SDL 3.0
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Go to the source code of this file.
Data Structures | |
struct | SDL_AsyncIOOutcome |
Typedefs | |
typedef struct SDL_AsyncIO | SDL_AsyncIO |
typedef struct SDL_AsyncIOQueue | SDL_AsyncIOQueue |
Enumerations | |
enum | SDL_AsyncIOTaskType { SDL_ASYNCIO_TASK_READ , SDL_ASYNCIO_TASK_WRITE , SDL_ASYNCIO_TASK_CLOSE } |
enum | SDL_AsyncIOResult { SDL_ASYNCIO_COMPLETE , SDL_ASYNCIO_FAILURE , SDL_ASYNCIO_CANCELED } |
Functions | |
SDL_AsyncIO * | SDL_AsyncIOFromFile (const char *file, const char *mode) |
Sint64 | SDL_GetAsyncIOSize (SDL_AsyncIO *asyncio) |
bool | SDL_ReadAsyncIO (SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata) |
bool | SDL_WriteAsyncIO (SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata) |
bool | SDL_CloseAsyncIO (SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata) |
SDL_AsyncIOQueue * | SDL_CreateAsyncIOQueue (void) |
void | SDL_DestroyAsyncIOQueue (SDL_AsyncIOQueue *queue) |
bool | SDL_GetAsyncIOResult (SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome) |
bool | SDL_WaitAsyncIOResult (SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS) |
void | SDL_SignalAsyncIOQueue (SDL_AsyncIOQueue *queue) |
bool | SDL_LoadFileAsync (const char *file, SDL_AsyncIOQueue *queue, void *userdata) |
typedef struct SDL_AsyncIO SDL_AsyncIO |
SDL offers a way to perform I/O asynchronously. This allows an app to read or write files without waiting for data to actually transfer; the functions that request I/O never block while the request is fulfilled.
Instead, the data moves in the background and the app can check for results at their leisure.
This is more complicated than just reading and writing files in a synchronous way, but it can allow for more efficiency, and never having framerate drops as the hard drive catches up, etc.
The general usage pattern for async I/O is:
This all works, without blocking, in a single thread, but one can also wait on a queue in a background thread, sleeping until new results have arrived:
And, of course, to match the synchronous SDL_LoadFile, we offer SDL_LoadFileAsync as a convenience function. This will handle allocating a buffer, slurping in the file data, and null-terminating it; you still check for results later.
Behind the scenes, SDL will use newer, efficient APIs on platforms that support them: Linux's io_uring and Windows 11's IoRing, for example. If those technologies aren't available, SDL will offload the work to a thread pool that will manage otherwise-synchronous loads without blocking the app.
Simple non-blocking I/O–for an app that just wants to pick up data whenever it's ready without losing framerate waiting on disks to spin–can use whatever pattern works well for the program. In this case, simply call SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call SDL_GetAsyncIOResult to check for any completed tasks and deal with the data as it arrives.
If two separate pieces of the same program need their own I/O, it is legal for each to create their own queue. This will prevent either piece from accidentally consuming the other's completed tasks. Each queue does require some amount of resources, but it is not an overwhelming cost. Do not make a queue for each task, however. It is better to put many tasks into a single queue. They will be reported in order of completion, not in the order they were submitted, so it doesn't generally matter what order tasks are started.
One async I/O queue can be shared by multiple threads, or one thread can have more than one queue, but the most efficient way–if ruthless efficiency is the goal–is to have one queue per thread, with multiple threads working in parallel, and attempt to keep each queue loaded with tasks that are both started by and consumed by the same thread. On modern platforms that can use newer interfaces, this can keep data flowing as efficiently as possible all the way from storage hardware to the app, with no contention between threads for access to the same queue.
Written data is not guaranteed to make it to physical media by the time a closing task is completed, unless SDL_CloseAsyncIO is called with its flush
parameter set to true, which is to say that a successful result here can still result in lost data during an unfortunately-timed power outage if not flushed. However, flushing will take longer and may be unnecessary, depending on the app's needs. The asynchronous I/O operation structure.
This operates as an opaque handle. One can then request read or write operations on it.
Definition at line 124 of file SDL_asyncio.h.
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue |
A queue of completed asynchronous I/O tasks.
When starting an asynchronous operation, you specify a queue for the new task. A queue can be asked later if any tasks in it have completed, allowing an app to manage multiple pending tasks in one place, in whatever order they complete.
Definition at line 183 of file SDL_asyncio.h.
enum SDL_AsyncIOResult |
Possible outcomes of an asynchronous I/O task.
Enumerator | |
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SDL_ASYNCIO_COMPLETE | request was completed without error |
SDL_ASYNCIO_FAILURE | request failed for some reason; check SDL_GetError()! |
SDL_ASYNCIO_CANCELED | request was canceled before completing. |
Definition at line 143 of file SDL_asyncio.h.
enum SDL_AsyncIOTaskType |
Types of asynchronous I/O tasks.
Enumerator | |
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SDL_ASYNCIO_TASK_READ | A read operation. |
SDL_ASYNCIO_TASK_WRITE | A write operation. |
SDL_ASYNCIO_TASK_CLOSE | A close operation. |
Definition at line 131 of file SDL_asyncio.h.
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Use this function to create a new SDL_AsyncIO object for reading from and/or writing to a named file.
The mode
string understands the following values:
There is no "b" mode, as there is only "binary" style I/O, and no "a" mode for appending, since you specify the position when starting a task.
This function supports Unicode filenames, but they must be encoded in UTF-8 format, regardless of the underlying operating system.
This call is not asynchronous; it will open the file before returning, under the assumption that doing so is generally a fast operation. Future reads and writes to the opened file will be async, however.
file | a UTF-8 string representing the filename to open. |
mode | an ASCII string representing the mode to be used for opening the file. |
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Close and free any allocated resources for an async I/O object.
Closing a file is also an asynchronous task! If a write failure were to happen during the closing process, for example, the task results will report it as usual.
Closing a file that has been written to does not guarantee the data has made it to physical media; it may remain in the operating system's file cache, for later writing to disk. This means that a successfully-closed file can be lost if the system crashes or loses power in this small window. To prevent this, call this function with the flush
parameter set to true. This will make the operation take longer, and perhaps increase system load in general, but a successful result guarantees that the data has made it to physical storage. Don't use this for temporary files, caches, and unimportant data, and definitely use it for crucial irreplaceable files, like game saves.
This function guarantees that the close will happen after any other pending tasks to asyncio
, so it's safe to open a file, start several operations, close the file immediately, then check for all results later. This function will not block until the tasks have completed.
Once this function returns true, asyncio
is no longer valid, regardless of any future outcomes. Any completed tasks might still contain this pointer in their SDL_AsyncIOOutcome data, in case the app was using this value to track information, but it should not be used again.
If this function returns false, the close wasn't started at all, and it's safe to attempt to close again later.
An SDL_AsyncIOQueue must be specified. The newly-created task will be added to it when it completes its work.
asyncio | a pointer to an SDL_AsyncIO structure to close. |
flush | true if data should sync to disk before the task completes. |
queue | a queue to add the new SDL_AsyncIO to. |
userdata | an app-defined pointer that will be provided with the task results. |
\threadsafety It is safe to call this function from any thread, but two threads should not attempt to close the same object.
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Create a task queue for tracking multiple I/O operations.
Async I/O operations are assigned to a queue when started. The queue can be checked for completed tasks thereafter.
\threadsafety It is safe to call this function from any thread.
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Destroy a previously-created async I/O task queue.
If there are still tasks pending for this queue, this call will block until those tasks are finished. All those tasks will be deallocated. Their results will be lost to the app.
Any pending reads from SDL_LoadFileAsync() that are still in this queue will have their buffers deallocated by this function, to prevent a memory leak.
Once this function is called, the queue is no longer valid and should not be used, including by other threads that might access it while destruction is blocking on pending tasks.
Do not destroy a queue that still has threads waiting on it through SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to unblock those threads, and take measures (such as SDL_WaitThread()) to make sure they have finished their wait and won't wait on the queue again.
queue | the task queue to destroy. |
\threadsafety It is safe to call this function from any thread, so long as no other thread is waiting on the queue with SDL_WaitAsyncIOResult.
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Query an async I/O task queue for completed tasks.
If a task assigned to this queue has finished, this will return true and fill in outcome
with the details of the task. If no task in the queue has finished, this function will return false. This function does not block.
If a task has completed, this function will free its resources and the task pointer will no longer be valid. The task will be removed from the queue.
It is safe for multiple threads to call this function on the same queue at once; a completed task will only go to one of the threads.
queue | the async I/O task queue to query. |
outcome | details of a finished task will be written here. May not be NULL. |
\threadsafety It is safe to call this function from any thread.
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Use this function to get the size of the data stream in an SDL_AsyncIO.
This call is not asynchronous; it assumes that obtaining this info is a non-blocking operation in most reasonable cases.
asyncio | the SDL_AsyncIO to get the size of the data stream from. |
\threadsafety It is safe to call this function from any thread.
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Load all the data from a file path, asynchronously.
This function returns as quickly as possible; it does not wait for the read to complete. On a successful return, this work will continue in the background. If the work begins, even failure is asynchronous: a failing return value from this function only means the work couldn't start at all.
The data is allocated with a zero byte at the end (null terminated) for convenience. This extra byte is not included in SDL_AsyncIOOutcome's bytes_transferred value.
This function will allocate the buffer to contain the file. It must be deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field after completion.
An SDL_AsyncIOQueue must be specified. The newly-created task will be added to it when it completes its work.
file | the path to read all available data from. |
queue | a queue to add the new SDL_AsyncIO to. |
userdata | an app-defined pointer that will be provided with the task results. |
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Start an async read.
This function reads up to size
bytes from offset
position in the data source to the area pointed at by ptr
. This function may read less bytes than requested.
This function returns as quickly as possible; it does not wait for the read to complete. On a successful return, this work will continue in the background. If the work begins, even failure is asynchronous: a failing return value from this function only means the work couldn't start at all.
ptr
must remain available until the work is done, and may be accessed by the system at any time until then. Do not allocate it on the stack, as this might take longer than the life of the calling function to complete!
An SDL_AsyncIOQueue must be specified. The newly-created task will be added to it when it completes its work.
asyncio | a pointer to an SDL_AsyncIO structure. |
ptr | a pointer to a buffer to read data into. |
offset | the position to start reading in the data source. |
size | the number of bytes to read from the data source. |
queue | a queue to add the new SDL_AsyncIO to. |
userdata | an app-defined pointer that will be provided with the task results. |
\threadsafety It is safe to call this function from any thread.
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Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
This will unblock any threads that are sleeping in a call to SDL_WaitAsyncIOResult for the specified queue, and cause them to return from that function.
This can be useful when destroying a queue to make sure nothing is touching it indefinitely. In this case, once this call completes, the caller should take measures to make sure any previously-blocked threads have returned from their wait and will not touch the queue again (perhaps by setting a flag to tell the threads to terminate and then using SDL_WaitThread() to make sure they've done so).
queue | the async I/O task queue to signal. |
\threadsafety It is safe to call this function from any thread.
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Block until an async I/O task queue has a completed task.
This function puts the calling thread to sleep until there a task assigned to the queue that has finished.
If a task assigned to the queue has finished, this will return true and fill in outcome
with the details of the task. If no task in the queue has finished, this function will return false.
If a task has completed, this function will free its resources and the task pointer will no longer be valid. The task will be removed from the queue.
It is safe for multiple threads to call this function on the same queue at once; a completed task will only go to one of the threads.
Note that by the nature of various platforms, more than one waiting thread may wake to handle a single task, but only one will obtain it, so timeoutMS
is a maximum wait time, and this function may return false sooner.
This function may return false if there was a system error, the OS inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was called to wake up all waiting threads without a finished task.
A timeout can be used to specify a maximum wait time, but rather than polling, it is possible to have a timeout of -1 to wait forever, and use SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
queue | the async I/O task queue to wait on. |
outcome | details of a finished task will be written here. May not be NULL. |
timeoutMS | the maximum time to wait, in milliseconds, or -1 to wait indefinitely. |
\threadsafety It is safe to call this function from any thread.
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Start an async write.
This function writes size
bytes from offset
position in the data source to the area pointed at by ptr
.
This function returns as quickly as possible; it does not wait for the write to complete. On a successful return, this work will continue in the background. If the work begins, even failure is asynchronous: a failing return value from this function only means the work couldn't start at all.
ptr
must remain available until the work is done, and may be accessed by the system at any time until then. Do not allocate it on the stack, as this might take longer than the life of the calling function to complete!
An SDL_AsyncIOQueue must be specified. The newly-created task will be added to it when it completes its work.
asyncio | a pointer to an SDL_AsyncIO structure. |
ptr | a pointer to a buffer to write data from. |
offset | the position to start writing to the data source. |
size | the number of bytes to write to the data source. |
queue | a queue to add the new SDL_AsyncIO to. |
userdata | an app-defined pointer that will be provided with the task results. |
\threadsafety It is safe to call this function from any thread.