optimize InputFilter::Update (.5ms -> .05ms on k7/1000)

This commit is contained in:
Glenn Maynard
2005-10-24 06:32:30 +00:00
parent 2791f8f90b
commit e8f7db11f3
+80 -64
View File
@@ -5,7 +5,23 @@
#include "RageUtil.h"
#include "RageThreads.h"
#include "Preference.h"
#include "Foreach.h"
#include <set>
namespace
{
/* Maintain a set of all interesting buttons: buttons which are being held
* down, or which were held down and need a RELEASE event. We use this to
* optimize InputFilter::Update, so we don't have to process every button
* we know about when most of them aren't in use. This set is protected
* by queuemutex. */
typedef pair<InputDevice,DeviceButton> Button;
set<Button> g_ButtonsToProcess;
void ActivateButton( const DeviceInput &di )
{
g_ButtonsToProcess.insert( make_pair(di.device, di.button) );
}
}
/*
* Some input devices require debouncing. Do this on both press and release. After
* reporting a change in state, don't report another for the debounce period. If a
@@ -101,6 +117,8 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
bs.m_BeingHeld = Down;
bs.m_BeingHeldTime = di.ts;
}
ActivateButton( di );
}
void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComment )
@@ -120,6 +138,7 @@ void InputFilter::ResetDevice( InputDevice device )
void InputFilter::Update(float fDeltaTime)
{
RageTimer foo;
RageTimer now;
// Constructing the DeviceInput inside the nested loops caues terrible
@@ -138,85 +157,82 @@ void InputFilter::Update(float fDeltaTime)
* things like "key pressed, key release, key repeat". */
LockMut(*queuemutex);
// Don't reconstruct "di" inside the loop. This line alone is
// taking 4% of the CPU on a P3-666.
DeviceInput di( (InputDevice)0,0,1.0f,now);
FOREACH_InputDevice( d )
set<Button> Buttons( g_ButtonsToProcess );
FOREACHS( Button, Buttons, b )
{
di.device = d;
di.device = b->first;
di.button = b->second;
ButtonState &bs = m_ButtonState[di.device][di.button];
di.level = bs.m_Level;
for( int b=0; b < GetNumDeviceButtons(d); b++ ) // foreach button
/* Generate IET_FIRST_PRESS and IET_RELEASE events. */
if( now - bs.m_LastReportTime >= g_fInputDebounceTime && bs.m_BeingHeld != bs.m_bLastReportedHeld )
{
ButtonState &bs = m_ButtonState[d][b];
di.button = b;
di.level = bs.m_Level;
bs.m_LastReportTime = now;
bs.m_bLastReportedHeld = bs.m_BeingHeld;
bs.m_fSecsHeld = 0;
/* Generate IET_FIRST_PRESS and IET_RELEASE events. */
if( now - bs.m_LastReportTime >= g_fInputDebounceTime && bs.m_BeingHeld != bs.m_bLastReportedHeld )
di.ts = bs.m_BeingHeldTime;
queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
}
/* Generate IET_LEVEL_CHANGED events. */
if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
{
queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
bs.m_LastLevel = bs.m_Level;
}
/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
if( !bs.m_bLastReportedHeld )
{
g_ButtonsToProcess.erase( make_pair(di.device, di.button) );
continue;
}
const float fOldHoldTime = bs.m_fSecsHeld;
bs.m_fSecsHeld += fDeltaTime;
const float fNewHoldTime = bs.m_fSecsHeld;
float fTimeBeforeRepeats;
InputEventType iet;
if( fNewHoldTime > g_fTimeBeforeSlow )
{
if( fNewHoldTime > g_fTimeBeforeFast )
{
bs.m_LastReportTime = now;
bs.m_bLastReportedHeld = bs.m_BeingHeld;
bs.m_fSecsHeld = 0;
di.ts = bs.m_BeingHeldTime;
queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
fTimeBeforeRepeats = g_fTimeBeforeFast;
iet = IET_FAST_REPEAT;
}
else
{
fTimeBeforeRepeats = g_fTimeBeforeSlow;
iet = IET_SLOW_REPEAT;
}
/* Generate IET_LEVEL_CHANGED events. */
if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
float fRepeatTime;
if( fOldHoldTime < fTimeBeforeRepeats )
{
queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
bs.m_LastLevel = bs.m_Level;
fRepeatTime = fTimeBeforeRepeats;
}
else
{
float fAdjustedOldHoldTime = fOldHoldTime - fTimeBeforeRepeats;
float fAdjustedNewHoldTime = fNewHoldTime - fTimeBeforeRepeats;
if( int(fAdjustedOldHoldTime/g_fTimeBetweenRepeats) == int(fAdjustedNewHoldTime/g_fTimeBetweenRepeats) )
continue;
fRepeatTime = ftruncf( fNewHoldTime, g_fTimeBetweenRepeats );
}
/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
if( !bs.m_bLastReportedHeld )
continue;
/* Set the timestamp to the exact time of the repeat. This way,
* as long as tab/` aren't being used, the timestamp will always
* increase steadily during repeats. */
di.ts = bs.m_BeingHeldTime + fRepeatTime;
const float fOldHoldTime = bs.m_fSecsHeld;
bs.m_fSecsHeld += fDeltaTime;
const float fNewHoldTime = bs.m_fSecsHeld;
float fTimeBeforeRepeats;
InputEventType iet;
if( fNewHoldTime > g_fTimeBeforeSlow )
{
if( fNewHoldTime > g_fTimeBeforeFast )
{
fTimeBeforeRepeats = g_fTimeBeforeFast;
iet = IET_FAST_REPEAT;
}
else
{
fTimeBeforeRepeats = g_fTimeBeforeSlow;
iet = IET_SLOW_REPEAT;
}
float fRepeatTime;
if( fOldHoldTime < fTimeBeforeRepeats )
{
fRepeatTime = fTimeBeforeRepeats;
}
else
{
float fAdjustedOldHoldTime = fOldHoldTime - fTimeBeforeRepeats;
float fAdjustedNewHoldTime = fNewHoldTime - fTimeBeforeRepeats;
if( int(fAdjustedOldHoldTime/g_fTimeBetweenRepeats) == int(fAdjustedNewHoldTime/g_fTimeBetweenRepeats) )
continue;
fRepeatTime = ftruncf( fNewHoldTime, g_fTimeBetweenRepeats );
}
/* Set the timestamp to the exact time of the repeat. This way,
* as long as tab/` aren't being used, the timestamp will always
* increase steadily during repeats. */
di.ts = bs.m_BeingHeldTime + fRepeatTime;
queue.push_back( InputEvent(di,iet) );
}
queue.push_back( InputEvent(di,iet) );
}
}
}
bool InputFilter::IsBeingPressed( const DeviceInput &di )