mirror of https://github.com/encounter/SDL.git
joystick: linux: Avoid checking for gamepad mapping each frame
The information whether a specific joystick can be used as a gamepad is not going to change every frame, so we can cache the result into a variable. This dramatically reduces the performance impact of SDL2 on small embedded devices, since the code path that is now avoided was quite heavy. Fixes #4229. Signed-off-by: Paul Cercueil <paul@crapouillou.net>
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@ -113,6 +113,9 @@ typedef struct SDL_joylist_item
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/* Steam Controller support */
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SDL_bool m_bSteamController;
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SDL_GamepadMapping *mapping;
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SDL_bool has_gamepad_mapping;
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} SDL_joylist_item;
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static SDL_joylist_item *SDL_joylist = NULL;
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@ -376,6 +379,7 @@ MaybeRemoveDevice(const char *path)
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SDL_PrivateJoystickRemoved(item->device_instance);
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SDL_free(item->mapping);
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SDL_free(item->path);
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SDL_free(item->name);
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SDL_free(item);
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@ -1403,6 +1407,21 @@ static SDL_bool
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LINUX_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
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{
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SDL_Joystick *joystick;
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SDL_joylist_item *item = JoystickByDevIndex(device_index);
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if (item->has_gamepad_mapping) {
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SDL_memcpy(out, item->mapping, sizeof(*out));
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return SDL_TRUE;
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}
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if (item->mapping)
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return SDL_FALSE;
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item->mapping = (SDL_GamepadMapping *) SDL_calloc(sizeof(*item->mapping), 1);
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if (item->mapping == NULL) {
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SDL_OutOfMemory();
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return SDL_FALSE;
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}
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joystick = (SDL_Joystick *) SDL_calloc(sizeof(*joystick), 1);
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if (joystick == NULL) {
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@ -1566,6 +1585,9 @@ LINUX_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
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LINUX_JoystickClose(joystick);
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SDL_free(joystick);
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SDL_memcpy(item->mapping, out, sizeof(*out));
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item->has_gamepad_mapping = SDL_TRUE;
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return SDL_TRUE;
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}
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