diff --git a/Source/OpenTK/GameWindow.cs b/Source/OpenTK/GameWindow.cs index d1662092..1161fe74 100644 --- a/Source/OpenTK/GameWindow.cs +++ b/Source/OpenTK/GameWindow.cs @@ -47,9 +47,8 @@ namespace OpenTK double target_update_period, target_render_period, target_render_period_doubled; // TODO: Implement these: double update_time, render_time, event_time; - + //bool allow_sleep = true; // If true, GameWindow will call Timer.Sleep() if there is enough time. int width, height; - VSyncMode vsync; #endregion @@ -208,8 +207,8 @@ namespace OpenTK /// public bool Fullscreen { - get { return glWindow.Fullscreen; } - set { glWindow.Fullscreen = value; } + get { return false;/* return glWindow.Fullscreen; */ } + set { /* glWindow.Fullscreen = value; */} } #endregion @@ -414,16 +413,16 @@ namespace OpenTK #region void Run() /// - /// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency. + /// Enters the game loop of the GameWindow updating and rendering at the maximum possible frequency. /// - /// + /// public void Run() { Run(0.0, 0.0); } /// - /// Runs the default game loop on GameWindow at the specified update frequency, maintaining the + /// Enters the game loop of the GameWindow updating the specified update frequency, while maintaining the /// maximum possible render frequency. /// /// @@ -432,194 +431,11 @@ namespace OpenTK Run(updateFrequency, 0.0); } -#if false /// - /// Runs the default game loop on GameWindow at the specified update and render frequency. + /// Enters the game loop of the GameWindow updating and rendering at the specified frequency. /// - /// If greater than zero, indicates how many times UpdateFrame will be called per second. If less than or equal to zero, UpdateFrame is raised at maximum possible frequency. - /// If greater than zero, indicates how many times RenderFrame will be called per second. If less than or equal to zero, RenderFrame is raised at maximum possible frequency. - /// - /// - /// A default game loop consists of three parts: Event processing, frame updating and a frame rendering. - /// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if - /// there is not enough CPU time. - /// - /// - /// It is recommended that you specify a target for update- and renderFrequency. - /// Doing so, will yield unused CPU time to other processes, dropping power consumption - /// and maximizing batter life. If either frequency is left unspecified, the GameWindow - /// will consume all available CPU time (only useful for benchmarks and stress tests). - /// - /// - /// Override this function if you want to change the behaviour of the - /// default game loop. If you override this function, you must place - /// a call to the ProcessEvents function, to ensure window will respond - /// to Operating System events. - /// - /// - public virtual void Run(double updateFrequency, double renderFrequency) - { - // Setup timer - Stopwatch watch = new Stopwatch(); - UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs(); - RenderFrameEventArgs renderArgs = new RenderFrameEventArgs(); - - // Setup update and render rates. If updateFrequency or renderFrequency <= 0.0, use full throttle for that frequency. - double next_update = 0.0, next_render = 0.0; - double start_time; - - double update_watch = 0.0, render_watch = 0.0; - int num_updates = 1; - double t0 = 0.0, t1 = 0.0, t2 = 0.0, t3 = 0.0; - - if (updateFrequency > 0.0) - { - next_update = updateTimeTarget = 1.0 / updateFrequency; - } - if (renderFrequency > 0.0) - { - next_render = renderTimeTarget = 1.0 / renderFrequency; - } - renderTargetDoubled = renderTimeTarget * 2.0; - - this.OnLoad(EventArgs.Empty); - - // Enter main loop: - // (1) Update total frame time (capped at 0.1 sec) - // (2) Process events and update event_time - // (3) Raise UpdateFrame event(s) and update update_time. - // If there is enough CPU time, update and render events will be 1 on 1. - // If there is not enough time, render events will be dropped in order to match the requested updateFrequency. - // If the requested updateFrequency can't be matched, processing will slow down. - // (4) Raise RenderFrame event and update render_time. - // (5) If there is any CPU time left, and we are not running full-throttle, Sleep() to lower CPU usage. - Debug.Print("Entering main loop."); - while (this.Exists && !IsExiting) - { - watch.Reset(); - watch.Start(); - - //frameTime = watch.Elapsed.TotalSeconds; - /* - // Adaptive VSync control: - bool disable_vsync = VSync == VSyncMode.Adaptive && Context.VSync && renderTime > renderTargetDoubled; - bool enable_vsync = VSync == VSyncMode.Adaptive && !Context.VSync && renderTime <= renderTargetDoubled; - if (disable_vsync) - { - //Debug.Print("Disabled vsync"); - Title = "Off"; - Context.VSync = false; - } - else if (enable_vsync) - { - //Debug.Print("Enabled vsync"); - Title = "On"; - Context.VSync = true; - } - */ - t0 = watch.Elapsed.TotalSeconds; - // Process events and update eventTime - eventTime = t2 + t3 + t0; // t2 and t3 come from the previous run through the loop. - this.ProcessEvents(); - - if (!IsExiting) - { - // --- UpdateFrame --- - // Raise the necessary amount of UpdateFrame events to keep - // the UpdateFrame rate constant. If the user didn't set an - // UpdateFrame rate, raise only one event. - - t1 = watch.Elapsed.TotalSeconds - t0; - - start_time = t3 + t0 + t1; // t3 come from the previous run through the loop. - update_watch += start_time; - if (num_updates > 0) - { - updateTime = update_watch / (double)num_updates; - num_updates = 0; - update_watch = 0.0; - } - - next_update -= start_time; - updateArgs.Time = update_watch; - if (next_update <= 0.0) - { - //updateArgs.Time += watch.Elapsed.TotalSeconds; - double prev_update = watch.Elapsed.TotalSeconds; - this.OnUpdateFrameInternal(updateArgs); - updateArgs.Time = watch.Elapsed.TotalSeconds - prev_update; - - ++num_updates; - - // Schedule next update - //if (updateTimeTarget != 0.0) - { - next_update += updateTimeTarget; - next_update -= (watch.Elapsed.TotalSeconds - start_time); - } - //else - // break; // User didn't request a fixed UpdateFrame rate. - } - // -------------------- - t2 = watch.Elapsed.TotalSeconds - t1; - // --- Render Frame --- - // Raise RenderFrame event and update render_time. - - start_time = t0 + t1 + t2; - render_watch += start_time; - next_render -= start_time; - if (next_render <= 0.0) - { - // Update framerate counters - renderTime = renderArgs.Time = render_watch; - render_watch = 0.0; - - this.OnRenderFrameInternal(renderArgs); - - next_render += renderTimeTarget; - next_render -= (watch.Elapsed.TotalSeconds - start_time); - } - - // -------------------- - - // If there is any CPU time left, and we are not running full-throttle, Sleep() to lower CPU usage. - /* - if (renderTime < renderTimeTarget && updateTime < updateTimeTarget) - { - int sleep_time = (int)System.Math.Truncate(1000.0 * System.Math.Min(renderTimeTarget - renderTime - eventTime, - updateTimeTarget - updateTime - eventTime)); - if (sleep_time < 0) - sleep_time = 0; - Thread.Sleep(sleep_time); - - } - */ - /* - loop_time_clock = watch.Elapsed.TotalSeconds; - if (loop_time_clock > 0.05) - loop_time_clock = 0.05; - render_time_clock += loop_time_clock; - update_time_clock += loop_time_clock; - */ - //if (loop_time_clock > 0.1) - // loop_time_clock = 0.1; - - t3 = watch.Elapsed.TotalSeconds - t2; - } - } - - OnUnloadInternal(EventArgs.Empty); - - if (this.Exists) - { - glWindow.DestroyWindow(); - while (this.Exists) - { - this.ProcessEvents(); - } - } - } -#endif + /// The frequency of UpdateFrame events. + /// The frequency of RenderFrame events. public void Run(double updates_per_second, double frames_per_second) { if (updates_per_second < 0.0 || updates_per_second > 200.0) @@ -635,25 +451,39 @@ namespace OpenTK int num_updates = 0; UpdateFrameEventArgs update_args = new UpdateFrameEventArgs(); RenderFrameEventArgs render_args = new RenderFrameEventArgs(); + + double sleep_granularity; // In seconds. - GC.Collect(2); - GC.WaitForPendingFinalizers(); - GC.Collect(2); + //GC.Collect(2); + //GC.WaitForPendingFinalizers(); + //GC.Collect(2); + + // Find the minimum granularity of the Thread.Sleep() function. + // TODO: Disabled - see comment on Thread.Sleep() problems below. + //update_watch.Start(); + //const int test_times = 5; + //for (int i = test_times; --i > 0; ) + // Thread.Sleep(1); + //update_watch.Stop(); + //sleep_granularity = System.Math.Round(1000.0 * update_watch.Elapsed.TotalSeconds / test_times, MidpointRounding.AwayFromZero) / 1000.0; + //update_watch.Reset(); // We don't want to affect the first UpdateFrame! OnLoadInternal(EventArgs.Empty); + Thread.CurrentThread.Priority = ThreadPriority.AboveNormal; + while (!isExiting) { - // Events + // Process events ProcessEvents(); if (isExiting) break; - // Updates + // Raise UpdateFrame events time = update_watch.Elapsed.TotalSeconds; - if (time > 0.1) - time = 0.1; + if (time > 1.0) + time = 1.0; while (next_update - time <= 0.0) { next_update = next_update - time + TargetUpdatePeriod; @@ -673,6 +503,11 @@ namespace OpenTK time = update_watch.Elapsed.TotalSeconds; next_update -= time; update_time_counter += time; + + // Allow up to 10 frames to be dropped. + // Prevent the application from hanging with very high update frequencies. + if (num_updates >= 10) + break; } if (num_updates > 0) { @@ -681,13 +516,13 @@ namespace OpenTK update_time_counter = 0.0; } - // Frame + // Raise RenderFrame events if (isExiting) break; time = render_watch.Elapsed.TotalSeconds; - if (time > 0.1) - time = 0.1; + if (time > 1.0) + time = 1.0; if (next_render - time <= 0.0) { next_render = next_render - time + TargetRenderPeriod; @@ -698,8 +533,18 @@ namespace OpenTK render_args.ScaleFactor = RenderPeriod / UpdatePeriod; OnRenderFrameInternal(render_args); } + + // Yield CPU time, if the Thread.Sleep() granularity allows it. + // TODO: Disabled because it does not work reliably enough on all systems. + // Enable vsync as a workaround. + //if (AllowSleep && next_render > sleep_granularity && next_update > sleep_granularity) + //{ + // Thread.Sleep((int)(1000.0 * System.Math.Min(next_render - sleep_granularity, next_update - sleep_granularity))); + //} } + Thread.CurrentThread.Priority = ThreadPriority.Normal; + OnUnloadInternal(EventArgs.Empty); if (this.Exists) @@ -981,6 +826,17 @@ namespace OpenTK #region --- GameWindow Timing --- + // TODO: Disabled because it is not reliable enough. Use vsync as a workaround. + + //#region public bool AllowSleep + + //public bool AllowSleep + //{ + // get { return allow_sleep; } + // set { allow_sleep = value; } + //} + + //#endregion #region public double TargetRenderPeriod @@ -1032,7 +888,7 @@ namespace OpenTK } set { - if (value <= 1.0) + if (value < 1.0) { TargetRenderPeriod = 0.0; } @@ -1096,7 +952,7 @@ namespace OpenTK } set { - if (value <= 1.0) + if (value < 1.0) { TargetUpdatePeriod = 0.0; } @@ -1354,7 +1210,7 @@ namespace OpenTK #region public enum VSyncMode /// - /// Indicates the available VSync modes. + /// Enumerates the available VSync modes. /// public enum VSyncMode { @@ -1369,7 +1225,7 @@ namespace OpenTK /// /// VSync enabled, but automatically disabled if framerate falls below a specified limit. /// - Adaptive + Adaptive, } #endregion @@ -1426,4 +1282,12 @@ namespace OpenTK } #endregion + + #region --- GameWindow Exceptions --- + + public class GameWindowExitException : ApplicationException + { + } + + #endregion }