本文整理汇总了C++中CEvent::Signaled方法的典型用法代码示例。如果您正苦于以下问题:C++ CEvent::Signaled方法的具体用法?C++ CEvent::Signaled怎么用?C++ CEvent::Signaled使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CEvent
的用法示例。
在下文中一共展示了CEvent::Signaled方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CurrentHostFrequency
void CVideoSyncD3D::Run(CEvent& stopEvent)
{
int64_t Now;
int64_t LastVBlankTime;
int NrVBlanks;
double VBlankTime;
int64_t systemFrequency = CurrentHostFrequency();
// init the vblanktime
Now = CurrentHostCounter();
LastVBlankTime = Now;
m_lastUpdateTime = Now - systemFrequency;
while (!stopEvent.Signaled() && !m_displayLost && !m_displayReset)
{
// sleep until vblank
Microsoft::WRL::ComPtr<IDXGIOutput> pOutput;
DX::DeviceResources::Get()->GetOutput(&pOutput);
HRESULT hr = pOutput->WaitForVBlank();
// calculate how many vblanks happened
Now = CurrentHostCounter();
VBlankTime = (double)(Now - LastVBlankTime) / (double)systemFrequency;
NrVBlanks = MathUtils::round_int(VBlankTime * m_fps);
// update the vblank timestamp, update the clock and send a signal that we got a vblank
UpdateClock(NrVBlanks, Now, m_refClock);
// save the timestamp of this vblank so we can calculate how many vblanks happened next time
LastVBlankTime = Now;
if ((Now - m_lastUpdateTime) >= systemFrequency)
{
float fps = m_fps;
if (fps != GetFps())
break;
}
// because we had a vblank, sleep until half the refreshrate period because i think WaitForVBlank block any rendering stuf
// without sleeping we have freeze rendering
int SleepTime = (int)((LastVBlankTime + (systemFrequency / MathUtils::round_int(m_fps) / 2) - Now) * 1000 / systemFrequency);
if (SleepTime > 50)
SleepTime = 50; //failsafe
if (SleepTime > 0)
::Sleep(SleepTime);
}
m_lostEvent.Set();
while (!stopEvent.Signaled() && m_displayLost && !m_displayReset)
{
Sleep(10);
}
}
示例2: Run
void CVideoSyncAML::Run(CEvent& stopEvent)
{
// We use the wall clock for timout handling (no AML h/w, startup)
std::chrono::time_point<std::chrono::system_clock> now(std::chrono::system_clock::now());
unsigned int waittime (3000 / m_fps);
uint64_t numVBlanks (0);
/* This shouldn't be very busy and timing is important so increase priority */
CThread::GetCurrentThread()->SetPriority(CThread::GetCurrentThread()->GetPriority() + 1);
while (!stopEvent.Signaled() && !m_abort)
{
int countVSyncs(1);
if( !g_aml_sync_event.WaitMSec(waittime))
{
std::chrono::milliseconds elapsed(std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now() - now).count());
uint64_t curVBlanks = (m_fps * elapsed.count()) / 1000;
int64_t lastVBlankTime((curVBlanks * 1000) / m_fps);
if (elapsed.count() > lastVBlankTime)
{
lastVBlankTime = (++curVBlanks * 1000) / m_fps;
std::this_thread::sleep_for(std::chrono::milliseconds(lastVBlankTime - elapsed.count()));
}
countVSyncs = curVBlanks - numVBlanks;
numVBlanks = curVBlanks;
}
else
++numVBlanks;
uint64_t now = CurrentHostCounter();
UpdateClock(countVSyncs, now, m_refClock);
}
}
示例3: Run
void CVideoSyncGLX::Run(CEvent& stopEvent)
{
unsigned int PrevVblankCount;
unsigned int VblankCount;
int ReturnV;
bool IsReset = false;
int64_t Now;
//get the current vblank counter
m_glXGetVideoSyncSGI(&VblankCount);
PrevVblankCount = VblankCount;
while(!stopEvent.Signaled() && !m_displayLost && !m_displayReset)
{
//wait for the next vblank
ReturnV = m_glXWaitVideoSyncSGI(2, (VblankCount + 1) % 2, &VblankCount);
m_glXGetVideoSyncSGI(&VblankCount); //the vblank count returned by glXWaitVideoSyncSGI is not always correct
Now = CurrentHostCounter(); //get the timestamp of this vblank
if(ReturnV)
{
CLog::Log(LOGDEBUG, "CVideoReferenceClock: glXWaitVideoSyncSGI returned %i", ReturnV);
return;
}
if (VblankCount > PrevVblankCount)
{
UpdateClock((int)(VblankCount - PrevVblankCount), Now, m_refClock);
IsReset = false;
}
else
{
CLog::Log(LOGDEBUG, "CVideoReferenceClock: Vblank counter has reset");
//only try reattaching once
if (IsReset)
return;
//because of a bug in the nvidia driver, glXWaitVideoSyncSGI breaks when the vblank counter resets
CLog::Log(LOGDEBUG, "CVideoReferenceClock: Detaching glX context");
ReturnV = glXMakeCurrent(m_Dpy, None, NULL);
if (ReturnV != True)
{
CLog::Log(LOGDEBUG, "CVideoReferenceClock: glXMakeCurrent returned %i", ReturnV);
return;
}
//sleep here so we don't busy spin when this constantly happens, for example when the display went to sleep
Sleep(1000);
CLog::Log(LOGDEBUG, "CVideoReferenceClock: Attaching glX context");
ReturnV = glXMakeCurrent(m_Dpy, m_Window, m_Context);
if (ReturnV != True)
{
CLog::Log(LOGDEBUG, "CVideoReferenceClock: glXMakeCurrent returned %i", ReturnV);
return;
}
m_glXGetVideoSyncSGI(&VblankCount);
IsReset = true;
}
PrevVblankCount = VblankCount;
}
m_lostEvent.Set();
while(!stopEvent.Signaled() && m_displayLost && !m_displayReset)
{
Sleep(10);
}
}