Mercurial > sdl-ios-xcode
view src/timer/SDL_timer.c @ 5169:4d39eeaad00b
Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 15:49:37 -0800 |
parents | 427998ff3bcf |
children | b530ef003506 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_timer.h" #include "SDL_timer_c.h" #include "SDL_atomic.h" #include "SDL_cpuinfo.h" #include "SDL_thread.h" /* #define DEBUG_TIMERS */ typedef struct _SDL_Timer { int timerID; SDL_TimerCallback callback; void *param; Uint32 interval; Uint32 scheduled; volatile SDL_bool canceled; struct _SDL_Timer *next; } SDL_Timer; typedef struct _SDL_TimerMap { int 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_Thread *thread; SDL_atomic_t nextID; 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_sem *sem; SDL_Timer * volatile pending; SDL_Timer * volatile freelist; volatile SDL_bool 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 ((Sint32)(timer->scheduled-curr->scheduled) < 0) { break; } } /* Insert the timer here! */ if (prev) { prev->next = timer; } else { data->timers = timer; } timer->next = curr; } static int 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; Uint32 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_AtomicLock(&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_AtomicUnlock(&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 (!data->active) { break; } /* Initial delay if there are no timers */ delay = SDL_MUTEX_MAXWAIT; tick = SDL_GetTicks(); /* Process all the pending timers for this tick */ while (data->timers) { current = data->timers; if ((Sint32)(tick-current->scheduled) < 0) { /* 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 (current->canceled) { interval = 0; } else { interval = current->callback(current->interval, current->param); } if (interval > 0) { /* Reschedule this timer */ 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; current->canceled = SDL_TRUE; } } /* Adjust the delay based on processing time */ now = SDL_GetTicks(); 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_SemWaitTimeout(data->sem, delay); } return 0; } int SDL_TimerInit(void) { SDL_TimerData *data = &SDL_timer_data; if (!data->active) { data->timermap_lock = SDL_CreateMutex(); if (!data->timermap_lock) { return -1; } data->sem = SDL_CreateSemaphore(0); if (!data->sem) { SDL_DestroyMutex(data->timermap_lock); return -1; } data->active = SDL_TRUE; /* !!! FIXME: this is nasty. */ #if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) #undef SDL_CreateThread data->thread = SDL_CreateThread(SDL_TimerThread, data, NULL, NULL); #else data->thread = SDL_CreateThread(SDL_TimerThread, data); #endif if (!data->thread) { SDL_TimerQuit(); return -1; } SDL_AtomicSet(&data->nextID, 1); } return 0; } void SDL_TimerQuit(void) { SDL_TimerData *data = &SDL_timer_data; SDL_Timer *timer; SDL_TimerMap *entry; if (data->active) { data->active = SDL_FALSE; /* Shutdown the timer thread */ if (data->thread) { SDL_SemPost(data->sem); SDL_WaitThread(data->thread, NULL); data->thread = NULL; } 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); } SDL_DestroyMutex(data->timermap_lock); data->timermap_lock = NULL; } } SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param) { SDL_TimerData *data = &SDL_timer_data; SDL_Timer *timer; SDL_TimerMap *entry; if (!data->active) { int status = 0; SDL_AtomicLock(&data->lock); if (!data->active) { status = SDL_TimerInit(); } SDL_AtomicUnlock(&data->lock); if (status < 0) { return 0; } } SDL_AtomicLock(&data->lock); timer = data->freelist; if (timer) { data->freelist = timer->next; } SDL_AtomicUnlock(&data->lock); if (timer) { SDL_RemoveTimer(timer->timerID); } else { timer = (SDL_Timer *)SDL_malloc(sizeof(*timer)); if (!timer) { SDL_OutOfMemory(); return 0; } } timer->timerID = SDL_AtomicIncRef(&data->nextID); timer->callback = callback; timer->param = param; timer->interval = interval; timer->scheduled = SDL_GetTicks() + interval; timer->canceled = SDL_FALSE; entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry)); if (!entry) { SDL_free(timer); SDL_OutOfMemory(); return 0; } entry->timer = timer; entry->timerID = timer->timerID; SDL_mutexP(data->timermap_lock); entry->next = data->timermap; data->timermap = entry; SDL_mutexV(data->timermap_lock); /* Add the timer to the pending list for the timer thread */ SDL_AtomicLock(&data->lock); timer->next = data->pending; data->pending = timer; SDL_AtomicUnlock(&data->lock); /* Wake up the timer thread if necessary */ SDL_SemPost(data->sem); return entry->timerID; } SDL_bool SDL_RemoveTimer(SDL_TimerID id) { SDL_TimerData *data = &SDL_timer_data; SDL_TimerMap *prev, *entry; SDL_bool canceled = SDL_FALSE; /* Find the timer */ SDL_mutexP(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_mutexV(data->timermap_lock); if (entry) { if (!entry->timer->canceled) { entry->timer->canceled = SDL_TRUE; canceled = SDL_TRUE; } SDL_free(entry); } return canceled; } /* vi: set ts=4 sw=4 expandtab: */