Delphi Now()函数返回错误的值

Ant*_*kov 7 delphi datetime delphi-2007

我有基于DirectX的应用程序.最近我发现Now()函数在从我的图形引擎的主循环中调用时返回错误的值.它在引擎初始化之前调用一个值,在启动图形时在我的应用程序中调用时给出不同的值(通常在2-3分钟后退或向前).

我发现该Now()函数是Windows API GetLocalTime()函数的包装器.任何人都可以指出什么会影响这个函数的返回值?我timeGetTime()在我的应用程序的主循环中大量使用函数,它可能是问题的根源吗?另外我需要CheckSyncronize()在主循环中使用函数...

有任何想法吗?我的线索...... :(

主循环的代码:

    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;
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Now()在f_OnFrame()函数中被调用.

Ant*_*kov 12

最后我找到了解决方案.我需要D3DCREATE_FPU_PRESERVE在创建D3D设备时指定标志D3D.CreateDevice.

否则,如果没有该标志,则以单精度执行所有浮点运算.由于它TDateTime是一个简单的Double,并且Now()函数由简单的日期值添加到时间值组成,所有这些都被DirectX"智能"覆盖搞乱了.

问题解决了.确实这是一个棘手的问题.:)