1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22
23 #ifdef SDL_TIMER_WINDOWS
24
25 #include "../../core/windows/SDL_windows.h"
26 #include <mmsystem.h>
27
28 #include "SDL_timer.h"
29 #include "SDL_hints.h"
30
31
32 /* The first (low-resolution) ticks value of the application */
33 static DWORD start = 0;
34 static BOOL ticks_started = FALSE;
35
36 /* Store if a high-resolution performance counter exists on the system */
37 static BOOL hires_timer_available;
38 /* The first high-resolution ticks value of the application */
39 static LARGE_INTEGER hires_start_ticks;
40 /* The number of ticks per second of the high-resolution performance counter */
41 static LARGE_INTEGER hires_ticks_per_second;
42
43 static void
SDL_SetSystemTimerResolution(const UINT uPeriod)44 SDL_SetSystemTimerResolution(const UINT uPeriod)
45 {
46 #ifndef __WINRT__
47 static UINT timer_period = 0;
48
49 if (uPeriod != timer_period) {
50 if (timer_period) {
51 timeEndPeriod(timer_period);
52 }
53
54 timer_period = uPeriod;
55
56 if (timer_period) {
57 timeBeginPeriod(timer_period);
58 }
59 }
60 #endif
61 }
62
63 static void
SDL_TimerResolutionChanged(void * userdata,const char * name,const char * oldValue,const char * hint)64 SDL_TimerResolutionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
65 {
66 UINT uPeriod;
67
68 /* Unless the hint says otherwise, let's have good sleep precision */
69 if (hint && *hint) {
70 uPeriod = SDL_atoi(hint);
71 } else {
72 uPeriod = 1;
73 }
74 if (uPeriod || oldValue != hint) {
75 SDL_SetSystemTimerResolution(uPeriod);
76 }
77 }
78
79 void
SDL_TicksInit(void)80 SDL_TicksInit(void)
81 {
82 if (ticks_started) {
83 return;
84 }
85 ticks_started = SDL_TRUE;
86
87 /* if we didn't set a precision, set it high. This affects lots of things
88 on Windows besides the SDL timers, like audio callbacks, etc. */
89 SDL_AddHintCallback(SDL_HINT_TIMER_RESOLUTION,
90 SDL_TimerResolutionChanged, NULL);
91
92 /* Set first ticks value */
93 /* QueryPerformanceCounter has had problems in the past, but lots of games
94 use it, so we'll rely on it here.
95 */
96 if (QueryPerformanceFrequency(&hires_ticks_per_second) == TRUE) {
97 hires_timer_available = TRUE;
98 QueryPerformanceCounter(&hires_start_ticks);
99 } else {
100 hires_timer_available = FALSE;
101 #ifndef __WINRT__
102 start = timeGetTime();
103 #endif /* __WINRT__ */
104 }
105 }
106
107 void
SDL_TicksQuit(void)108 SDL_TicksQuit(void)
109 {
110 SDL_DelHintCallback(SDL_HINT_TIMER_RESOLUTION,
111 SDL_TimerResolutionChanged, NULL);
112
113 SDL_SetSystemTimerResolution(0); /* always release our timer resolution request. */
114
115 start = 0;
116 ticks_started = SDL_FALSE;
117 }
118
119 Uint32
SDL_GetTicks(void)120 SDL_GetTicks(void)
121 {
122 DWORD now = 0;
123 LARGE_INTEGER hires_now;
124
125 if (!ticks_started) {
126 SDL_TicksInit();
127 }
128
129 if (hires_timer_available) {
130 QueryPerformanceCounter(&hires_now);
131
132 hires_now.QuadPart -= hires_start_ticks.QuadPart;
133 hires_now.QuadPart *= 1000;
134 hires_now.QuadPart /= hires_ticks_per_second.QuadPart;
135
136 return (DWORD) hires_now.QuadPart;
137 } else {
138 #ifndef __WINRT__
139 now = timeGetTime();
140 #endif /* __WINRT__ */
141 }
142
143 return (now - start);
144 }
145
146 Uint64
SDL_GetPerformanceCounter(void)147 SDL_GetPerformanceCounter(void)
148 {
149 LARGE_INTEGER counter;
150
151 if (!QueryPerformanceCounter(&counter)) {
152 return SDL_GetTicks();
153 }
154 return counter.QuadPart;
155 }
156
157 Uint64
SDL_GetPerformanceFrequency(void)158 SDL_GetPerformanceFrequency(void)
159 {
160 LARGE_INTEGER frequency;
161
162 if (!QueryPerformanceFrequency(&frequency)) {
163 return 1000;
164 }
165 return frequency.QuadPart;
166 }
167
168 void
SDL_Delay(Uint32 ms)169 SDL_Delay(Uint32 ms)
170 {
171 /* Sleep() is not publicly available to apps in early versions of WinRT.
172 *
173 * Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
174 * Windows Phone 8.1.
175 *
176 * Use the compiler version to determine availability.
177 *
178 * NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
179 * NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
180 * Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
181 * apps and libraries.
182 */
183 #if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
184 static HANDLE mutex = 0;
185 if (!mutex) {
186 mutex = CreateEventEx(0, 0, 0, EVENT_ALL_ACCESS);
187 }
188 WaitForSingleObjectEx(mutex, ms, FALSE);
189 #else
190 if (!ticks_started) {
191 SDL_TicksInit();
192 }
193
194 Sleep(ms);
195 #endif
196 }
197
198 #endif /* SDL_TIMER_WINDOWS */
199
200 /* vi: set ts=4 sw=4 expandtab: */
201