Avoid sleeping the input thread if we don't have to. Improves latency slightly. Also fix mappings.

This commit is contained in:
Henrik Rydgård committed 2025-07-03 09:41:03 +02:00
1 parent 6b0e9b0989
commit 2e1fdc4c78
4 files changed
+123 -29

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+107 -21
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@@ -1,3 +1,4 @@
// This file in particular along with its header is public domain, use it for whatever you want.
#include <windows.h>
#include <hidsdi.h>
@@ -22,8 +23,8 @@ enum PSButton : u32 {
PS_BTN_CIRCLE = 128,
PS_BTN_L1 = (1 << 8),
PS_BTN_L2 = (1 << 9),
PS_BTN_R1 = (1 << 10),
PS_BTN_R1 = (1 << 9),
PS_BTN_L2 = (1 << 10),
PS_BTN_R2 = (1 << 11),
PS_BTN_SHARE = (1 << 12),
PS_BTN_OPTIONS = (1 << 13),
@@ -53,21 +54,56 @@ static const PSInputMapping g_psInputMappings[] = {
{PS_DPAD_DOWN, NKCODE_DPAD_DOWN},
{PS_DPAD_LEFT, NKCODE_DPAD_LEFT},
{PS_DPAD_RIGHT, NKCODE_DPAD_RIGHT},
{PS_BTN_SQUARE, NKCODE_BUTTON_X},
{PS_BTN_TRIANGLE, NKCODE_BUTTON_Y},
{PS_BTN_CIRCLE, NKCODE_BUTTON_B},
{PS_BTN_CROSS, NKCODE_BUTTON_A},
{PS_BTN_SQUARE, NKCODE_BUTTON_4},
{PS_BTN_TRIANGLE, NKCODE_BUTTON_3},
{PS_BTN_CIRCLE, NKCODE_BUTTON_1},
{PS_BTN_CROSS, NKCODE_BUTTON_2},
{PS_BTN_PS_BUTTON, NKCODE_HOME},
{PS_BTN_SHARE, NKCODE_BUTTON_START},
{PS_BTN_OPTIONS, NKCODE_BUTTON_SELECT},
{PS_BTN_L1, NKCODE_BUTTON_L1},
{PS_BTN_R1, NKCODE_BUTTON_R1},
{PS_BTN_L2, NKCODE_BUTTON_L2},
{PS_BTN_R2, NKCODE_BUTTON_R2},
{PS_BTN_SHARE, NKCODE_BUTTON_9},
{PS_BTN_OPTIONS, NKCODE_BUTTON_10},
{PS_BTN_L1, NKCODE_BUTTON_7},
{PS_BTN_R1, NKCODE_BUTTON_8},
// {PS_BTN_L2, NKCODE_BUTTON_L2}, // These are done by the analog triggers.
// {PS_BTN_R2, NKCODE_BUTTON_R2},
{PS_BTN_L3, NKCODE_BUTTON_THUMBL},
{PS_BTN_R3, NKCODE_BUTTON_THUMBR},
};
enum PSStickAxis : u32 {
PS_STICK_LX = 0,
PS_STICK_LY = 1,
PS_STICK_RX = 2,
PS_STICK_RY = 3,
};
struct PSStickMapping {
PSStickAxis stickAxis;
InputAxis inputAxis;
};
// This is the same mapping as DInput etc.
static const PSStickMapping g_psStickMappings[] = {
{PS_STICK_LX, JOYSTICK_AXIS_X},
{PS_STICK_LY, JOYSTICK_AXIS_Y},
{PS_STICK_RX, JOYSTICK_AXIS_Z},
{PS_STICK_RY, JOYSTICK_AXIS_RX},
};
enum PSTriggerAxis : u32 {
PS_TRIGGER_L2 = 0,
PS_TRIGGER_R2 = 1,
};
struct PSTriggerMapping {
PSTriggerAxis triggerAxis;
InputAxis inputAxis;
};
static const PSTriggerMapping g_psTriggerMappings[] = {
{PS_TRIGGER_L2, JOYSTICK_AXIS_LTRIGGER},
{PS_TRIGGER_R2, JOYSTICK_AXIS_RTRIGGER},
};
struct PSControllerInfo {
PSSubType type;
u16 productId;
@@ -98,7 +134,7 @@ static bool IsSonyGamepad(HANDLE handle, USHORT *pidOut, PSSubType *subType) {
return false;
}
HANDLE OpenFirstDualShockOrSense(PSSubType *subType) {
HANDLE OpenFirstDualShockOrSense(PSSubType *subType, int *reportSize) {
GUID hidGuid;
HidD_GetHidGuid(&hidGuid);
@@ -124,6 +160,15 @@ HANDLE OpenFirstDualShockOrSense(PSSubType *subType) {
USHORT pid;
if (IsSonyGamepad(handle, &pid, subType)) {
INFO_LOG(Log::UI, "Found Sony gamepad. PID: %04x", pid);
HIDP_CAPS caps;
PHIDP_PREPARSED_DATA preparsedData;
HidD_GetPreparsedData(handle, &preparsedData);
HidP_GetCaps(preparsedData, &caps);
HidD_FreePreparsedData(preparsedData);
*reportSize = caps.InputReportByteLength;
SetupDiDestroyDeviceInfoList(deviceInfoSet);
return handle;
}
@@ -144,7 +189,6 @@ void HidInputDevice::AddSupportedDevices(std::set<u32> *deviceVIDPIDs) {
}
struct PSInputReportHeader {
u8 id; // not sure if useful.
u8 lx;
u8 ly;
u8 rx;
@@ -158,18 +202,39 @@ struct PSInputReportHeader {
};
bool HidInputDevice::ReadDS4Input(HANDLE handle, PSControllerState *state) {
BYTE inputReport[64] = {0}; // 64-byte input report for DS4
BYTE inputReport[64]{}; // 64-byte input report for DS4
DWORD bytesRead = 0;
if (ReadFile(handle, inputReport, sizeof(inputReport), &bytesRead, nullptr)) {
PSInputReportHeader hdr{};
static_assert(sizeof(hdr) < sizeof(inputReport));
memcpy(&hdr, inputReport, sizeof(hdr));
if (bytesRead < 14) {
return false;
}
// OK, check the first byte to figure out what we're dealing with here.
int offset = 1;
int reportId;
if (inputReport[0] == 0xA1) {
// 2-byte bluetooth frame
offset = 2;
reportId = inputReport[1];
} else {
offset = 1;
reportId = inputReport[0];
}
// const bool isBluetooth = (reportId == 0x11 || reportId == 0x31);
memcpy(&hdr, inputReport + offset, sizeof(hdr));
// Center the sticks.
state->lx = hdr.lx - 128;
state->rx = hdr.rx - 128;
state->ly = hdr.ly - 128;
state->ry = hdr.ry - 128;
state->stickAxes[PS_STICK_LX] = hdr.lx - 128;
state->stickAxes[PS_STICK_LY] = hdr.ly - 128;
state->stickAxes[PS_STICK_RX] = hdr.rx - 128;
state->stickAxes[PS_STICK_RY] = hdr.ry - 128;
// Copy over the triggers.
state->triggerAxes[PS_TRIGGER_L2] = hdr.l2_analog;
state->triggerAxes[PS_TRIGGER_R2] = hdr.r2_analog;
u32 buttons{};
hdr.buttons[2] &= 3; // Remove noise
@@ -226,7 +291,7 @@ int HidInputDevice::UpdateState() {
// Poll for controllers from time to time.
if (pollCount_ == 0) {
pollCount_ = POLL_FREQ;
HANDLE newController = OpenFirstDualShockOrSense(&subType_);
HANDLE newController = OpenFirstDualShockOrSense(&subType_, &reportSize_);
if (newController) {
controller_ = newController;
}
@@ -260,7 +325,28 @@ int HidInputDevice::UpdateState() {
}
}
for (const auto &mapping : g_psStickMappings) {
if (state.stickAxes[mapping.stickAxis] != prevState_.stickAxes[mapping.stickAxis]) {
AxisInput axis;
axis.deviceId = deviceID;
axis.axisId = mapping.inputAxis;
axis.value = (float)state.stickAxes[mapping.stickAxis] * (1.0f / 128.0f);
NativeAxis(&axis, 1);
}
}
for (const auto &mapping : g_psTriggerMappings) {
if (state.triggerAxes[mapping.triggerAxis] != prevState_.triggerAxes[mapping.triggerAxis]) {
AxisInput axis;
axis.deviceId = deviceID;
axis.axisId = mapping.inputAxis;
axis.value = (float)state.triggerAxes[mapping.triggerAxis] * (1.0f / 255.0f);
NativeAxis(&axis, 1);
}
}
prevState_ = state;
return UPDATESTATE_NO_SLEEP; // The ReadFile sleeps for us, effectively.
} else {
// might have been disconnected. retry later.
ReleaseAllKeys();
+6 -5
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@@ -1,3 +1,5 @@
// This file in particular along with its cpp file is public domain, use it for whatever you want.
#pragma once
#include "Windows/InputDevice.h"
@@ -22,10 +24,9 @@ public:
private:
struct PSControllerState {
// Analog sticks
s8 lx;
s8 ly;
s8 rx;
s8 ry;
s8 stickAxes[4]; // LX LY RX RY
// Analog triggers
u8 triggerAxes[2];
// Buttons
u32 buttons; // Bitmask, PSButton enum
};
@@ -38,7 +39,7 @@ private:
HANDLE controller_;
int pad_ = 0;
int pollCount_ = 0;
int reportSize_ = 0;
enum {
POLL_FREQ = 69,
};
+9 -2
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@@ -36,17 +36,24 @@ void InputManager::InputThread() {
// NOTE: The keyboard and mouse buttons are handled via raw input, not here.
// This is mainly for controllers which need to be polled, instead of generating events.
bool noSleep = false;
while (runThread_.load(std::memory_order_relaxed)) {
if (focused_.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) {
System_Notify(SystemNotification::POLL_CONTROLLERS);
for (const auto &device : devices_) {
if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
int state = device->UpdateState();
if (state == InputDevice::UPDATESTATE_SKIP_PAD)
break;
if (state == InputDevice::UPDATESTATE_NO_SLEEP) {
// Sleep was handled automatically.
noSleep = true;
}
}
}
// Try to update 250 times per second.
Sleep(4);
if (!noSleep)
Sleep(4);
}
for (auto &device : devices_) {
+1 -1
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@@ -31,7 +31,7 @@ public:
virtual void Init() {}
virtual void Shutdown() {}
enum { UPDATESTATE_SKIP_PAD = 0x1234};
enum { UPDATESTATE_SKIP_PAD = 0x1234, UPDATESTATE_NO_SLEEP = 0x2345};
virtual int UpdateState() = 0;
};