Batch controller axis events for reduced CPU usage on Steam Link

This commit is contained in:
Cameron Gutman 2019-04-28 15:16:04 -07:00
commit 4f00f62674

View file

@ -652,41 +652,60 @@ Uint32 SdlInputHandler::mouseMoveTimerCallback(Uint32 interval, void *param)
void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
{
GamepadState* state = findStateForGamepad(event->which);
SDL_JoystickID gameControllerId = event->which;
GamepadState* state = findStateForGamepad(gameControllerId);
if (state == NULL) {
return;
}
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
// Batch all pending axis motion events for this gamepad to save CPU time
SDL_Event nextEvent;
for (;;) {
switch (event->axis)
{
case SDL_CONTROLLER_AXIS_LEFTX:
state->lsX = event->value;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
// Signed values have one more negative value than
// positive value, so inverting the sign on -32768
// could actually cause the value to overflow and
// wrap around to be negative again. Avoid that by
// capping the value at 32767.
state->lsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
state->rsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
// Check for another event to batch with
if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
break;
case SDL_CONTROLLER_AXIS_LEFTY:
// Signed values have one more negative value than
// positive value, so inverting the sign on -32768
// could actually cause the value to overflow and
// wrap around to be negative again. Avoid that by
// capping the value at 32767.
state->lsY = -qMax(event->value, (short)-32767);
}
event = &nextEvent.caxis;
if (event->which != gameControllerId) {
// Stop batching if a different gamepad interrupts us
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
state->rsX = event->value;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
state->rsY = -qMax(event->value, (short)-32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
state->lt = (unsigned char)(event->value * 255UL / 32767);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
state->rt = (unsigned char)(event->value * 255UL / 32767);
break;
default:
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Unhandled controller axis: %d",
event->axis);
return;
}
// Remove the next event to batch
SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
}
sendGamepadState(state);