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Improved implementation of SDL_DelayPrecise() (thanks @nightmareci!)
Fixes https://github.com/libsdl-org/SDL/issues/10592
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@ -664,20 +664,71 @@ void SDL_DelayNS(Uint64 ns)
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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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const 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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// Sleep for a short number of cycles when real sleeps are desired.
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// We'll use 1 ms, it's the minimum guaranteed to produce real sleeps across
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// all platforms.
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const Uint64 SHORT_SLEEP_NS = 1 * SDL_NS_PER_MS;
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// Try to sleep short of target_value. If for some crazy reason
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// a particular platform sleeps for less than 1 ms when 1 ms was requested,
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// that's fine, the code below can cope with that, but in practice no
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// platforms behave that way.
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Uint64 max_sleep_ns = SHORT_SLEEP_NS;
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while (current_value + max_sleep_ns < target_value) {
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// Sleep for a short time
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SDL_SYS_DelayNS(SHORT_SLEEP_NS);
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const Uint64 now = SDL_GetTicksNS();
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const Uint64 next_sleep_ns = (now - current_value);
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if (next_sleep_ns > max_sleep_ns) {
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max_sleep_ns = next_sleep_ns;
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}
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current_value = now;
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}
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// Do a shorter sleep of the remaining time here, less the max overshoot in
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// the first loop. Due to maintaining max_sleep_ns as
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// greater-than-or-equal-to-1 ms, we can always subtract off 1 ms to get
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// the duration overshot beyond a 1 ms sleep request; if the system never
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// overshot, great, it's zero duration. By choosing the max overshoot
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// amount, we're likely to not overshoot here. If the sleep here ends up
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// functioning like SDL_DelayNS(0) internally, that's fine, we just don't
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// get to do a more-precise-than-1 ms-resolution sleep to undershoot by a
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// small amount on the current system, but SDL_DelayNS(0) does at least
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// introduce a small, yielding delay on many platforms, better than an
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// unyielding busyloop.
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//
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// Note that we'll always do at least one sleep in this function, so the
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// minimum resolution will be that of SDL_SYS_DelayNS()
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if (current_value < target_value && (target_value - current_value) > (max_sleep_ns - SHORT_SLEEP_NS)) {
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const Uint64 delay_ns = (target_value - current_value) - (max_sleep_ns - SHORT_SLEEP_NS);
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SDL_SYS_DelayNS(delay_ns);
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current_value = SDL_GetTicksNS();
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}
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// We've likely undershot target_value at this point by a pretty small
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// amount, but maybe not. The footgun case if not handled here is where
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// we've undershot by a large amount, like several ms, but still smaller
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// than the amount max_sleep_ns overshot by; in such a situation, the above
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// shorter-sleep block didn't do any delay, the if-block wasn't entered.
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// Also, maybe the shorter-sleep undershot by several ms, so we still don't
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// want to spin a lot then. In such a case, we accept the possibility of
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// overshooting to not spin much, or if overshot here, not at all, keeping
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// CPU/power usage down in any case. Due to scheduler sloppiness, it's
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// entirely possible to end up undershooting/overshooting here by much less
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// than 1 ms even if the current system's sleep function is only 1
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// ms-resolution, as SDL_GetTicksNS() generally is better resolution than 1
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// ms on the systems SDL supports.
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while (current_value + SHORT_SLEEP_NS < target_value) {
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SDL_SYS_DelayNS(SHORT_SLEEP_NS);
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current_value = SDL_GetTicksNS();
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}
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// Spin for any remaining time
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while (current_value < target_value) {
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SDL_CPUPauseInstruction();
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current_value = SDL_GetTicksNS();
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}
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}
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@ -213,7 +213,7 @@ int main(int argc, char *argv[])
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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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SDL_DelayPrecise(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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@ -221,7 +221,7 @@ int main(int argc, char *argv[])
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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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SDL_DelayPrecise(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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