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https://github.com/Ryujinx/Opentk.git
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[OpenTK] Simplify and improve timing calculations
This patch modifies GameWindow.Run() to use a single stopwatch instead of two separate stopwatches for timing UpdateFrame and RenderFrame events. It improves timing accuracy for issue #20 (FrameEventArgs.Time Inconsistencies)
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@ -87,7 +87,6 @@ namespace OpenTK
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double update_time, render_time;
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double update_time, render_time;
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VSyncMode vsync;
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VSyncMode vsync;
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Stopwatch update_watch = new Stopwatch(), render_watch = new Stopwatch();
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double next_render = 0.0, next_update = 0.0;
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double next_render = 0.0, next_update = 0.0;
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FrameEventArgs update_args = new FrameEventArgs();
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FrameEventArgs update_args = new FrameEventArgs();
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FrameEventArgs render_args = new FrameEventArgs();
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FrameEventArgs render_args = new FrameEventArgs();
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@ -403,9 +402,12 @@ namespace OpenTK
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//Move += DispatchUpdateAndRenderFrame;
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//Move += DispatchUpdateAndRenderFrame;
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//Resize += DispatchUpdateAndRenderFrame;
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//Resize += DispatchUpdateAndRenderFrame;
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Debug.Print("Calibrating Stopwatch to account for drift");
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CalibrateStopwatch();
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Debug.Print("Stopwatch overhead: {0}", stopwatch_overhead);
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Debug.Print("Entering main loop.");
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Debug.Print("Entering main loop.");
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update_watch.Start();
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watch.Start();
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render_watch.Start();
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while (true)
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while (true)
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{
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{
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ProcessEvents();
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ProcessEvents();
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@ -429,100 +431,94 @@ namespace OpenTK
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}
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}
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}
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}
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void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
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double stopwatch_overhead = 0;
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void CalibrateStopwatch()
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{
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{
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RaiseUpdateFrame(update_watch, ref next_update, update_args);
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// Make sure everything is JITted
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RaiseRenderFrame(render_watch, ref next_render, render_args);
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watch.Start();
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stopwatch_overhead = watch.Elapsed.TotalSeconds;
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watch.Stop();
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watch.Reset();
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// Measure stopwatch overhead
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const int count = 10;
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for (int i = 0; i < count; i++)
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{
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watch.Start();
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double sample = watch.Elapsed.TotalSeconds;
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if (sample < 0 || sample > 0.1)
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{
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// calculation failed, repeat
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i--;
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continue;
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}
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stopwatch_overhead += sample;
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watch.Stop();
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watch.Reset();
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}
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stopwatch_overhead /= 10;
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}
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}
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void RaiseUpdateFrame(Stopwatch update_watch, ref double next_update, FrameEventArgs update_args)
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Stopwatch watch = new Stopwatch();
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double update_timestamp = 0;
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double render_timestamp = 0;
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double update_elapsed = 0;
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double render_elapsed = 0;
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void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
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{
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{
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int num_updates = 0;
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const int max_frameskip = 10;
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double total_update_time = 0;
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int frameskip = 0;
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double timestamp = 0;
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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do
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double time = update_watch.Elapsed.TotalSeconds;
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if (time <= 0)
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{
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{
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// Protect against negative Stopwatch.Elapsed values.
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// Raise UpdateFrame events until we catch up with our target update rate.
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// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
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timestamp = watch.Elapsed.TotalSeconds;
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update_watch.Reset();
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update_elapsed = MathHelper.Clamp(timestamp - update_timestamp, 0.0, 1.0);
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update_watch.Start();
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update_timestamp = timestamp;
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return;
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RaiseUpdateFrame(update_elapsed, ref next_update);
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}
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} while (next_update > 0 && ++frameskip < max_frameskip);
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if (time > 1.0)
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// Calculate statistics
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time = 1.0;
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//update_period = total_update_time / (double)num_updates;
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// Raise UpdateFrame events until we catch up with our target update rate.
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timestamp = watch.Elapsed.TotalSeconds;
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while (next_update - time <= 0 && time > 0)
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render_elapsed = MathHelper.Clamp(timestamp - render_timestamp, 0.0, 1.0);
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render_timestamp = timestamp;
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RaiseRenderFrame(render_elapsed, ref next_render);
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}
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void RaiseUpdateFrame(double time, ref double next_update)
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{
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double time_left = next_render - time;
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if (time_left <= 0.0 && time > 0)
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{
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{
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next_update -= time;
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update_args.Time = time;
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update_args.Time = time;
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OnUpdateFrameInternal(update_args);
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OnUpdateFrameInternal(update_args);
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time = update_time = Math.Max(update_watch.Elapsed.TotalSeconds, 0) - time;
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// Stopwatches are not accurate over long time periods.
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// We accumulate the total elapsed time into the time variable
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// while reseting the Stopwatch frequently.
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update_watch.Reset();
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update_watch.Start();
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// Don't schedule a new update more than 1 second in the future.
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// Don't schedule a new update more than 1 second in the future.
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// Sometimes the hardware cannot keep up with updates
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// Sometimes the hardware cannot keep up with updates
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// (e.g. when the update rate is too high, or the UpdateFrame processing
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// (e.g. when the update rate is too high, or the UpdateFrame processing
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// is too costly). This cap ensures we can catch up in a reasonable time
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// is too costly). This cap ensures we can catch up in a reasonable time
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// once the load becomes lighter.
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// once the load becomes lighter.
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next_update += TargetUpdatePeriod;
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next_update = time_left + TargetUpdatePeriod;
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next_update = Math.Max(next_update, -1.0);
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next_update = Math.Max(next_update, -1.0);
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total_update_time += update_time;
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// Allow up to 10 consecutive UpdateFrame events to prevent the
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// application from "hanging" when the hardware cannot keep up
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// with the requested update rate.
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if (++num_updates >= 10 || TargetUpdateFrequency == 0.0)
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break;
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}
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// Calculate statistics
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if (num_updates > 0)
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{
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update_period = total_update_time / (double)num_updates;
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}
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}
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}
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}
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void RaiseRenderFrame(Stopwatch render_watch, ref double next_render, FrameEventArgs render_args)
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void RaiseRenderFrame(double time, ref double next_render)
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{
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{
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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double time = render_watch.Elapsed.TotalSeconds;
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if (time <= 0)
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{
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// Protect against negative Stopwatch.Elapsed values.
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// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
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render_watch.Reset();
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render_watch.Start();
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return;
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}
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if (time > 1.0)
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time = 1.0;
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double time_left = next_render - time;
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double time_left = next_render - time;
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if (time_left <= 0.0 && time > 0)
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if (time_left <= 0.0 && time > 0)
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{
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{
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// Schedule next render event. The 1 second cap ensures
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// the process does not appear to hang.
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next_render = time_left + TargetRenderPeriod;
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if (next_render < -1.0)
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next_render = -1.0;
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render_watch.Reset();
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render_watch.Start();
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if (time > 0)
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if (time > 0)
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{
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{
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render_period = render_args.Time = time;
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render_period = render_args.Time = time;
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OnRenderFrameInternal(render_args);
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OnRenderFrameInternal(render_args);
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render_time = render_watch.Elapsed.TotalSeconds;
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}
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}
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// Schedule next render event. The 1 second cap ensures
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// the process does not appear to hang.
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next_render = time_left + TargetRenderPeriod;
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next_update = Math.Max(next_update, -1.0);
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}
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}
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}
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}
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