Fix for unnecessary updates of joysticks and gamepads in GLFW backend - #2616
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…rom GLFW and cache connection states. Used cached state where applicable to reduce native call count.
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I measured 3 timings:
Below is a comparison of median timings across 10 runs for 20000 frames:
Here is the script i used for time measuring Machine info:
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berke-bakar
marked this pull request as ready for review
September 23, 2026 10:56
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@dotnet-policy-service agree |
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This PR aims to fix issue #2362 . Currently on
Updatemethod of each joystick and gamepad we are making a native call to see if the device is still connected (or if it is a gamepad). This fix aims to reduce number of native calls to only necessary ones by using cached results when applicable while employing GLFW's ownpublic partial GlfwCallbacks.JoystickCallback SetJoystickCallback ([PinObject(PinMode.UntilNextCall)] GlfwCallbacks.JoystickCallback callback)to get notified of new connections/disconnections when they happen instead of polling on eachUpdate.