Improved implementation of SDL_DelayPrecise() (thanks @nightmareci!)

Fixes https://github.com/libsdl-org/SDL/issues/10592
This commit is contained in:
Sam Lantinga 2024-10-11 20:31:28 -07:00
parent 25251a9405
commit c5904d8710
2 changed files with 65 additions and 14 deletions

View File

@ -664,20 +664,71 @@ void SDL_DelayNS(Uint64 ns)
void SDL_DelayPrecise(Uint64 ns) void SDL_DelayPrecise(Uint64 ns)
{ {
Uint64 current_value = SDL_GetTicksNS(); Uint64 current_value = SDL_GetTicksNS();
Uint64 target_value = current_value + ns; const Uint64 target_value = current_value + ns;
// Sleep for a short number of cycles // Sleep for a short number of cycles when real sleeps are desired.
// We'll use 1 ms as a scheduling timeslice, it's a good value for modern operating systems // We'll use 1 ms, it's the minimum guaranteed to produce real sleeps across
const int SCHEDULING_TIMESLICE_NS = 1 * SDL_NS_PER_MS; // all platforms.
while (current_value < target_value) { const Uint64 SHORT_SLEEP_NS = 1 * SDL_NS_PER_MS;
Uint64 remaining_ns = (target_value - current_value);
if (remaining_ns > (SCHEDULING_TIMESLICE_NS + SDL_NS_PER_US)) { // Try to sleep short of target_value. If for some crazy reason
// Sleep for a short time, less than the scheduling timeslice // a particular platform sleeps for less than 1 ms when 1 ms was requested,
SDL_SYS_DelayNS(SCHEDULING_TIMESLICE_NS - SDL_NS_PER_US); // that's fine, the code below can cope with that, but in practice no
} else { // platforms behave that way.
// Spin for any remaining time Uint64 max_sleep_ns = SHORT_SLEEP_NS;
SDL_CPUPauseInstruction(); 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(); current_value = SDL_GetTicksNS();
} }
} }

View File

@ -213,7 +213,7 @@ int main(int argc, char *argv[])
Uint64 total_overslept = 0; Uint64 total_overslept = 0;
start = SDL_GetTicksNS(); start = SDL_GetTicksNS();
SDL_DelayNS(1); SDL_DelayPrecise(1);
now = SDL_GetTicksNS(); now = SDL_GetTicksNS();
actual_delay = (now - start); actual_delay = (now - start);
SDL_Log("Minimum precise delay: %" SDL_PRIu64 " ns\n", actual_delay); SDL_Log("Minimum precise delay: %" SDL_PRIu64 " ns\n", actual_delay);
@ -221,7 +221,7 @@ int main(int argc, char *argv[])
SDL_Log("Timing 100 frames at 60 FPS\n"); SDL_Log("Timing 100 frames at 60 FPS\n");
for (i = 0; i < 100; ++i) { for (i = 0; i < 100; ++i) {
start = SDL_GetTicksNS(); start = SDL_GetTicksNS();
SDL_DelayNS(desired_delay); SDL_DelayPrecise(desired_delay);
now = SDL_GetTicksNS(); now = SDL_GetTicksNS();
actual_delay = (now - start); actual_delay = (now - start);
if (actual_delay > desired_delay) { if (actual_delay > desired_delay) {