Mercurial > sdl-ios-xcode
view src/timer/SDL_timer.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 427998ff3bcf |
children | b530ef003506 |
line wrap: on
line source
/* 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: */