strange opengl rendering stutter
c++, opengl, windows
Solution
Without seeing this stutter problem it is difficult to say what the problem is. But the first impression of your program is ok. So I guess you observe that a frame once in a while is shown twice. Leading to a very small stutter. This happens usually when you try to output 60 frames on 60Hz Monitor with vsync. In such a setup you must not miss one vsync period or you will see a stutter, because of the frame shown twice. On the other hand it is nearly impossible to guarantee this because the scheduler on a windows platforms schedules threads for 15ms(about that I don't know the correct value by heart). So it is possible that a higher priority thread will use the CPU and your presenting thread is not able to swap the buffers for a new frame in time. When you increase the values e.g. 120 frames on 120 Hz monitor you will see those stutters even more often. So I don't know any solution how you can prevent this on the windows platform. But If someone else knows I would be happy to know it too.
Problem
I'm experiencing a strange stutter in my simple opengl (via GLFW3) app. Although vsync is enabled (frame rate is almost steady 60 fps), the motion of the spinning triangle is not always smooth - it's almost like some frames are skipped sometimes. I tried looking at the time difference between consecutive calls to glSwapBuffers(), but those seem pretty consistent. Am I doing something wrong? Should I use some kind of motion blur filtering to make it appear smoother? The code: ``` #include <cstdlib> #include <cstdio> #include <cmath> #include <cfloat> #include <cassert> #include <minmax.h> #include <string> #include <iostream> #include <fstream> #include <vector> #include <Windows.h> #include <GL/glew.h> #include <gl/GLU.h> //#include <GL/GL.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #ifdef _WIN32 #pragma warning(disable:4996) #endif static int swap_interval; static double frame_rate; GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){ // Create the shaders GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); // Read the Vertex Shader code from the file std::string VertexShaderCode; std::ifstream VertexShaderStream(vertex_file_path, std::ios::in); if(VertexShaderStream.is_open()){ std::string Line = ""; while(getline(VertexShaderStream, Line)) VertexShaderCode += "\n" + Line; VertexShaderStream.close(); }else{ printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path); return 0; } // Read the Fragment Shader code from the file std::string FragmentShaderCode; std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in); if(FragmentShaderStream.is_open()){ std::string Line = ""; while(getline(FragmentShaderStream, Line)) FragmentShaderCode += "\n" + Line; FragmentShaderStream.close(); } GLint Result = GL_FALSE; int InfoLogLength; // Compile Vertex Shader printf("Compiling shader : %s\n", vertex_file_path); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); if (Result != GL_TRUE) { glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> VertexShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); printf("%s\n", &VertexShaderErrorMessage[0]); } } // Compile Fragment Shader printf("Compiling shader : %s\n", fragment_file_path); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); if (Result != GL_TRUE) { glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); printf("%s\n", &FragmentShaderErrorMessage[0]); } } // Link the program printf("Linking program\n"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); if (Result != GL_TRUE) { glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector<char> ProgramErrorMessage(InfoLogLength+1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); printf("%s\n", &ProgramErrorMessage[0]); } } #ifdef _DEBUG glValidateProgram(ProgramID); #endif glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); return ProgramID; } static void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } static void set_swap_interval(GLFWwindow* window, int interval) { swap_interval = interval; glfwSwapInterval(swap_interval); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) set_swap_interval(window, 1 - swap_interval); } static bool init(GLFWwindow** win) { if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE); // creating a window using the monitor param will open it full screen const bool useFullScreen = false; GLFWmonitor* monitor = useFullScreen ? glfwGetPrimaryMonitor() : NULL; *win = glfwCreateWindow(640, 480, "", monitor, NULL); if (!(*win)) { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(*win); GLenum glewError = glewInit(); if( glewError != GLEW_OK ) { printf( "Error initializing GLEW! %s\n", glewGetErrorString( glewError ) ); return false; } //Make sure OpenGL 2.1 is supported if( !GLEW_VERSION_2_1 ) { printf( "OpenGL 2.1 not supported!\n" ); return false; } glfwMakeContextCurrent(*win); glfwSetFramebufferSizeCallback(*win, framebuffer_size_callback); glfwSetKeyCallback(*win, key_callback); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); return true; } std::string string_format(const std::string fmt, ...) { int size = 100; std::string str; va_list ap; while (1) { str.resize(size); va_start(ap, fmt); int n = vsnprintf((char *)str.c_str(), size, fmt.c_str(), ap); va_end(ap); if (n > -1 && n < size) { str.resize(n); return str; } if (n > -1) size = n + 1; else size *= 2; } return str; } int main(int argc, char* argv[]) { srand(9); // constant seed, for deterministic results unsigned long frame_count = 0; GLFWwindow* window; init(&window); // An array of 3 vectors which represents 3 vertices static const GLfloat g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); // acclocate GPU memory and copy data glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); unsigned int vao = 0; glGenVertexArrays (1, &vao); glBindVertexArray (vao); glEnableVertexAttribArray (0); glBindBuffer (GL_ARRAY_BUFFER, vbo); glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, 0); // Create and compile our GLSL program from the shaders GLuint programID = LoadShaders( "1.vert", "1.frag" ); // Use our shader glUseProgram(programID); GLint locPosition = glGetAttribLocation(programID, "vertex"); assert(locPosition != -1); glm::mat4 world(1.0f); GLint locWorld = glGetUniformLocation(programID, "gWorld"); assert(locWorld != -1 && "Error getting address (was it optimized out?)!"); glUniformMatrix4fv(locWorld, 1, GL_FALSE, glm::value_ptr(world)); GLenum err = glGetError(); GLint loc = glGetUniformLocation(programID, "time"); assert(loc != -1 && "Error getting uniform address (was it optimized out?)!"); bool isRunning = true; while (isRunning) { static float time = 0.0f; static float oldTime = 0.0f; static float fpsLastUpdateTime = 0.0f; oldTime = time; time = (float)glfwGetTime(); static std::string fps; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram (programID); glUniform1f(loc, time); glBindVertexArray (vao); glDrawArrays (GL_TRIANGLES, 0, 3); glfwSwapBuffers(window); glfwPollEvents(); isRunning = !glfwWindowShouldClose(window); float dT = time-oldTime; if (time-fpsLastUpdateTime > 0.5) { static const char* fmt = "frame rate: %.1f frames per second"; glfwSetWindowTitle(window, string_format(fmt, 1.0f/(dT)).c_str()); fpsLastUpdateTime = time; } } glfwDestroyWindow(window); glfwTerminate(); return 0; } //////////////////////////////////////// // 1.frag //////////////////////////////////////// #version 330 core // Ouput data out vec3 color; void main() { // Output color = red color = vec3(1,0,0); } ////////////////////////////////////////////// // 1.vert ////////////////////////////////////////////// #version 330 core // Input vertex data, different for all executions of this shader. in vec3 vertex; uniform mat4 gWorld; uniform float time; void main() { gl_Position = gWorld * vec4(vertex, 1.0f); gl_Position.x += sin(time); gl_Position.y += cos(time)/2.0f; gl_Position.w = 1.0; } ``` OK. I got home and did more testing. First I tried to disable the V-Sync, but I couldn't! I had to disable the windows' desktop effects (Aero) to be able to do so, and lo and behold - once Aero was disabled, the stutter disappeared (with V-Sync on). Then I tested it with V-Sync off, and of course, I got much higher frame rate with the occasional expected tearing. Then I tested it in full screen. The rendering was smooth with Aero and without it. I couldn't find anyone else who share this problem. Do you think it's a GLFW3 bug? a driver/hardware issue (I have GTS450 with the latest drivers)? Thank you all for you answers. I learned a lot, but my problem is still unsolved.