SDL_InitTimers(void) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| |
| if (!SDL_ShouldInit(&data->init)) { |
| return true; |
| } |
| |
| data->timermap_lock = SDL_CreateMutex(); |
| if (!data->timermap_lock) { |
| goto error; |
| } |
| |
| data->sem = SDL_CreateSemaphore(0); |
| if (!data->sem) { |
| goto error; |
| } |
| |
| SDL_SetAtomicInt(&data->active, true); |
| |
| // Timer threads use a callback into the app, so we can't set a limited stack size here. |
| data->thread = SDL_CreateThread(SDL_TimerThread, "SDLTimer", data); |
| if (!data->thread) { |
| goto error; |
| } |
| |
| SDL_SetInitialized(&data->init, true); |
| return true; |
| |
| error: |
| SDL_SetInitialized(&data->init, true); |
| SDL_QuitTimers(); |
| return false; |
| } |
| |
| void SDL_QuitTimers(void) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_Timer *timer; |
| SDL_TimerMap *entry; |
| |
| if (!SDL_ShouldQuit(&data->init)) { |
| return; |
| } |
| |
| SDL_SetAtomicInt(&data->active, false); |
| |
| // Shutdown the timer thread |
| if (data->thread) { |
| SDL_SignalSemaphore(data->sem); |
| SDL_WaitThread(data->thread, NULL); |
| data->thread = NULL; |
| } |
| |
| if (data->sem) { |
| SDL_DestroySemaphore(data->sem); |
| data->sem = NULL; |
| } |
| |
| // Clean up the timer entries |
| while (data->timers) { |
| timer = data->timers; |
| data->timers = timer->next; |
| SDL_free(timer); |
| } |
| while (data->freelist) { |
| timer = data->freelist; |
| data->freelist = timer->next; |
| SDL_free(timer); |
| } |
| while (data->timermap) { |
| entry = data->timermap; |
| data->timermap = entry->next; |
| SDL_free(entry); |
| } |
| |
| if (data->timermap_lock) { |
| SDL_DestroyMutex(data->timermap_lock); |
| data->timermap_lock = NULL; |
| } |
| |
| SDL_SetInitialized(&data->init, false); |
| } |
| |
| static bool SDL_CheckInitTimers(void) |
| { |
| return SDL_InitTimers(); |
| } |
| |
| static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_Timer *timer; |
| SDL_TimerMap *entry; |
| |
| CHECK_PARAM(!callback_ms && !callback_ns) { |
| SDL_InvalidParamError("callback"); |
| return 0; |
| } |
| |
| if (!SDL_CheckInitTimers()) { |
| return 0; |
| } |
| |
| SDL_LockSpinlock(&data->lock); |
| timer = data->freelist; |
| if (timer) { |
| data->freelist = timer->next; |
| } |
| SDL_UnlockSpinlock(&data->lock); |
| |
| if (timer) { |
| SDL_RemoveTimer(timer->timerID); |
| } else { |
| timer = (SDL_Timer *)SDL_malloc(sizeof(*timer)); |
| if (!timer) { |
| return 0; |
| } |
| } |
| timer->timerID = SDL_GetNextObjectID(); |
| timer->callback_ms = callback_ms; |
| timer->callback_ns = callback_ns; |
| timer->userdata = userdata; |
| timer->interval = interval; |
| timer->scheduled = SDL_GetTicksNS() + timer->interval; |
| SDL_SetAtomicInt(&timer->canceled, 0); |
| |
| entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry)); |
| if (!entry) { |
| SDL_free(timer); |
| return 0; |
| } |
| entry->timer = timer; |
| entry->timerID = timer->timerID; |
| |
| SDL_LockMutex(data->timermap_lock); |
| entry->next = data->timermap; |
| data->timermap = entry; |
| SDL_UnlockMutex(data->timermap_lock); |
| |
| // Add the timer to the pending list for the timer thread |
| SDL_LockSpinlock(&data->lock); |
| timer->next = data->pending; |
| data->pending = timer; |
| SDL_UnlockSpinlock(&data->lock); |
| |
| // Wake up the timer thread if necessary |
| SDL_SignalSemaphore(data->sem); |
| |
| return entry->timerID; |
| } |
| |
| SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata) |
| { |
| return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata); |
| } |
| |
| SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata) |
| { |
| return SDL_CreateTimer(interval, NULL, callback, userdata); |
| } |
| |
| bool SDL_RemoveTimer(SDL_TimerID id) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_TimerMap *prev, *entry; |
| bool canceled = false; |
| |
| CHECK_PARAM(!id) { |
| return SDL_InvalidParamError("id"); |
| } |
| |
| // Find the timer |
| SDL_LockMutex(data->timermap_lock); |
| prev = NULL; |
| for (entry = data->timermap; entry; prev = entry, entry = entry->next) { |
| if (entry->timerID == id) { |
| if (prev) { |
| prev->next = entry->next; |
| } else { |
| data->timermap = entry->next; |
| } |
| break; |
| } |
| } |
| SDL_UnlockMutex(data->timermap_lock); |
| |
| if (entry) { |
| if (!SDL_GetAtomicInt(&entry->timer->canceled)) { |
| SDL_SetAtomicInt(&entry->timer->canceled, 1); |
| canceled = true; |
| } |
| SDL_free(entry); |
| } |
| if (canceled) { |
| return true; |
| } else { |
| return SDL_SetError("Timer not found"); |
| } |
| } |
| |
| #else |
| |
| #include <emscripten/emscripten.h> |
| #include <emscripten/eventloop.h> |
| |
| typedef struct SDL_TimerMap |
| { |
| SDL_TimerID timerID; |
| int timeoutID; |
| Uint64 interval; |
| SDL_TimerCallback callback_ms; |
| SDL_NSTimerCallback callback_ns; |
| void *userdata; |
| struct SDL_TimerMap *next; |
| } SDL_TimerMap; |
| |
| typedef struct |
| { |
| SDL_TimerMap *timermap; |
| } SDL_TimerData; |
| |
| static SDL_TimerData SDL_timer_data; |
| |
| static void SDL_Emscripten_TimerHelper(void *userdata) |
| { |
| SDL_TimerMap *entry = (SDL_TimerMap *)userdata; |
| if (entry->callback_ms) { |
| entry->interval = SDL_MS_TO_NS(entry->callback_ms(entry->userdata, entry->timerID, (Uint32)SDL_NS_TO_MS(entry->interval))); |
| } else { |
| entry->interval = entry->callback_ns(entry->userdata, entry->timerID, entry->interval); |
| } |
| if (entry->interval > 0) { |
| entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper, |
| SDL_NS_TO_MS(entry->interval), |
| entry); |
| } |
| } |
| |
| bool SDL_InitTimers(void) |
| { |
| return true; |
| } |
| |
| void SDL_QuitTimers(void) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_TimerMap *entry; |
| |
| while (data->timermap) { |
| entry = data->timermap; |
| data->timermap = entry->next; |
| SDL_free(entry); |
| } |
| } |
| |
| static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_TimerMap *entry; |
| |
| CHECK_PARAM(!callback_ms && !callback_ns) { |
| SDL_InvalidParamError("callback"); |
| return 0; |
| } |
| |
| entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry)); |
| if (!entry) { |
| return 0; |
| } |
| entry->timerID = SDL_GetNextObjectID(); |
| entry->callback_ms = callback_ms; |
| entry->callback_ns = callback_ns; |
| entry->userdata = userdata; |
| entry->interval = interval; |
| |
| entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper, |
| SDL_NS_TO_MS(entry->interval), |
| entry); |
| |
| entry->next = data->timermap; |
| data->timermap = entry; |
| |
| return entry->timerID; |
| } |
| |
| SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata) |
| { |
| return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata); |
| } |
| |
| SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata) |
| { |
| return SDL_CreateTimer(interval, NULL, callback, userdata); |
| } |
| |
| bool SDL_RemoveTimer(SDL_TimerID id) |
| { |
| SDL_TimerData *data = &SDL_timer_data; |
| SDL_TimerMap *prev, *entry; |
| |
| CHECK_PARAM(!id) { |
| return SDL_InvalidParamError("id"); |
| } |
| |
| // Find the timer |
| prev = NULL; |
| for (entry = data->timermap; entry; prev = entry, entry = entry->next) { |
| if (entry->timerID == id) { |
| if (prev) { |
| prev->next = entry->next; |
| } else { |
| data->timermap = entry->next; |
| } |
| break; |
| } |
| } |
| |
| if (entry) { |
| emscripten_clear_timeout(entry->timeoutID); |
| SDL_free(entry); |
| return true; |
| } else { |
| return SDL_SetError("Timer not found"); |
| } |
| } |
| |
| #endif // !SDL_PLATFORM_EMSCRIPTEN || !SDL_THREADS_DISABLED |
| |
| static Uint64 tick_start; |
| static Uint32 tick_numerator_ns; |
| static Uint32 tick_denominator_ns; |
| static Uint32 tick_numerator_ms; |
| static Uint32 tick_denominator_ms; |
| |
| #if defined(SDL_TIMER_WINDOWS) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES) |
| #include <mmsystem.h> |
| #define HAVE_TIME_BEGIN_PERIOD |
| #endif |
| |
| static void SDL_SetSystemTimerResolutionMS(int period) |
| { |
| #ifdef HAVE_TIME_BEGIN_PERIOD |
| static int timer_period = 0; |
| |
| if (period != timer_period) { |
| if (timer_period) { |
| timeEndPeriod((UINT)timer_period); |
| } |
| |
| timer_period = period; |
| |
| if (timer_period) { |
| timeBeginPeriod((UINT)timer_period); |
| } |
| } |
| #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(); |
| } |
| } |