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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/src/Graphics/PresentInterval.cs
34 lines | 1.1 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines how <see cref="GraphicsDevice.Present"/> updates the game window.
/// </summary>
public enum PresentInterval
{
/// <summary>
/// Equivalent to <see cref="PresentInterval.One"/>.
/// </summary>
Default = 0,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than the screen refresh rate.
/// </summary>
One = 1,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than every second screen refresh.
/// </summary>
Two = 2,
/// <summary>
/// The driver updates the window client area immediately. Present operations might be affected immediately. There is no limit for framerate.
/// </summary>
Immediate = 3,
}
}