WinRT: moved ill-performing XInput device-detection calls to a separate thread
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27e79b93ec
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3f1e3c303e
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@ -38,6 +38,7 @@
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#include "../SDL_joystick_c.h"
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#include "SDL_events.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_timer.h"
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#include <Windows.h>
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#include <Xinput.h>
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@ -46,8 +47,9 @@ struct joystick_hwdata {
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//Uint8 bXInputHaptic; // Supports force feedback via XInput.
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DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
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XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
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SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
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SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated removal event pending?
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SDL_bool isDeviceConnected; // was the device connected (on the last detection-polling, or during backend-initialization)?
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SDL_bool isDeviceConnectionEventPending; // was a device added, and is the associated add-event pending?
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SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated remove-event pending?
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};
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/* Keep track of data on all XInput devices, regardless of whether or not
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@ -55,6 +57,79 @@ struct joystick_hwdata {
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*/
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static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
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/* Device detection can be extremely costly performance-wise, in some cases.
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In particular, if no devices are connected, calls to detect a single device,
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via either XInputGetState() or XInputGetCapabilities(), can take upwards of
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20 ms on a 1st generation Surface RT, more if devices are detected across
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all of of XInput's four device slots. WinRT and XInput do not appear to
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have callback-based APIs to notify an app when a device is connected, at
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least as of Windows 8.1. The synchronous XInput calls must be used.
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Once a device is connected, calling XInputGetState() is a much less costly
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operation, with individual calls costing well under 1 ms, and often under
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0.1 ms [on a 1st gen Surface RT].
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With XInput's performance limitations in mind, a separate device-detection
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thread will be utilized (by SDL) to try to move costly XInput calls off the
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main thread. Polling of active devices still, however, occurs on the main
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thread.
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*/
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static SDL_Thread * g_DeviceDetectionThread = NULL;
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static SDL_mutex * g_DeviceInfoLock = NULL;
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static SDL_bool g_DeviceDetectionQuit = SDL_FALSE;
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/* Main function for the device-detection thread.
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*/
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static int
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DeviceDetectionThreadMain(void * _data)
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{
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DWORD result;
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XINPUT_CAPABILITIES tempXInputCaps;
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int i;
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while (1) {
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/* See if the device-detection thread is being asked to shutdown.
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*/
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SDL_LockMutex(g_DeviceInfoLock);
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if (g_DeviceDetectionQuit) {
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SDL_UnlockMutex(g_DeviceInfoLock);
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break;
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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/* Add a short delay to prevent the device-detection thread from eating
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up too much CPU time:
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*/
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SDL_Delay(300);
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/* TODO, WinRT: try making the device-detection thread wakeup sooner from its CPU-preserving SDL_Delay, if the thread was asked to quit.
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*/
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/* See if any new devices are connected. */
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for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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if (!g_XInputData[i].isDeviceConnected &&
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!g_XInputData[i].isDeviceConnectionEventPending &&
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!g_XInputData[i].isDeviceRemovalEventPending)
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{
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result = XInputGetCapabilities(i, 0, &tempXInputCaps);
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if (result == ERROR_SUCCESS) {
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/* Yes, a device is connected. Mark it as such.
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Others will be told about this (via an
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SDL_JOYDEVICEADDED event) in the next call to
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SDL_SYS_JoystickDetect.
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*/
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SDL_LockMutex(g_DeviceInfoLock);
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g_XInputData[i].isDeviceConnected = SDL_TRUE;
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g_XInputData[i].isDeviceConnectionEventPending = SDL_TRUE;
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SDL_UnlockMutex(g_DeviceInfoLock);
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}
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}
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}
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}
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return 0;
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}
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/* Function to scan the system for joysticks.
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* It should return 0, or -1 on an unrecoverable fatal error.
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*/
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@ -76,6 +151,12 @@ SDL_SYS_JoystickInit(void)
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}
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}
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/* Start up the device-detection thread.
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*/
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g_DeviceDetectionQuit = SDL_FALSE;
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g_DeviceInfoLock = SDL_CreateMutex();
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g_DeviceDetectionThread = SDL_CreateThread(DeviceDetectionThreadMain, "SDL_joystick", NULL);
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return (0);
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}
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@ -87,11 +168,13 @@ int SDL_SYS_NumJoysticks()
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/* Iterate through each possible XInput device and see if something
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was connected (at joystick init, or during the last polling).
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*/
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SDL_LockMutex(g_DeviceInfoLock);
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for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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if (g_XInputData[i].isDeviceConnected) {
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++joystickCount;
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}
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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return joystickCount;
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}
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@ -99,36 +182,28 @@ int SDL_SYS_NumJoysticks()
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void SDL_SYS_JoystickDetect()
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{
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DWORD i;
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XINPUT_STATE tempXInputState;
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HRESULT result;
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SDL_Event event;
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/* Iterate through each possible XInput device, seeing if any devices
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have been connected, or if they were removed.
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*/
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SDL_LockMutex(g_DeviceInfoLock);
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for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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/* See if any new devices are connected. */
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if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
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result = XInputGetState(i, &tempXInputState);
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if (result == ERROR_SUCCESS) {
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/* Yup, a device is connected. Mark the device as connected,
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then tell others about it (via an SDL_JOYDEVICEADDED event.)
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*/
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g_XInputData[i].isDeviceConnected = SDL_TRUE;
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if (g_XInputData[i].isDeviceConnectionEventPending) {
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#if !SDL_EVENTS_DISABLED
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SDL_zero(event);
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event.type = SDL_JOYDEVICEADDED;
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SDL_zero(event);
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event.type = SDL_JOYDEVICEADDED;
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if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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event.jdevice.which = i;
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if ((SDL_EventOK == NULL)
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|| (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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SDL_PushEvent(&event);
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}
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if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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event.jdevice.which = i;
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if ((SDL_EventOK == NULL)
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|| (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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SDL_PushEvent(&event);
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}
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#endif
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}
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#endif
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g_XInputData[i].isDeviceConnectionEventPending = SDL_FALSE;
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} else if (g_XInputData[i].isDeviceRemovalEventPending) {
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/* A device was previously marked as removed (by
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SDL_SYS_JoystickUpdate). Tell others about the device removal.
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@ -150,6 +225,7 @@ void SDL_SYS_JoystickDetect()
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#endif
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}
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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}
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SDL_bool SDL_SYS_JoystickNeedsPolling()
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@ -293,7 +369,11 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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/* Function to determine is this joystick is attached to the system right now */
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SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
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{
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return joystick->hwdata->isDeviceConnected;
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SDL_bool isDeviceConnected;
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SDL_LockMutex(g_DeviceInfoLock);
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isDeviceConnected = joystick->hwdata->isDeviceConnected;
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SDL_UnlockMutex(g_DeviceInfoLock);
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return isDeviceConnected;
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}
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/* Function to return > 0 if a bit array of buttons differs after applying a mask
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@ -312,9 +392,12 @@ void
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SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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{
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HRESULT result;
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XINPUT_STATE prevXInputState;
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SDL_LockMutex(g_DeviceInfoLock);
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/* Before polling for new data, make note of the old data */
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XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
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prevXInputState = joystick->hwdata->XInputState;
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/* Poll for new data */
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result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
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@ -324,6 +407,7 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
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/* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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return;
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}
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@ -375,6 +459,8 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
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SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
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}
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SDL_UnlockMutex(g_DeviceInfoLock);
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}
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/* Function to close a joystick after use */
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SDL_SYS_JoystickClose(SDL_Joystick * joystick)
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{
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/* Clear cached button data on the joystick */
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SDL_LockMutex(g_DeviceInfoLock);
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SDL_zero(joystick->hwdata->XInputState);
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SDL_UnlockMutex(g_DeviceInfoLock);
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/* There's need to free 'hwdata', as it's a pointer to a global array.
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The field will be cleared anyways, just to indicate that it's not
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@ -395,6 +483,18 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
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void
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SDL_SYS_JoystickQuit(void)
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{
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/* Tell the joystick detection thread to stop, then wait for it to finish */
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SDL_LockMutex(g_DeviceInfoLock);
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g_DeviceDetectionQuit = SDL_TRUE;
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SDL_UnlockMutex(g_DeviceInfoLock);
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SDL_WaitThread(g_DeviceDetectionThread, NULL);
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/* Clean up device-detection stuff */
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SDL_DestroyMutex(g_DeviceInfoLock);
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g_DeviceInfoLock = NULL;
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g_DeviceDetectionThread = NULL;
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g_DeviceDetectionQuit = SDL_FALSE;
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return;
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}
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