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How do I use 'WaitForVBlank' to get VSYNC interrupts in Direct3d9

开发者 https://www.devze.com 2023-04-10 14:39 出处:网络
I\'m a newbie on Direct3D9 and trying some stuff. I wish to use \'WaitForVSync\' on a \'IDirect3DDevice9Ex\' device. However, I have no clue how to use it and get VSYNC interrupts.

I'm a newbie on Direct3D9 and trying some stuff. I wish to use 'WaitForVSync' on a 'IDirect3DDevice9Ex' device. However, I have no clue how to use it and get VSYNC interrupts. I couldn't find much help on MSDN nor any code snippet.开发者_Python百科 Any help would be appreciated.

Thanks, Mots


This code will allow you to call a function (to do your interrupt) during a vertical blank period. I would not recommend this because of timing issues. By the time you figure out you are in the vertical blank period, it might be over. You can try to account for this if you know your target hardware, but you will have to calculate the latency of the function call experimentally. I recommend not using a VSYNC callback. Here is the code to do it anyway.

D3DRASTER_STATUS rStatus;  
pd3dDevice->GetRasterStatus(0, &rStatus);

while (rStatus.InVBlank)
{
  Sleep(0); // Ensure other threads get CPU time.
  pd3dDevice->GetRasterStatus(0, &rStatus);
}

// Should be in a vertical blank period. Call your function here.
MyFunction();


1) if you want to ensure your display is only presented when a vsync occurs, then use D3DPRESENT_INTERVAL_DEFAULT or D3DPRESENT_INTERVAL_ONE.

2) if you want to do some processing while Present() is waiting for the vsync, you can use the D3DPRESENT_DONOTWAIT flag with IDirect3DSwapChain9::Present, this will return D3DERR_WASSTILLDRAWING if the presentation (and vsync) hasn't yet taken place. You can call IDirect3DDevice9::GetSwapChain to get the default swap chain.

3) You can also use IDirect3DDevice9::GetRasterStatus to determine whether the raster (scan line) is in the vertical sync area. This does require driver and hardware support, you can determine whether yours supports it by checking D3DCAPS9.Caps for D3DCAPS_READ_SCANLINE. All modern graphics hardware I know of does expose that cap, but it may also be dependent on the age/type of monitor/TV being used.

Cribbed from: http://www.gamedev.net/topic/319407-wait-for-vsync/

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