optimize InputFilter::Update (.5ms -> .05ms on k7/1000)
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@@ -5,7 +5,23 @@
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#include "RageUtil.h"
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#include "RageThreads.h"
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#include "Preference.h"
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#include "Foreach.h"
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#include <set>
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namespace
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{
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/* Maintain a set of all interesting buttons: buttons which are being held
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* down, or which were held down and need a RELEASE event. We use this to
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* optimize InputFilter::Update, so we don't have to process every button
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* we know about when most of them aren't in use. This set is protected
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* by queuemutex. */
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typedef pair<InputDevice,DeviceButton> Button;
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set<Button> g_ButtonsToProcess;
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void ActivateButton( const DeviceInput &di )
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{
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g_ButtonsToProcess.insert( make_pair(di.device, di.button) );
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}
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}
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/*
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* Some input devices require debouncing. Do this on both press and release. After
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* reporting a change in state, don't report another for the debounce period. If a
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@@ -101,6 +117,8 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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bs.m_BeingHeld = Down;
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bs.m_BeingHeldTime = di.ts;
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}
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ActivateButton( di );
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}
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void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComment )
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@@ -120,6 +138,7 @@ void InputFilter::ResetDevice( InputDevice device )
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void InputFilter::Update(float fDeltaTime)
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{
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RageTimer foo;
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RageTimer now;
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// Constructing the DeviceInput inside the nested loops caues terrible
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@@ -138,85 +157,82 @@ void InputFilter::Update(float fDeltaTime)
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* things like "key pressed, key release, key repeat". */
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LockMut(*queuemutex);
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// Don't reconstruct "di" inside the loop. This line alone is
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// taking 4% of the CPU on a P3-666.
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DeviceInput di( (InputDevice)0,0,1.0f,now);
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FOREACH_InputDevice( d )
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set<Button> Buttons( g_ButtonsToProcess );
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FOREACHS( Button, Buttons, b )
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{
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di.device = d;
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di.device = b->first;
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di.button = b->second;
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ButtonState &bs = m_ButtonState[di.device][di.button];
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di.level = bs.m_Level;
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for( int b=0; b < GetNumDeviceButtons(d); b++ ) // foreach button
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/* Generate IET_FIRST_PRESS and IET_RELEASE events. */
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if( now - bs.m_LastReportTime >= g_fInputDebounceTime && bs.m_BeingHeld != bs.m_bLastReportedHeld )
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{
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ButtonState &bs = m_ButtonState[d][b];
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di.button = b;
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di.level = bs.m_Level;
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bs.m_LastReportTime = now;
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bs.m_bLastReportedHeld = bs.m_BeingHeld;
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bs.m_fSecsHeld = 0;
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/* Generate IET_FIRST_PRESS and IET_RELEASE events. */
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if( now - bs.m_LastReportTime >= g_fInputDebounceTime && bs.m_BeingHeld != bs.m_bLastReportedHeld )
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di.ts = bs.m_BeingHeldTime;
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queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
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}
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/* Generate IET_LEVEL_CHANGED events. */
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if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
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{
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queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
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bs.m_LastLevel = bs.m_Level;
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}
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/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
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if( !bs.m_bLastReportedHeld )
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{
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g_ButtonsToProcess.erase( make_pair(di.device, di.button) );
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continue;
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}
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const float fOldHoldTime = bs.m_fSecsHeld;
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bs.m_fSecsHeld += fDeltaTime;
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const float fNewHoldTime = bs.m_fSecsHeld;
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float fTimeBeforeRepeats;
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InputEventType iet;
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if( fNewHoldTime > g_fTimeBeforeSlow )
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{
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if( fNewHoldTime > g_fTimeBeforeFast )
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{
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bs.m_LastReportTime = now;
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bs.m_bLastReportedHeld = bs.m_BeingHeld;
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bs.m_fSecsHeld = 0;
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di.ts = bs.m_BeingHeldTime;
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queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
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fTimeBeforeRepeats = g_fTimeBeforeFast;
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iet = IET_FAST_REPEAT;
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}
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else
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{
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fTimeBeforeRepeats = g_fTimeBeforeSlow;
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iet = IET_SLOW_REPEAT;
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}
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/* Generate IET_LEVEL_CHANGED events. */
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if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
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float fRepeatTime;
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if( fOldHoldTime < fTimeBeforeRepeats )
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{
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queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
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bs.m_LastLevel = bs.m_Level;
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fRepeatTime = fTimeBeforeRepeats;
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}
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else
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{
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float fAdjustedOldHoldTime = fOldHoldTime - fTimeBeforeRepeats;
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float fAdjustedNewHoldTime = fNewHoldTime - fTimeBeforeRepeats;
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if( int(fAdjustedOldHoldTime/g_fTimeBetweenRepeats) == int(fAdjustedNewHoldTime/g_fTimeBetweenRepeats) )
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continue;
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fRepeatTime = ftruncf( fNewHoldTime, g_fTimeBetweenRepeats );
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}
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/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
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if( !bs.m_bLastReportedHeld )
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continue;
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/* Set the timestamp to the exact time of the repeat. This way,
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* as long as tab/` aren't being used, the timestamp will always
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* increase steadily during repeats. */
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di.ts = bs.m_BeingHeldTime + fRepeatTime;
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const float fOldHoldTime = bs.m_fSecsHeld;
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bs.m_fSecsHeld += fDeltaTime;
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const float fNewHoldTime = bs.m_fSecsHeld;
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float fTimeBeforeRepeats;
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InputEventType iet;
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if( fNewHoldTime > g_fTimeBeforeSlow )
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{
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if( fNewHoldTime > g_fTimeBeforeFast )
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{
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fTimeBeforeRepeats = g_fTimeBeforeFast;
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iet = IET_FAST_REPEAT;
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}
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else
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{
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fTimeBeforeRepeats = g_fTimeBeforeSlow;
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iet = IET_SLOW_REPEAT;
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}
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float fRepeatTime;
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if( fOldHoldTime < fTimeBeforeRepeats )
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{
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fRepeatTime = fTimeBeforeRepeats;
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}
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else
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{
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float fAdjustedOldHoldTime = fOldHoldTime - fTimeBeforeRepeats;
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float fAdjustedNewHoldTime = fNewHoldTime - fTimeBeforeRepeats;
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if( int(fAdjustedOldHoldTime/g_fTimeBetweenRepeats) == int(fAdjustedNewHoldTime/g_fTimeBetweenRepeats) )
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continue;
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fRepeatTime = ftruncf( fNewHoldTime, g_fTimeBetweenRepeats );
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}
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/* Set the timestamp to the exact time of the repeat. This way,
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* as long as tab/` aren't being used, the timestamp will always
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* increase steadily during repeats. */
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di.ts = bs.m_BeingHeldTime + fRepeatTime;
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queue.push_back( InputEvent(di,iet) );
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}
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queue.push_back( InputEvent(di,iet) );
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}
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}
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}
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bool InputFilter::IsBeingPressed( const DeviceInput &di )
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