Commit 3f1e3c303e1a0f4418949cef6d75af5a13463e45

David Ludwig 2013-12-24T21:28:31

WinRT: moved ill-performing XInput device-detection calls to a separate thread

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
diff --git a/src/joystick/winrt/SDL_xinputjoystick.c b/src/joystick/winrt/SDL_xinputjoystick.c
index 6b3e59f..7c2853f 100644
--- a/src/joystick/winrt/SDL_xinputjoystick.c
+++ b/src/joystick/winrt/SDL_xinputjoystick.c
@@ -38,16 +38,18 @@
 #include "../SDL_joystick_c.h"
 #include "SDL_events.h"
 #include "../../events/SDL_events_c.h"
+#include "SDL_timer.h"
 
 #include <Windows.h>
 #include <Xinput.h>
 
 struct joystick_hwdata {
-    //Uint8 bXInputHaptic; // Supports force feedback via XInput.
-    DWORD userIndex;    // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
-    XINPUT_STATE XInputState;   // the last-read in XInputState, kept around to compare old and new values
-    SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
-    SDL_bool isDeviceRemovalEventPending;   // was the device removed, and is the associated removal event pending?
+    //Uint8 bXInputHaptic; // Supports force feedback via XInput.
+    DWORD userIndex;    // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
+    XINPUT_STATE XInputState;   // the last-read in XInputState, kept around to compare old and new values
+    SDL_bool isDeviceConnected; // was the device connected (on the last detection-polling, or during backend-initialization)?
+    SDL_bool isDeviceConnectionEventPending;    // was a device added, and is the associated add-event pending?
+    SDL_bool isDeviceRemovalEventPending;   // was the device removed, and is the associated remove-event pending?
 };
 
 /* Keep track of data on all XInput devices, regardless of whether or not
@@ -55,6 +57,79 @@ struct joystick_hwdata {
  */
 static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
 
+/* Device detection can be extremely costly performance-wise, in some cases.
+   In particular, if no devices are connected, calls to detect a single device,
+   via either XInputGetState() or XInputGetCapabilities(), can take upwards of
+   20 ms on a 1st generation Surface RT, more if devices are detected across
+   all of of XInput's four device slots.  WinRT and XInput do not appear to
+   have callback-based APIs to notify an app when a device is connected, at
+   least as of Windows 8.1.  The synchronous XInput calls must be used.
+
+   Once a device is connected, calling XInputGetState() is a much less costly
+   operation, with individual calls costing well under 1 ms, and often under
+   0.1 ms [on a 1st gen Surface RT].
+
+   With XInput's performance limitations in mind, a separate device-detection
+   thread will be utilized (by SDL) to try to move costly XInput calls off the
+   main thread.  Polling of active devices still, however, occurs on the main
+   thread.
+ */
+static SDL_Thread * g_DeviceDetectionThread = NULL;
+static SDL_mutex * g_DeviceInfoLock = NULL;
+static SDL_bool g_DeviceDetectionQuit = SDL_FALSE;
+
+/* Main function for the device-detection thread.
+ */
+static int
+DeviceDetectionThreadMain(void * _data)
+{
+    DWORD result;
+    XINPUT_CAPABILITIES tempXInputCaps;
+    int i;
+
+    while (1) {
+        /* See if the device-detection thread is being asked to shutdown.
+         */
+        SDL_LockMutex(g_DeviceInfoLock);
+        if (g_DeviceDetectionQuit) {
+            SDL_UnlockMutex(g_DeviceInfoLock);
+            break;
+        }
+        SDL_UnlockMutex(g_DeviceInfoLock);
+
+        /* Add a short delay to prevent the device-detection thread from eating
+           up too much CPU time:
+         */
+        SDL_Delay(300);
+
+        /* TODO, WinRT: try making the device-detection thread wakeup sooner from its CPU-preserving SDL_Delay, if the thread was asked to quit.
+         */
+
+        /* See if any new devices are connected. */
+        for (i = 0; i < XUSER_MAX_COUNT; ++i) {
+            if (!g_XInputData[i].isDeviceConnected &&
+                !g_XInputData[i].isDeviceConnectionEventPending &&
+                !g_XInputData[i].isDeviceRemovalEventPending)
+            {
+                result = XInputGetCapabilities(i, 0, &tempXInputCaps);
+                if (result == ERROR_SUCCESS) {
+                    /* Yes, a device is connected.  Mark it as such.
+                       Others will be told about this (via an
+                       SDL_JOYDEVICEADDED event) in the next call to
+                       SDL_SYS_JoystickDetect.
+                     */
+                    SDL_LockMutex(g_DeviceInfoLock);
+                    g_XInputData[i].isDeviceConnected = SDL_TRUE;
+                    g_XInputData[i].isDeviceConnectionEventPending = SDL_TRUE;
+                    SDL_UnlockMutex(g_DeviceInfoLock);
+                }
+            }
+        }
+    }
+
+    return 0;
+}
+
 /* Function to scan the system for joysticks.
  * It should return 0, or -1 on an unrecoverable fatal error.
  */
@@ -76,6 +151,12 @@ SDL_SYS_JoystickInit(void)
         }
     }
 
+    /* Start up the device-detection thread.
+     */
+    g_DeviceDetectionQuit = SDL_FALSE;
+    g_DeviceInfoLock = SDL_CreateMutex();
+    g_DeviceDetectionThread = SDL_CreateThread(DeviceDetectionThreadMain, "SDL_joystick", NULL);
+
     return (0);
 }
 
@@ -87,11 +168,13 @@ int SDL_SYS_NumJoysticks()
     /* Iterate through each possible XInput device and see if something
        was connected (at joystick init, or during the last polling).
      */
+    SDL_LockMutex(g_DeviceInfoLock);
     for (i = 0; i < XUSER_MAX_COUNT; ++i) {
         if (g_XInputData[i].isDeviceConnected) {
             ++joystickCount;
         }
     }
+    SDL_UnlockMutex(g_DeviceInfoLock);
 
     return joystickCount;
 }
@@ -99,36 +182,28 @@ int SDL_SYS_NumJoysticks()
 void SDL_SYS_JoystickDetect()
 {
     DWORD i;
-    XINPUT_STATE tempXInputState;
-    HRESULT result;
     SDL_Event event;
 
     /* Iterate through each possible XInput device, seeing if any devices
        have been connected, or if they were removed.
      */
+    SDL_LockMutex(g_DeviceInfoLock);
     for (i = 0; i < XUSER_MAX_COUNT; ++i) {
         /* See if any new devices are connected. */
-        if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
-            result = XInputGetState(i, &tempXInputState);
-            if (result == ERROR_SUCCESS) {
-                /* Yup, a device is connected.  Mark the device as connected,
-                   then tell others about it (via an SDL_JOYDEVICEADDED event.)
-                 */
-                g_XInputData[i].isDeviceConnected = SDL_TRUE;
-
+        if (g_XInputData[i].isDeviceConnectionEventPending) {
 #if !SDL_EVENTS_DISABLED
-                SDL_zero(event);
-                event.type = SDL_JOYDEVICEADDED;
-                
-                if (SDL_GetEventState(event.type) == SDL_ENABLE) {
-                    event.jdevice.which = i;
-                    if ((SDL_EventOK == NULL)
-                        || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
-                        SDL_PushEvent(&event);
-                    }
+            SDL_zero(event);
+            event.type = SDL_JOYDEVICEADDED;
+                
+            if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+                event.jdevice.which = i;
+                if ((SDL_EventOK == NULL)
+                    || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+                    SDL_PushEvent(&event);
                 }
-#endif
             }
+#endif
+            g_XInputData[i].isDeviceConnectionEventPending = SDL_FALSE;
         } else if (g_XInputData[i].isDeviceRemovalEventPending) {
             /* A device was previously marked as removed (by
                SDL_SYS_JoystickUpdate).  Tell others about the device removal.
@@ -137,19 +212,20 @@ void SDL_SYS_JoystickDetect()
             g_XInputData[i].isDeviceRemovalEventPending = SDL_FALSE;
 
 #if !SDL_EVENTS_DISABLED
-            SDL_zero(event);
-            event.type = SDL_JOYDEVICEREMOVED;
-                
-            if (SDL_GetEventState(event.type) == SDL_ENABLE) {
-                event.jdevice.which = i; //joystick->hwdata->userIndex;
-                if ((SDL_EventOK == NULL)
-                    || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
-                    SDL_PushEvent(&event);
-                }
+            SDL_zero(event);
+            event.type = SDL_JOYDEVICEREMOVED;
+                
+            if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+                event.jdevice.which = i; //joystick->hwdata->userIndex;
+                if ((SDL_EventOK == NULL)
+                    || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+                    SDL_PushEvent(&event);
+                }
             }
-#endif
+#endif
         }
     }
+    SDL_UnlockMutex(g_DeviceInfoLock);
 }
 
 SDL_bool SDL_SYS_JoystickNeedsPolling()
@@ -276,31 +352,35 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
             device_index, (unsigned int)deviceCaps.Flags);
     }
 
-    /* Create the joystick data structure */
-    joystick->instance_id = device_index;
-    joystick->hwdata = &g_XInputData[device_index];
-
-    // The XInput API has a hard coded button/axis mapping, so we just match it
-    joystick->naxes = 6;
-    joystick->nbuttons = 15;
-    joystick->nballs = 0;
-    joystick->nhats = 0;
-
-    /* We're done! */
+    /* Create the joystick data structure */
+    joystick->instance_id = device_index;
+    joystick->hwdata = &g_XInputData[device_index];
+
+    // The XInput API has a hard coded button/axis mapping, so we just match it
+    joystick->naxes = 6;
+    joystick->nbuttons = 15;
+    joystick->nballs = 0;
+    joystick->nhats = 0;
+
+    /* We're done! */
     return (0);
 }
 
 /* Function to determine is this joystick is attached to the system right now */
 SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
 {
-    return joystick->hwdata->isDeviceConnected;
+    SDL_bool isDeviceConnected;
+    SDL_LockMutex(g_DeviceInfoLock);
+    isDeviceConnected = joystick->hwdata->isDeviceConnected;
+    SDL_UnlockMutex(g_DeviceInfoLock);
+    return isDeviceConnected;
 }
 
-/* Function to return > 0 if a bit array of buttons differs after applying a mask
-*/
-static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
-{
-    return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
+/* Function to return > 0 if a bit array of buttons differs after applying a mask
+*/
+static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
+{
+    return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
 }
 
 /* Function to update the state of a joystick - called as a device poll.
@@ -311,70 +391,76 @@ static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
 void
 SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
 {
-    HRESULT result;
-
-    /* Before polling for new data, make note of the old data */
-    XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
-
-    /* Poll for new data */
-    result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
-    if (result == ERROR_DEVICE_NOT_CONNECTED) {
-        if (joystick->hwdata->isDeviceConnected) {
-            joystick->hwdata->isDeviceConnected = SDL_FALSE;
-            joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
-            /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
-        }
-        return;
-    }
-
-    /* Make sure the device is marked as connected */
-    joystick->hwdata->isDeviceConnected = SDL_TRUE;
-
-    // only fire events if the data changed from last time
-    if ( joystick->hwdata->XInputState.dwPacketNumber != 0 
-        && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
-    {
-        XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
-        XINPUT_STATE *pXInputStatePrev = &prevXInputState;
-
-        SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
-        SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
-        SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
-        SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
-        SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
-        SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
-
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
-            SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
-            SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
-            SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
-            SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
-            SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
-            SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
-            SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
-            SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
-            SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
-            SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
-            SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
-            SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
-            SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
-            SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED :	SDL_RELEASED );
-        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons,  0x400 ) )
-            SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED :	SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
+    HRESULT result;
+    XINPUT_STATE prevXInputState;
+
+    SDL_LockMutex(g_DeviceInfoLock);
+
+    /* Before polling for new data, make note of the old data */
+    prevXInputState = joystick->hwdata->XInputState;
+
+    /* Poll for new data */
+    result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
+    if (result == ERROR_DEVICE_NOT_CONNECTED) {
+        if (joystick->hwdata->isDeviceConnected) {
+            joystick->hwdata->isDeviceConnected = SDL_FALSE;
+            joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
+            /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
+        }
+        SDL_UnlockMutex(g_DeviceInfoLock);
+        return;
+    }
+
+    /* Make sure the device is marked as connected */
+    joystick->hwdata->isDeviceConnected = SDL_TRUE;
+
+    // only fire events if the data changed from last time
+    if ( joystick->hwdata->XInputState.dwPacketNumber != 0 
+        && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
+    {
+        XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
+        XINPUT_STATE *pXInputStatePrev = &prevXInputState;
+
+        SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
+        SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
+        SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
+        SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
+        SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
+        SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
+
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
+            SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
+            SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
+            SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
+            SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
+            SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
+            SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
+            SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
+            SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
+            SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
+            SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
+            SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
+            SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
+            SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
+            SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED :	SDL_RELEASED );
+        if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons,  0x400 ) )
+            SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED :	SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
     }
+
+    SDL_UnlockMutex(g_DeviceInfoLock);
 }
 
 /* Function to close a joystick after use */
@@ -382,7 +468,9 @@ void
 SDL_SYS_JoystickClose(SDL_Joystick * joystick)
 {
     /* Clear cached button data on the joystick */
+    SDL_LockMutex(g_DeviceInfoLock);
     SDL_zero(joystick->hwdata->XInputState);
+    SDL_UnlockMutex(g_DeviceInfoLock);
 
     /* There's need to free 'hwdata', as it's a pointer to a global array.
        The field will be cleared anyways, just to indicate that it's not
@@ -395,6 +483,18 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
 void
 SDL_SYS_JoystickQuit(void)
 {
+    /* Tell the joystick detection thread to stop, then wait for it to finish */
+    SDL_LockMutex(g_DeviceInfoLock);
+    g_DeviceDetectionQuit = SDL_TRUE;
+    SDL_UnlockMutex(g_DeviceInfoLock);
+    SDL_WaitThread(g_DeviceDetectionThread, NULL);
+
+    /* Clean up device-detection stuff */
+    SDL_DestroyMutex(g_DeviceInfoLock);
+    g_DeviceInfoLock = NULL;
+    g_DeviceDetectionThread = NULL;
+    g_DeviceDetectionQuit = SDL_FALSE;
+
     return;
 }
 
@@ -419,15 +519,15 @@ SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
     return guid;
 }
 
-SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
-{
-    /* The XInput-capable DirectInput joystick backend implements the same
-       function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
-       joystick devices are XInput devices.  In this case, with the
-       WinRT-enabled XInput-only backend, all "joystick" devices are XInput
-       devices.
-     */
-    return SDL_TRUE;
+SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
+{
+    /* The XInput-capable DirectInput joystick backend implements the same
+       function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
+       joystick devices are XInput devices.  In this case, with the
+       WinRT-enabled XInput-only backend, all "joystick" devices are XInput
+       devices.
+     */
+    return SDL_TRUE;
 }
 
 #endif /* SDL_JOYSTICK_XINPUT */