So I was reading this article which contains 'Tips and Advice for Multithreaded Programming in SDL' - https://vilimpoc.org/research/portmonitorg/sdl-tips-and-tricks.html
It talks about SDL_PollEvent being inefficient as it can cause excessive CPU usage and so recommends using SDL_WaitEvent instead.
It shows an example of both loops but I can't see how this would work with a game loop. Is it the case that SDL_WaitEvent should only be used by things which don't require constant updates ie if you had a game running you would perform game logic each frame.
The only things I can think it could be used for are programs like a paint program where there is only action required on user input.
Am I correct in thinking I should continue to use SDL_PollEvent for generic game programming?
If your game only updates/repaints on user input, then you could use SDL_WaitEvent. However, most games have animation/physics going on even when there is no user input. So I think SDL_PollEvent would be best for most games.
One case in which SDL_WaitEvent might be useful is if you have it in one thread and your animation/logic on another thread. That way even if SDL_WaitEvent waits for a long time, your game will continue painting/updating. (EDIT: This may not actually work. See Henrik's comment below)
As for SDL_PollEvent using 100% CPU as the article indicated, you could mitigate that by adding a sleep in your loop when you detect that your game is running more than the required frames-per-second.
If you don't need sub-frame precision in your input, and your game is constantly animating, then SDL_PollEvent is appropriate.
Sub-frame precision can be important for, eg. games where the player might want very small increments in movement - quickly tapping and releasing a key has unpredictable behavior if you use the classic lazy method of keydown to mean "velocity = 1" and keyup to mean "velocity = 0" and then you only update position once per frame. If your tap happens to overlap with the frame render then you get one frame-duration of movement, if it does not you get no movement, where what you really want is an amount of movement smaller than the length of a frame based on the timestamps at which the events occurred.
Unfortunately SDL's events don't include the actual event timestamps from the operating system, only the timestamp of the PumpEvents call, and WaitEvent effectively polls at 10ms intervals, so even with WaitEvent running in a separate thread, the most precision you'll get is 10ms (you could maybe approximate smaller by saying if you get a keydown and keyup in the same poll cycle then it's ~5ms).
So if you really want precision timing on your input, you might actually need to write your own version of SDL_WaitEventTimeout with a smaller SDL_Delay, and run that in a separate thread from your main game loop.
Further unfortunately, SDL_PumpEvents must be run on the thread that initialized the video subsystem (per https://wiki.libsdl.org/SDL_PumpEvents ), so the whole idea of running your input loop on another thread to get sub-frame timing is nixed by the SDL framework.
In conclusion, for SDL applications with animation there is no reason to use anything other than SDL_PollEvents. The best you can do for sub-framerate input precision is, if you have time to burn between frames, you have the option of being precise during that time, but then you'll get weird render-duration windows each frame where your input loses precision, so you end up with a different kind of inconsistency.
In general, you should use SDL_WaitEvent rather than SDL_PollEvent to release the CPU to the operating system to handle other tasks, like processing user input. This will manifest to you users as sluggish reaction to user input, since this can cause a delay between when they enter a command and when your application processes the event. By using SDL_WaitEvent instead, the OS can post events to your application more quickly, which improves the perceived performance.
As a side benefit, users on battery powered systems, like laptops and portable devices should see slightly less battery usage since the OS has the opportunity to reduce overall CPU usage since your game isn't using it 100% of the time - it would only be using it when an event actually occurs.
You could actually initialise the SDL and the window in the main thread and then create 2 more threads for updates(Just updates game states and variables as time passes) and rendering(renders the surfaces accordingly). Then after all that is done, use SDL_WaitEvent in your main thread to manage SDL_Events. This way you could ensure that event is managed in the same thread that called the sdl_init.
I have been using this method for long to make my games work in windows and linux and have been able to successfully run 3 threads at the same time as mentioned above.
I had to use mutex to make sure that textures/surfaces can be transformed/changed in the update thread as well by pausing the render thread, and the lock is called every once 60 frames, so its not going to cause major perf issues.
This model works best to create event driven games, run time games, or both.
来源:https://stackoverflow.com/questions/18860243/sdl-pollevent-vs-sdl-waitevent