- Switch to C++11 steady clock
- Move the C++11 implementation to d_main - Remove the platform specific timer implementations
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090943eaa4
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307d8931d8
22 changed files with 174 additions and 560 deletions
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@ -122,10 +122,6 @@ static void CalculateCPUSpeed();
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static int I_GetTimePolled(bool saveMS);
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static int I_WaitForTicPolled(int prevtic);
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static void I_FreezeTimePolled(bool frozen);
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static int I_GetTimeEventDriven(bool saveMS);
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static int I_WaitForTicEvent(int prevtic);
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static void I_FreezeTimeEventDriven(bool frozen);
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static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2);
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static HCURSOR CreateCompatibleCursor(FTexture *cursorpic);
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static HCURSOR CreateAlphaCursor(FTexture *cursorpic);
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@ -174,140 +170,6 @@ static int DefaultWad;
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static HCURSOR CustomCursor;
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//==========================================================================
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//
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// Tick time functions
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//
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//==========================================================================
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static LARGE_INTEGER frequency;
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static uint32_t performanceGetTime()
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{
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if (frequency.QuadPart != 0)
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{
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LARGE_INTEGER current;
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QueryPerformanceCounter(¤t);
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return current.QuadPart * 1000 / frequency.QuadPart;
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}
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else
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{
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return timeGetTime();
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}
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}
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static unsigned int FirstFrameStartTime;
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static unsigned int CurrentFrameStartTime;
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static unsigned int FreezeTime;
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void I_SetFrameTime()
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{
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// It is critical that all timing is calculated only once at a start of a frame.
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//
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// performanceGetTime() must only ever be called once or otherwise the playsim
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// processing time will affect the interpolation done by the renderer.
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if (FreezeTime == 0)
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{
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CurrentFrameStartTime = performanceGetTime();
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if (FirstFrameStartTime == 0)
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FirstFrameStartTime = CurrentFrameStartTime;
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}
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}
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void I_WaitVBL(int count)
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{
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// I_WaitVBL is never used to actually synchronize to the vertical blank.
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// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
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// so that's what we use to determine how long to wait for.
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Sleep(1000 * count / 70);
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I_SetFrameTime();
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}
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static int I_WaitForTicWin32(int prevtic)
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{
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// Waits until the current tic is greater than prevtic. Time must not be frozen.
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int time;
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assert(TicFrozen == 0);
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while ((time = I_GetTime(false)) <= prevtic)
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{
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// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
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// We set this to 1 ms in DoMain.
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int sleepTime = prevtic - time;
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if (sleepTime > 2)
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Sleep(sleepTime - 2);
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I_SetFrameTime();
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}
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return time;
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}
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unsigned int I_FPSTime()
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{
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if (FreezeTime == 0)
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return CurrentFrameStartTime;
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else
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return performanceGetTime();
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}
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unsigned int I_MSTime()
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{
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if (FreezeTime == 0)
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{
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return CurrentFrameStartTime - FirstFrameStartTime;
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}
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else
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{
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if (FirstFrameStartTime == 0)
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{
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FirstFrameStartTime = performanceGetTime();
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return 0;
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}
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else
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{
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return performanceGetTime() - FirstFrameStartTime;
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}
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}
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}
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int I_GetTimeWin32(bool saveMS)
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{
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return (CurrentFrameStartTime - FirstFrameStartTime) * TICRATE / 1000 + 1;
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}
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double I_GetTimeFrac(uint32_t *ms)
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{
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unsigned int currentTic = (CurrentFrameStartTime - FirstFrameStartTime) * TICRATE / 1000;
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unsigned int ticStartTime = FirstFrameStartTime + currentTic * 1000 / TICRATE;
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unsigned int ticNextTime = FirstFrameStartTime + (currentTic + 1) * 1000 / TICRATE;
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if (ms)
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*ms = currentTic + 1;
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return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
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}
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void I_FreezeTimeWin32(bool frozen)
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{
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if (frozen)
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{
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FreezeTime = performanceGetTime();
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}
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else
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{
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FirstFrameStartTime += performanceGetTime() - FreezeTime;
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FreezeTime = 0;
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I_SetFrameTime();
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}
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}
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int(*I_GetTime)(bool saveMS) = I_GetTimeWin32;
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int(*I_WaitForTic)(int) = I_WaitForTicWin32;
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void(*I_FreezeTime)(bool frozen) = I_FreezeTimeWin32;
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//==========================================================================
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//
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// I_Tactile
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@ -543,8 +405,6 @@ void I_Init()
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CalculateCPUSpeed();
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DumpCPUInfo(&CPU);
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QueryPerformanceFrequency(&frequency);
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atterm (I_ShutdownSound);
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I_InitSound ();
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}
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