コード例 #1
0
 /// <summary>
 /// Registers the given resource for unloading.
 /// </summary>
 /// <param name="drawing2DResourceBase">The resource to be unloaded.</param>
 internal void RegisterForUnload(Drawing2DResourceBase drawing2DResourceBase)
 {
     _drawing2DResourcesToUnload.Enqueue(drawing2DResourceBase);
 }
コード例 #2
0
        /// <summary>
        /// Starts the engine's main loop.
        /// </summary>
        /// <param name="cancelToken"></param>
        /// <returns></returns>
        internal Task Start(CancellationToken cancelToken)
        {
            if (m_runningTask != null)
            {
                throw new SeeingSharpGraphicsException("Unable to start engine's main loop: Loop has already started!");
            }

            m_runningTask = Task.Factory.StartNew(async() =>
            {
                Stopwatch renderStopWatch = new Stopwatch();
                renderStopWatch.Start();

                List <RenderLoop> renderingRenderLoops = new List <RenderLoop>(16);
                List <Scene> scenesToRender            = new List <Scene>(16);
                List <Camera3DBase> camerasToUpdate    = new List <Camera3DBase>(16);
                List <EngineDevice> devicesInUse       = new List <EngineDevice>(16);
                List <InputFrame> inputFrames          = new List <InputFrame>(16);
                UpdateState updateState = new UpdateState(TimeSpan.Zero);
                while (!cancelToken.IsCancellationRequested)
                {
                    bool exceptionOccurred = false;
                    try
                    {
                        using (var perfToken = m_host.BeginMeasureActivityDuration(Constants.PERF_GLOBAL_PER_FRAME))
                        {
                            // Wait some time before doing anything..
                            double lastRenderMilliseconds = renderStopWatch.GetTrueElapsedMilliseconds();
                            double delayTime = Constants.MINIMUM_FRAME_TIME_MS - lastRenderMilliseconds;
                            if (delayTime < Constants.MINIMUM_DELAY_TIME_MS)
                            {
                                delayTime = Constants.MINIMUM_DELAY_TIME_MS;
                            }

                            using (var perfTokenInner = m_host.BeginMeasureActivityDuration(Constants.PERF_GLOBAL_WAIT_TIME))
                            {
                                CommonTools.MaximumDelay(delayTime);
                            }

                            // Get all render loops
                            renderingRenderLoops.Clear();
                            lock (m_registeredRenderLoopsLock)
                            {
                                renderingRenderLoops.AddRange(m_registeredRenderLoops);
                            }

                            // Queries for devices / scenes in use
                            QueryForScenesAndCameras(renderingRenderLoops, scenesToRender, camerasToUpdate);
                            QueryForDevicesInUse(renderingRenderLoops, devicesInUse);

                            // Build new UpdateState object
                            TimeSpan updateTime = renderStopWatch.Elapsed;
                            if (updateTime.TotalMilliseconds > 100.0)
                            {
                                updateTime = TimeSpan.FromMilliseconds(100.0);
                            }
                            updateState.Reset(updateTime);

                            // Restart the stopwatch
                            renderStopWatch.Restart();

                            // Get all input frames
                            m_host.InputGatherer.QueryForCurrentFrames(inputFrames);

                            // First global pass: Update scene and prepare rendering
                            await UpdateAndPrepareRendering(renderingRenderLoops, scenesToRender, devicesInUse, inputFrames, updateState)
                            .ConfigureAwait(false);
                            foreach (Camera3DBase actCamera in camerasToUpdate)
                            {
                                actCamera.AnimationHandler.Update(updateState);
                            }

                            // Queries for devices / scenes in use (may have changed during prepare)
                            QueryForScenesAndCameras(renderingRenderLoops, scenesToRender, camerasToUpdate);
                            QueryForDevicesInUse(renderingRenderLoops, devicesInUse);

                            // Second global pass: Render scene(s) and update beside
                            RenderAndUpdateBeside(renderingRenderLoops, scenesToRender, devicesInUse, updateState);

                            // Raise generic input event (if registered)
                            if (this.GenericInput != null)
                            {
                                this.GenericInput.Raise(this, new GenericInputEventArgs(inputFrames));
                            }

                            // Clear unreferenced Scenes finally
                            lock (m_scenesForUnloadLock)
                            {
                                foreach (Scene actScene in m_scenesForUnload)
                                {
                                    actScene.UnloadResources();
                                    actScene.Clear(true);
                                }
                                m_scenesForUnload.Clear();
                            }

                            // Unload all Direct2D resources which are not needed anymore
                            Drawing2DResourceBase act2DResourceToUnload = null;
                            while (m_drawing2DResourcesToUnload.TryDequeue(out act2DResourceToUnload))
                            {
                                foreach (EngineDevice actDevice in m_host.Devices)
                                {
                                    act2DResourceToUnload.UnloadResources(actDevice);
                                }
                            }
                        }
                    }
                    catch (Exception)
                    {
                        exceptionOccurred = true;
                    }

                    // Execute global awaiters
                    while (m_globalLoopAwaiters.Count > 0)
                    {
                        Action currentAction = null;
                        if (m_globalLoopAwaiters.TryDequeue(out currentAction))
                        {
                            currentAction();
                        }
                    }

                    if (exceptionOccurred)
                    {
                        // Wait some time and try rendering again
                        await Task.Delay(1000);
                    }

                    // Handle suspend / resume
                    Task suspendWaiter = m_suspendWaiter;
                    if (suspendWaiter != null)
                    {
                        m_suspendCallWaiterSource.TrySetResult(null);

#if UNIVERSAL
                        // Call Trim on all devices
                        foreach (EngineDevice actDevice in m_host.Devices)
                        {
                            if (actDevice.DeviceDxgi != null)
                            {
                                actDevice.DeviceDxgi.Trim();
                            }
                        }
#endif

                        // Wait for resuming
                        await suspendWaiter;
                    }
                }
            });

            return(m_runningTask);
        }