1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
|
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#include "SDL_timer_c.h"
#include "../thread/SDL_systhread.h"
// #define DEBUG_TIMERS
#if !defined(SDL_PLATFORM_EMSCRIPTEN) || !defined(SDL_THREADS_DISABLED)
typedef struct SDL_Timer
{
SDL_TimerID timerID;
SDL_TimerCallback callback_ms;
SDL_NSTimerCallback callback_ns;
void *userdata;
Uint64 interval;
Uint64 scheduled;
SDL_AtomicInt canceled;
struct SDL_Timer *next;
} SDL_Timer;
typedef struct SDL_TimerMap
{
SDL_TimerID 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_InitState init;
SDL_Thread *thread;
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_Semaphore *sem;
SDL_Timer *pending;
SDL_Timer *freelist;
SDL_AtomicInt 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 (curr->scheduled > timer->scheduled) {
break;
}
}
// Insert the timer here!
if (prev) {
prev->next = timer;
} else {
data->timers = timer;
}
timer->next = curr;
}
static int SDLCALL 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;
Uint64 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_LockSpinlock(&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_UnlockSpinlock(&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 (!SDL_GetAtomicInt(&data->active)) {
break;
}
// Initial delay if there are no timers
delay = (Uint64)-1;
tick = SDL_GetTicksNS();
// Process all the pending timers for this tick
while (data->timers) {
current = data->timers;
if (tick < current->scheduled) {
// 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 (SDL_GetAtomicInt(¤t->canceled)) {
interval = 0;
} else {
if (current->callback_ms) {
interval = SDL_MS_TO_NS(current->callback_ms(current->userdata, current->timerID, (Uint32)SDL_NS_TO_MS(current->interval)));
} else {
interval = current->callback_ns(current->userdata, current->timerID, current->interval);
}
}
if (interval > 0) {
// Reschedule this timer
current->interval = interval;
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;
SDL_SetAtomicInt(¤t->canceled, 1);
}
}
// Adjust the delay based on processing time
now = SDL_GetTicksNS();
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_WaitSemaphoreTimeoutNS(data->sem, delay);
}
return 0;
}
bool SDL_InitTimers(void)
{
SDL_TimerData *data = &SDL_timer_data;
if (!SDL_ShouldInit(&data->init)) {
return true;
}
data->timermap_lock = SDL_CreateMutex();
if (!data->timermap_lock) {
goto error;
}
data->sem = SDL_CreateSemaphore(0);
if (!data->sem) {
goto error;
}
SDL_SetAtomicInt(&data->active, true);
// Timer threads use a callback into the app, so we can't set a limited stack size here.
data->thread = SDL_CreateThread(SDL_TimerThread, "SDLTimer", data);
if (!data->thread) {
goto error;
}
SDL_SetInitialized(&data->init, true);
return true;
error:
SDL_SetInitialized(&data->init, true);
SDL_QuitTimers();
return false;
}
void SDL_QuitTimers(void)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_Timer *timer;
SDL_TimerMap *entry;
if (!SDL_ShouldQuit(&data->init)) {
return;
}
SDL_SetAtomicInt(&data->active, false);
// Shutdown the timer thread
if (data->thread) {
SDL_SignalSemaphore(data->sem);
SDL_WaitThread(data->thread, NULL);
data->thread = NULL;
}
if (data->sem) {
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);
}
if (data->timermap_lock) {
SDL_DestroyMutex(data->timermap_lock);
data->timermap_lock = NULL;
}
SDL_SetInitialized(&data->init, false);
}
static bool SDL_CheckInitTimers(void)
{
return SDL_InitTimers();
}
static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_Timer *timer;
SDL_TimerMap *entry;
if (!callback_ms && !callback_ns) {
SDL_InvalidParamError("callback");
return 0;
}
if (!SDL_CheckInitTimers()) {
return 0;
}
SDL_LockSpinlock(&data->lock);
timer = data->freelist;
if (timer) {
data->freelist = timer->next;
}
SDL_UnlockSpinlock(&data->lock);
if (timer) {
SDL_RemoveTimer(timer->timerID);
} else {
timer = (SDL_Timer *)SDL_malloc(sizeof(*timer));
if (!timer) {
return 0;
}
}
timer->timerID = SDL_GetNextObjectID();
timer->callback_ms = callback_ms;
timer->callback_ns = callback_ns;
timer->userdata = userdata;
timer->interval = interval;
timer->scheduled = SDL_GetTicksNS() + timer->interval;
SDL_SetAtomicInt(&timer->canceled, 0);
entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
if (!entry) {
SDL_free(timer);
return 0;
}
entry->timer = timer;
entry->timerID = timer->timerID;
SDL_LockMutex(data->timermap_lock);
entry->next = data->timermap;
data->timermap = entry;
SDL_UnlockMutex(data->timermap_lock);
// Add the timer to the pending list for the timer thread
SDL_LockSpinlock(&data->lock);
timer->next = data->pending;
data->pending = timer;
SDL_UnlockSpinlock(&data->lock);
// Wake up the timer thread if necessary
SDL_SignalSemaphore(data->sem);
return entry->timerID;
}
SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata)
{
return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata);
}
SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata)
{
return SDL_CreateTimer(interval, NULL, callback, userdata);
}
bool SDL_RemoveTimer(SDL_TimerID id)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_TimerMap *prev, *entry;
bool canceled = false;
if (!id) {
return SDL_InvalidParamError("id");
}
// Find the timer
SDL_LockMutex(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_UnlockMutex(data->timermap_lock);
if (entry) {
if (!SDL_GetAtomicInt(&entry->timer->canceled)) {
SDL_SetAtomicInt(&entry->timer->canceled, 1);
canceled = true;
}
SDL_free(entry);
}
if (canceled) {
return true;
} else {
return SDL_SetError("Timer not found");
}
}
#else
#include <emscripten/emscripten.h>
#include <emscripten/eventloop.h>
typedef struct SDL_TimerMap
{
SDL_TimerID timerID;
int timeoutID;
Uint64 interval;
SDL_TimerCallback callback_ms;
SDL_NSTimerCallback callback_ns;
void *userdata;
struct SDL_TimerMap *next;
} SDL_TimerMap;
typedef struct
{
SDL_TimerMap *timermap;
} SDL_TimerData;
static SDL_TimerData SDL_timer_data;
static void SDL_Emscripten_TimerHelper(void *userdata)
{
SDL_TimerMap *entry = (SDL_TimerMap *)userdata;
if (entry->callback_ms) {
entry->interval = SDL_MS_TO_NS(entry->callback_ms(entry->userdata, entry->timerID, (Uint32)SDL_NS_TO_MS(entry->interval)));
} else {
entry->interval = entry->callback_ns(entry->userdata, entry->timerID, entry->interval);
}
if (entry->interval > 0) {
entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
SDL_NS_TO_MS(entry->interval),
entry);
}
}
bool SDL_InitTimers(void)
{
return true;
}
void SDL_QuitTimers(void)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_TimerMap *entry;
while (data->timermap) {
entry = data->timermap;
data->timermap = entry->next;
SDL_free(entry);
}
}
static SDL_TimerID SDL_CreateTimer(Uint64 interval, SDL_TimerCallback callback_ms, SDL_NSTimerCallback callback_ns, void *userdata)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_TimerMap *entry;
if (!callback_ms && !callback_ns) {
SDL_InvalidParamError("callback");
return 0;
}
entry = (SDL_TimerMap *)SDL_malloc(sizeof(*entry));
if (!entry) {
return 0;
}
entry->timerID = SDL_GetNextObjectID();
entry->callback_ms = callback_ms;
entry->callback_ns = callback_ns;
entry->userdata = userdata;
entry->interval = interval;
entry->timeoutID = emscripten_set_timeout(&SDL_Emscripten_TimerHelper,
SDL_NS_TO_MS(entry->interval),
entry);
entry->next = data->timermap;
data->timermap = entry;
return entry->timerID;
}
SDL_TimerID SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata)
{
return SDL_CreateTimer(SDL_MS_TO_NS(interval), callback, NULL, userdata);
}
SDL_TimerID SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata)
{
return SDL_CreateTimer(interval, NULL, callback, userdata);
}
bool SDL_RemoveTimer(SDL_TimerID id)
{
SDL_TimerData *data = &SDL_timer_data;
SDL_TimerMap *prev, *entry;
if (!id) {
return SDL_InvalidParamError("id");
}
// Find the timer
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;
}
}
if (entry) {
emscripten_clear_timeout(entry->timeoutID);
SDL_free(entry);
return true;
} else {
return SDL_SetError("Timer not found");
}
}
#endif // !SDL_PLATFORM_EMSCRIPTEN || !SDL_THREADS_DISABLED
static Uint64 tick_start;
static Uint32 tick_numerator_ns;
static Uint32 tick_denominator_ns;
static Uint32 tick_numerator_ms;
static Uint32 tick_denominator_ms;
#if defined(SDL_TIMER_WINDOWS) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
#include <mmsystem.h>
#define HAVE_TIME_BEGIN_PERIOD
#endif
static void SDL_SetSystemTimerResolutionMS(int period)
{
#ifdef HAVE_TIME_BEGIN_PERIOD
static int timer_period = 0;
if (period != timer_period) {
if (timer_period) {
timeEndPeriod((UINT)timer_period);
}
timer_period = period;
if (timer_period) {
timeBeginPeriod((UINT)timer_period);
}
}
#endif // HAVE_TIME_BEGIN_PERIOD
}
static void SDLCALL SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
{
int period;
// Unless the hint says otherwise, let's have good sleep precision
if (hint && *hint) {
period = SDL_atoi(hint);
} else {
period = 1;
}
if (period || oldValue != hint) {
SDL_SetSystemTimerResolutionMS(period);
}
}
void SDL_InitTicks(void)
{
Uint64 tick_freq;
Uint32 gcd;
if (tick_start) {
return;
}
/* If we didn't set a precision, set it high. This affects lots of things
on Windows besides the SDL timers, like audio callbacks, etc. */
SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
SDL_TimerResolutionChanged, NULL);
tick_freq = SDL_GetPerformanceFrequency();
SDL_assert(tick_freq > 0 && tick_freq <= (Uint64)SDL_MAX_UINT32);
gcd = SDL_CalculateGCD(SDL_NS_PER_SECOND, (Uint32)tick_freq);
tick_numerator_ns = (SDL_NS_PER_SECOND / gcd);
tick_denominator_ns = (Uint32)(tick_freq / gcd);
gcd = SDL_CalculateGCD(SDL_MS_PER_SECOND, (Uint32)tick_freq);
tick_numerator_ms = (SDL_MS_PER_SECOND / gcd);
tick_denominator_ms = (Uint32)(tick_freq / gcd);
tick_start = SDL_GetPerformanceCounter();
if (!tick_start) {
--tick_start;
}
}
void SDL_QuitTicks(void)
{
SDL_RemoveHintCallback(SDL_HINT_TIMER_RESOLUTION,
SDL_TimerResolutionChanged, NULL);
SDL_SetSystemTimerResolutionMS(0); // always release our timer resolution request.
tick_start = 0;
}
Uint64 SDL_GetTicksNS(void)
{
Uint64 starting_value, value;
if (!tick_start) {
SDL_InitTicks();
}
starting_value = (SDL_GetPerformanceCounter() - tick_start);
value = (starting_value * tick_numerator_ns);
SDL_assert(value >= starting_value);
value /= tick_denominator_ns;
return value;
}
Uint64 SDL_GetTicks(void)
{
Uint64 starting_value, value;
if (!tick_start) {
SDL_InitTicks();
}
starting_value = (SDL_GetPerformanceCounter() - tick_start);
value = (starting_value * tick_numerator_ms);
SDL_assert(value >= starting_value);
value /= tick_denominator_ms;
return value;
}
void SDL_Delay(Uint32 ms)
{
SDL_SYS_DelayNS(SDL_MS_TO_NS(ms));
}
void SDL_DelayNS(Uint64 ns)
{
SDL_SYS_DelayNS(ns);
}
void SDL_DelayPrecise(Uint64 ns)
{
Uint64 current_value = SDL_GetTicksNS();
const Uint64 target_value = current_value + ns;
// Sleep for a short number of cycles when real sleeps are desired.
// We'll use 1 ms, it's the minimum guaranteed to produce real sleeps across
// all platforms.
const Uint64 SHORT_SLEEP_NS = 1 * SDL_NS_PER_MS;
// Try to sleep short of target_value. If for some crazy reason
// a particular platform sleeps for less than 1 ms when 1 ms was requested,
// that's fine, the code below can cope with that, but in practice no
// platforms behave that way.
Uint64 max_sleep_ns = SHORT_SLEEP_NS;
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();
}
}
|