I have the DirectX-based application. And recently I found that Now()
function returns a wrong value when being called from within the main loop of my graphics engine. It gives one value being called before engine initialized and different one (usually differs 2-3 minutes back or forward) when being called in my application when graphics is started.
I found that Now()
function is a wrapper for Windows API GetLocalTime()
function. Anyone can point out what can affect the return value of this very function? I heavily use timeGetTime()
function in the main loop of my app, can it be the source of problem? Also I need to use CheckSyncronize()
function in the main loop...
Any ideas? I'm out of clues... :(
code of the main loop:
procedure Td2dCore.System_Run;
var
l_Msg: TMsg;
l_Point: TPoint;
l_Rect : TRect;
l_Finish: Boolean;
begin
if f_WHandle = 0 then
begin
System_Log('Engine was not started!');
Exit;
end;
if not Assigned(f_OnFrame) then
begin
System_Log('Frame function is not assigned!');
Exit;
end;
// MAIN LOOP
l_Finish := False;
while not l_Finish do
begin
// dispatch messages
if PeekMessage(l_Msg, 0, 0, 0, PM_REMOVE) then
begin
if l_Msg.message = WM_QUIT then
l_Finish := True;
DispatchMessage(l_Msg);
Continue;
end;
GetCursorPos(l_Point);
GetClientRect(f_WHandle, l_Rect);
MapWindowPoints(f_WHandle, 0, l_Rect, 2);
f_MouseOver := f_MouseCaptured or (PtInRect(l_Rect, l_Point) and (WindowFromPoint(l_Point) = f_WHandle));
if f_Active or f_DontSuspend then
begin
repeat
f_DeltaTicks := timeGetTime - f_Time0;
if f_DeltaTicks <= f_FixedDelta then
Sleep(1);
until f_DeltaTicks > f_FixedDelta;
//if f_DeltaTicks >= f_FixedDelta then
begin
f_DeltaTime := f_DeltaTicks / 1000.0;
// if delay was too big, count it as if where was no delay
// (return from suspended state for instance)
if f_DeltaTime > 0.2 then
if f_FixedDelta > 0 then
f_DeltaTime := f_FixedDelta / 1000.0
else
f_DeltaTime := 0.01;
f_Time := f_Time + f_DeltaTime;
f_Time0 := timeGetTime;
if(f_Time0 - f_Time0FPS < 1000) then
Inc(f_FPSCount)
else
begin
f_FPS := f_FPSCount;
f_FPSCount := 0;
f_Time0FPS := f_Time0;
end;
f_OnFrame(f_DeltaTime, l_Finish);
if Assigned(f_OnRender) then
f_OnRender();
ClearQueue;
{
if (not f_Windowed) and (f_FixedFPS = D2D_FPS_VSYNC) then
Sleep(1);
}
end;
{
else
if (f_FixedDelta > 0) and (f_DeltaTicks+3 < f_FixedDelta) then
Sleep(1);
}
end
else
Sleep(1);
CheckSynchronize;
end;
end;
the Now() is called somewhere in f_OnFrame()
function.
Finally I've found the solution. I needed to specify th D3DCREATE_FPU_PRESERVE
flag when creating a D3D device by D3D.CreateDevice
.
Otherwise, without that flag, all floating point operations are performed with single precision. As the TDateTime
is a simple Double
, and Now()
functions is consist of simple addition of date value to time value, it all get messed up by DirectX "smart" override.
Problem solved. It was a tricky one indeed. :)