Force DirectX application to redraw - directx

Any one know how we can force a DirectX application to refresh(repaint)? I am trying to hook into DirectX draw functions, but don't know how to refresh the drawing to intercept the api call.
Thanks.

When to "repaint" is determined entirely by the application - there is no convention for when to do so. Assuming it is rendering using a swap chain, your best bet is to wait until the application calls Present on its own, then intercept API calls until the next Present.

Related

WebGL is it possible to emulate an asynchronous call to gl.finish()

WebGL is nice and asynchronous in that you can send off a long list of rendering commands without waiting for them to complete. However, if for some reason you do need to wait for the rendering to complete, you have to do it synchronously with gl.finish(). Surely it would be better if gl.finish accepted a callback and returned immediately?
Question: Is there any way to emulate this reliably?
Usage case: I am rendering a large number of vertices to a large off-screen canvas and then using drawImage to copy sections of this large canvas to small canvases on the page. I don't actually use gl.finish() but drawImage() seems to have the same effect. In my application, re-rendering is only triggered when the user performs an action (e.g. clicking a button), and it may take several hundred milliseconds. It would be nice if during rendering the browser was still responsive allowing scrolling etc. I am looking in particular for a Chrome solution, though something that also works in Firefox and Safari would be good.
Possible (bad) answer: You could try and estimate how long rendering is going to take and then set a timeout that begins with the call to gl.finish(). However, reliably doing this estimation for all sizes of vertex buffer and all users is going to be pretty tricky and inaccurate.
Possible (non-)answer: requestAnimationFrame does what I'm looking for...it doesn't though, does it?
Possible answer in 2018: Perhaps the ImageBitmap API solves this problem - see MDN docs.
You've already partially hit on your answer: drawImage() does indeed have finish-like behavior in that it forces all outstanding drawing commands to complete before it reads back the image data. The problem is that even if gl.finish() did what you wanted it to, wait for rendering to complete, you would still have the same behavior using it as you do now. The main thread would be blocked while the rendering finishes, interrupting the user's ability to interact with the page.
Ideally what you would want in this scenario is some sort of callback that indicates when a set of draw commands have been completed without actually blocking to wait for them. Unfortunately no such callback exists (and it would be surprisingly difficult to provide one, given the way the browser's internals work!)
A decent middle-ground in your case may be to do some intelligent estimations of when you feel the image may be ready. For example, once you have dispatched your draw call spin through 3 or 4 requestAnimationFrames before you call drawImage. If you consistently observe it taking longer (10 frames?) then spin for longer. This would allow users to continue interacting with the page normally and either produce no delay when doing the draw image, because the contents have finished rendering, or much less delay because you do the synchronous step mid-way through the render. Depending on the intended usage of your site non-realtime rendering could probably even stand to spin for a full second or so before presenting.
This certainly isn't a perfect solution, and I wish I had a better answer for you. Perhaps WebGL will gain the ability to query this type of status in the future, because it would be valuable in cases like yours, but for now this is likely the best you can do.

Do I need to elimate extra calls to `glUseProgram()`?

Say I have a bit of code that calls glUseProgram(programId) at different points, but sometimes ends up calling glUseProgram(1) twice, with the same argument (ie program1 is asked for twice).
Should I eliminate the spurious calls to glUseProgram or does glUseProgram already perform that check internally?
As suggested in OpenGL ES Programming Guide for iOS you should prevent redundant calls for glEnable state changes. So an assumption could be made that the same applies to the glUseProgram. Even if this assumption is incorrect, it is still a good idea to order your drawing calls by program and uniform setting if possible.
On my computer, if I use gluseprogram(PROGRAMID) with the same ID twice, without setting to something else in between, the display driver crashes. So I wouldn't.
(edit) Sorry, that was not true. It was actually something to do with the SFML windowing environment. Had wrong settings so was closing the window (and thus the OpenGL environment) before the OpenGL functions were able to 'clean house'.

How to get notified when glTexImage2D finished upload?

I want to render after a texture is uploaded to OpenGL, but I cannot get notified about the completition.
I do want to avoid using animation, or any kind of repetitive rendering.
Is glTexImage2D asynchronous at all? As far as I know, almost every OpenGL call is async.
It would be great anyway, if I could be informed about a glDrawArrays completition as well.
The answer is, just continue after the call to glTexImage2D returns. From your point of view it is a synchronous call in the sense that everything is properly set up after it returns. You can make texture uploads asynchronous by using PBOs as intermediate storage, but even then everything is managed by the driver for you and all you need to know is that when glTexImage2D returns you can assume the texture data to be properly uploaded and start rendering. If the texture data is not yet uploaded internally your things won't get rendered anyway and will wait for the texture to be set up.
You are correct that most OpenGL calls can be seen as asynchronous in the sense that they only schedule commands to be sent to the graphics card and the driver decides when to finally send them to the hardware and the hardware is free to decide when to process them, not to speak of the fact that nobody knows when they're actually finished. But you know what, you usually just don't care. If anything needs to block in order to wait for some previous operation to complete (like an asynchronous texture upload), then it will be managed for you automagically and once an OpenGL function returned you can be sure it has done its work from your point of view.
disclaimer: There are indeed situations when you really need to know when an actual operation has finally finished its work on the device. Though your scenario isn't one of those. One of the few situations when you might really want to synchronize operations is, when you are timing something for debugging or profiling reasons. And since OpenGL ES probably lacks ARB_timer_query, issuing a glFinish (like suggested in BlueVoodoo's answer) might be an option in this case.
EDIT: In the same way you don't get notified when your things drawn with glDrawArrays are finally rendered to screen, but you just don't care about it.
I guess you meant it's an asynchronous call? Otherwise, why do you need to get notified? If you need it to be synchronous, have a look at glFinish(). I don't know of any notifications for openGL methods.

Making Sure A ShowMessage Stays On Top

I have a few applications and I call a ShowMessage('Complete!'); at the end of a long operation.
Most of the time, this works great, but every once in awhile, the Message Dialog will show up behind the main form.
Is there any way for me to ensure the ShowMessage will always be on top?
Thanks!
Call the Windows MessageBox() API instead and pass in the handle to the active form. Actually, my code uses Application.MainFormHandle all the time which I am therefore sure is a reasonable and simple approach.
This will have the benefit of being the system native dialog rather than the home-grown Delphi version. It supports clipboard operations also.
If you want to get very fancy then you can use the Vista task dialog, but that's much more complex and you clearly don't need it for such a simple dialog.

Check For Updates

I'm developing a application in Lazarus, that need to check if there is a new version of a XML file on every Form_Create.
How can I do this?
I have used the synapse library in the past to do this kind of processing. Basically include httpsend in your uses clause, and then call httpgetbinary(url,xmlstream) to retrieve a stream containing the resource. I wouldn't do this in the OnCreate though, since it can take some time to pull the resource. Your better served by placing this in another thread that can make a synchronize call back to the form to enable updates, or set an application flag. This is similar to how the Chrome browser displays updates on the about page, a thread is launched when the form is displayed to check to see if there are updates, and when the thread completes it updates the GUI...this allows other tasks to occur (such as a small animation, or the ability for the user to close the dialog).
Synapse is not a visual component library, it is a library of blocking functions that wrap around most of the common internet protocols.
You'll need to read up on FPC Networking, lNet looks especially useful for this task.

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