- Switch to C++11 steady clock

- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
This commit is contained in:
Magnus Norddahl 2017-11-12 03:12:22 +01:00
commit 307d8931d8
22 changed files with 174 additions and 560 deletions

View file

@ -122,10 +122,6 @@ static void CalculateCPUSpeed();
static int I_GetTimePolled(bool saveMS);
static int I_WaitForTicPolled(int prevtic);
static void I_FreezeTimePolled(bool frozen);
static int I_GetTimeEventDriven(bool saveMS);
static int I_WaitForTicEvent(int prevtic);
static void I_FreezeTimeEventDriven(bool frozen);
static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2);
static HCURSOR CreateCompatibleCursor(FTexture *cursorpic);
static HCURSOR CreateAlphaCursor(FTexture *cursorpic);
@ -174,140 +170,6 @@ static int DefaultWad;
static HCURSOR CustomCursor;
//==========================================================================
//
// Tick time functions
//
//==========================================================================
static LARGE_INTEGER frequency;
static uint32_t performanceGetTime()
{
if (frequency.QuadPart != 0)
{
LARGE_INTEGER current;
QueryPerformanceCounter(&current);
return current.QuadPart * 1000 / frequency.QuadPart;
}
else
{
return timeGetTime();
}
}
static unsigned int FirstFrameStartTime;
static unsigned int CurrentFrameStartTime;
static unsigned int FreezeTime;
void I_SetFrameTime()
{
// It is critical that all timing is calculated only once at a start of a frame.
//
// performanceGetTime() must only ever be called once or otherwise the playsim
// processing time will affect the interpolation done by the renderer.
if (FreezeTime == 0)
{
CurrentFrameStartTime = performanceGetTime();
if (FirstFrameStartTime == 0)
FirstFrameStartTime = CurrentFrameStartTime;
}
}
void I_WaitVBL(int count)
{
// I_WaitVBL is never used to actually synchronize to the vertical blank.
// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
// so that's what we use to determine how long to wait for.
Sleep(1000 * count / 70);
I_SetFrameTime();
}
static int I_WaitForTicWin32(int prevtic)
{
// Waits until the current tic is greater than prevtic. Time must not be frozen.
int time;
assert(TicFrozen == 0);
while ((time = I_GetTime(false)) <= prevtic)
{
// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
// We set this to 1 ms in DoMain.
int sleepTime = prevtic - time;
if (sleepTime > 2)
Sleep(sleepTime - 2);
I_SetFrameTime();
}
return time;
}
unsigned int I_FPSTime()
{
if (FreezeTime == 0)
return CurrentFrameStartTime;
else
return performanceGetTime();
}
unsigned int I_MSTime()
{
if (FreezeTime == 0)
{
return CurrentFrameStartTime - FirstFrameStartTime;
}
else
{
if (FirstFrameStartTime == 0)
{
FirstFrameStartTime = performanceGetTime();
return 0;
}
else
{
return performanceGetTime() - FirstFrameStartTime;
}
}
}
int I_GetTimeWin32(bool saveMS)
{
return (CurrentFrameStartTime - FirstFrameStartTime) * TICRATE / 1000 + 1;
}
double I_GetTimeFrac(uint32_t *ms)
{
unsigned int currentTic = (CurrentFrameStartTime - FirstFrameStartTime) * TICRATE / 1000;
unsigned int ticStartTime = FirstFrameStartTime + currentTic * 1000 / TICRATE;
unsigned int ticNextTime = FirstFrameStartTime + (currentTic + 1) * 1000 / TICRATE;
if (ms)
*ms = currentTic + 1;
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}
void I_FreezeTimeWin32(bool frozen)
{
if (frozen)
{
FreezeTime = performanceGetTime();
}
else
{
FirstFrameStartTime += performanceGetTime() - FreezeTime;
FreezeTime = 0;
I_SetFrameTime();
}
}
int(*I_GetTime)(bool saveMS) = I_GetTimeWin32;
int(*I_WaitForTic)(int) = I_WaitForTicWin32;
void(*I_FreezeTime)(bool frozen) = I_FreezeTimeWin32;
//==========================================================================
//
// I_Tactile
@ -543,8 +405,6 @@ void I_Init()
CalculateCPUSpeed();
DumpCPUInfo(&CPU);
QueryPerformanceFrequency(&frequency);
atterm (I_ShutdownSound);
I_InitSound ();
}