我有一个sdl / opengl游戏我正在努力工作。我平均得到了一个不错的fps,但是运动真的很不稳定,因为SDL_GL_SwapBuffers()会随机地花费很长时间来处理。加载纹理并将其写入缓冲区有时需要超过100毫秒!我删掉了很多代码,试图弄清楚是不是我做错了但是运气不好。当我运行这个裸骨程序时,它有时会阻塞长达70毫秒。
主:
// Don't forget to link to opengl32, glu32, SDL_image.lib
// includes
#include <stdio.h>
// SDL
#include <cstdlib>
#include <SDL/SDL.h>
// Video
#include "videoengine.h"
int main(int argc, char *argv[])
{
// begin SDL
if ( SDL_Init(SDL_INIT_VIDEO) != 0 )
{
printf("Unable to initialize SDL: %s\n", SDL_GetError());
}
// begin video class
VideoEngine videoEngine;
// BEGIN MAIN LOOP
bool done = false;
while (!done)
{
int loopStart = SDL_GetTicks();
printf("STARTING SWAP BUFFER : %d\n", SDL_GetTicks() - loopStart);
SDL_GL_SwapBuffers();
int total = SDL_GetTicks() - loopStart;
if (total > 6)
printf("END LOOP : %d ------------------------------------------------------------>\n", total);
else
printf("END LOOP : %d\n", total);
}
// END MAIN LOOP
return 0;
}
我的“VideoEngine”构造函数:
VideoEngine::VideoEngine()
{
UNIT = 16;
SCREEN_X = 320;
SCREEN_Y = 240;
SCALE = 1;
// Begin Initalization
SDL_Surface *screen;
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // [!] SDL_GL_SetAttributes must be done BEFORE SDL_SetVideoMode
screen = SDL_SetVideoMode( SCALE*SCREEN_X, SCALE*SCREEN_Y, 16, SDL_OPENGL ); // Set screen to the window with opengl
if ( !screen ) // make sure the window was created
{
printf("Unable to set video mode: %s\n", SDL_GetError());
}
// set opengl state
opengl_init();
// End Initalization
}
void VideoEngine::opengl_init()
{
// Set the OpenGL state after creating the context with SDL_SetVideoMode
//glClearColor( 0, 0, 0, 0 ); // sets screen buffer to black
//glClearDepth(1.0f); // Tells OpenGL what value to reset the depth buffer when it is cleared
glViewport( 0, 0, SCALE*SCREEN_X, SCALE*SCREEN_Y ); // sets the viewport to the default resolution (SCREEN_X x SCREEN_Y) multiplied by SCALE. (x,y,w,h)
glMatrixMode( GL_PROJECTION ); // Applies subsequent matrix operations to the projection matrix stack.
glLoadIdentity(); // Replaces the current matrix with the identity matrix
glOrtho( 0, SCALE*SCREEN_X, SCALE*SCREEN_Y, 0, -1, 1 ); //describes a transformation that produces a parallel projection
glMatrixMode( GL_MODELVIEW ); // Applies subsequent matrix operations to the projection matrix stack.
glEnable(GL_TEXTURE_2D); // Need this to display a texture
glLoadIdentity(); // Replaces the current matrix with the identity matrix
glEnable(GL_BLEND); // Enable blending for transparency
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Specifies pixel arithmetic
//glDisable( GL_LIGHTING ); // Disable lighting
//glDisable( GL_DITHER ); // Disable dithering
//glDisable( GL_DEPTH_TEST ); // Disable depth testing
//Check for error
GLenum error = glGetError();
if( error != GL_NO_ERROR )
{
printf( "Error initializing OpenGL! %s\n", gluErrorString( error ) );
}
return;
}
我开始认为可能存在硬件问题?我从未在游戏中遇到过这个问题。
答案 0 :(得分:2)
SDL确实使用SwapIntervalEXT
扩展名,因此您可以确保缓冲区交换尽可能快(禁用VSYNC)。此外,缓冲交换不是一个简单的操作,OpenGL需要将后缓冲区的内容复制到前缓冲区,以用于glReadPixels()
的情况。可以使用WGL_ARB_pixel_format
使用WGL_SWAP_EXCHANGE_ARB
来控制此行为(您可以在规范中阅读所有这些内容;现在我不确定Linux是否有替代方案)。
然后最重要的是,有窗口系统。这实际上可能会造成很多麻烦。此外,如果生成了一些错误......
如果你在小型移动GPU上运行,这种行为可能就行了。
SDL_GL_SwapBuffers()
只包含对glxSwapBuffers()
/ wglSwapBuffers()
的调用,因此没有时间在那里。