- moved some more files.
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4d35adbcd6
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34 changed files with 18 additions and 26 deletions
457
src/rendering/v_framebuffer.cpp
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457
src/rendering/v_framebuffer.cpp
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/*
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** The base framebuffer class
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include "x86.h"
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#include "actor.h"
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#include "v_video.h"
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#include "c_dispatch.h"
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#include "sbar.h"
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#include "hardware.h"
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#include "r_utility.h"
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#include "swrenderer/r_renderer.h"
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#include "vm.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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#include <chrono>
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#include <thread>
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CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
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CVAR(Bool, vid_fps, false, 0)
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CVAR(Int, vid_showpalette, 0, 0)
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EXTERN_CVAR(Bool, ticker)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Int, vid_maxfps)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Int, screenblocks)
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//==========================================================================
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//
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// DCanvas :: CalcGamma
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//
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//==========================================================================
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void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256])
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{
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// I found this formula on the web at
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// <http://panda.mostang.com/sane/sane-gamma.html>,
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// but that page no longer exits.
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double invgamma = 1.f / gamma;
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int i;
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for (i = 0; i < 256; i++)
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{
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gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
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}
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}
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//==========================================================================
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//
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// DFrameBuffer Constructor
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//
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// A frame buffer canvas is the most common and represents the image that
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// gets drawn to the screen.
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//
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//==========================================================================
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DFrameBuffer::DFrameBuffer (int width, int height)
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{
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SetSize(width, height);
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mPortalState = new FPortalSceneState;
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}
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DFrameBuffer::~DFrameBuffer()
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{
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delete mPortalState;
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}
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void DFrameBuffer::SetSize(int width, int height)
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{
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Width = ViewportScaledWidth(width, height);
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Height = ViewportScaledHeight(width, height);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void V_DrawPaletteTester(int paletteno)
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{
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int blocksize = screen->GetHeight() / 50;
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int t = paletteno;
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int k = 0;
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for (int i = 0; i < 16; ++i)
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{
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for (int j = 0; j < 16; ++j)
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{
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int palindex = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
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PalEntry pe = GPalette.BaseColors[palindex];
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k++;
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screen->Dim(pe, 1.f, j*blocksize, i*blocksize, blocksize, blocksize);
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}
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawRateStuff
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//
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// Draws the fps counter, dot ticker, and palette debug.
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//
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//==========================================================================
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void DFrameBuffer::DrawRateStuff ()
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{
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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uint64_t ms = screen->FrameTime;
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uint64_t howlong = ms - LastMS;
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if ((signed)howlong >= 0)
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{
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char fpsbuff[40];
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int chars;
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int rate_x;
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int textScale = active_con_scale();
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chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
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rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
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Clear (rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
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DrawText (NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
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DTA_VirtualWidth, screen->GetWidth() / textScale,
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DTA_VirtualHeight, screen->GetHeight() / textScale,
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DTA_KeepRatio, true, TAG_DONE);
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uint32_t thisSec = (uint32_t)(ms/1000);
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if (LastSec < thisSec)
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{
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LastCount = FrameCount / (thisSec - LastSec);
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LastSec = thisSec;
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FrameCount = 0;
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}
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FrameCount++;
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}
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LastMS = ms;
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}
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// draws little dots on the bottom of the screen
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if (ticker)
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{
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int64_t t = I_GetTime();
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int64_t tics = t - LastTic;
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LastTic = t;
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if (tics > 20) tics = 20;
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int i;
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for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
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for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
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}
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// draws the palette for debugging
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if (vid_showpalette)
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{
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V_DrawPaletteTester(vid_showpalette);
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}
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}
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//==========================================================================
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//
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// Palette stuff.
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//
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//==========================================================================
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void DFrameBuffer::Update()
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{
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CheckBench();
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int initialWidth = GetClientWidth();
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int initialHeight = GetClientHeight();
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int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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if (clientWidth < VID_MIN_WIDTH) clientWidth = VID_MIN_WIDTH;
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if (clientHeight < VID_MIN_HEIGHT) clientHeight = VID_MIN_HEIGHT;
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if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
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{
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SetVirtualSize(clientWidth, clientHeight);
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V_OutputResized(clientWidth, clientHeight);
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mVertexData->OutputResized(clientWidth, clientHeight);
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}
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}
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void DFrameBuffer::SetClearColor(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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mSceneClearColor[0] = pe.r / 255.f;
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mSceneClearColor[1] = pe.g / 255.f;
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mSceneClearColor[2] = pe.b / 255.f;
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mSceneClearColor[3] = 1.f;
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}
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//==========================================================================
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//
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// DFrameBuffer :: SetVSync
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//
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// Turns vertical sync on and off, if supported.
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//
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//==========================================================================
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void DFrameBuffer::SetVSync (bool vsync)
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeStartScreen
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//
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// Grabs a copy of the screen currently displayed to serve as the initial
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// frame of a screen wipe. Also determines which screenwipe will be
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// performed.
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//
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//==========================================================================
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FTexture *DFrameBuffer::WipeStartScreen()
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{
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return nullptr;
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeEndScreen
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//
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// Grabs a copy of the most-recently drawn, but not yet displayed, screen
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// to serve as the final frame of a screen wipe.
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//
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//==========================================================================
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FTexture *DFrameBuffer::WipeEndScreen()
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{
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return nullptr;
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}
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//==========================================================================
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//
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// DFrameBuffer :: GetCaps
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//
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//==========================================================================
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EXTERN_CVAR(Bool, r_drawvoxels)
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uint32_t DFrameBuffer::GetCaps()
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{
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ActorRenderFeatureFlags FlagSet = 0;
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if (V_IsPolyRenderer())
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FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
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else
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{
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FlagSet |= RFF_UNCLIPPEDTEX;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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}
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if (V_IsTrueColor())
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FlagSet |= RFF_TRUECOLOR;
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else
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FlagSet |= RFF_COLORMAP;
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return (uint32_t)FlagSet;
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}
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void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
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{
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SWRenderer->WriteSavePic(player, file, width, height);
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}
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//==========================================================================
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//
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// Calculates the viewport values needed for 2D and 3D operations
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//
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//==========================================================================
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void DFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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if (bounds)
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{
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mSceneViewport = *bounds;
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mScreenViewport = *bounds;
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mOutputLetterbox = *bounds;
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return;
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}
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// Special handling so the view with a visible status bar displays properly
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int height, width;
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if (screenblocks >= 10)
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{
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height = GetHeight();
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width = GetWidth();
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}
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else
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{
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height = (screenblocks*GetHeight() / 10) & ~7;
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width = (screenblocks*GetWidth() / 10);
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}
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// Back buffer letterbox for the final output
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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{
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// When window is minimized there may not be any client area.
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// Pretend to the rest of the render code that we just have a very small window.
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clientWidth = 160;
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clientHeight = 120;
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}
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int screenWidth = GetWidth();
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int screenHeight = GetHeight();
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float scaleX, scaleY;
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if (ViewportIsScaled43())
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{
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scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f));
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scaleY = scaleX * 1.2f;
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}
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else
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{
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scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
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scaleY = scaleX;
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}
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mOutputLetterbox.width = (int)round(screenWidth * scaleX);
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mOutputLetterbox.height = (int)round(screenHeight * scaleY);
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mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
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mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
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// The entire renderable area, including the 2D HUD
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mScreenViewport.left = 0;
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mScreenViewport.top = 0;
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mScreenViewport.width = screenWidth;
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mScreenViewport.height = screenHeight;
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// Viewport for the 3D scene
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mSceneViewport.left = viewwindowx;
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mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
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mSceneViewport.width = viewwidth;
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mSceneViewport.height = height;
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// Scale viewports to fit letterbox
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bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
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(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
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!ViewportIsScaled43());
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if (gl_scale_viewport && !IsFullscreen() && notScaled)
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{
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mScreenViewport.width = mOutputLetterbox.width;
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mScreenViewport.height = mOutputLetterbox.height;
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mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
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mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
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mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
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mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
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}
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}
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//===========================================================================
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//
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// Calculates the OpenGL window coordinates for a zdoom screen position
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//
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//===========================================================================
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int DFrameBuffer::ScreenToWindowX(int x)
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{
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return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)GetWidth());
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}
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int DFrameBuffer::ScreenToWindowY(int y)
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{
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return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)GetHeight());
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}
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void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
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{
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int letterboxX = mOutputLetterbox.left;
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int letterboxY = mOutputLetterbox.top;
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int letterboxWidth = mOutputLetterbox.width;
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int letterboxHeight = mOutputLetterbox.height;
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x = int16_t((x - letterboxX) * Width / letterboxWidth);
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y = int16_t((y - letterboxY) * Height / letterboxHeight);
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}
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void DFrameBuffer::FPSLimit()
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{
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using namespace std::chrono;
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using namespace std::this_thread;
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if (vid_maxfps <= 0 || cl_capfps)
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return;
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uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
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while (true)
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{
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fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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int64_t timeToWait = targetWakeTime - fpsLimitTime;
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if (timeToWait > 1'000'000 || timeToWait <= 0)
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{
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break;
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}
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if (timeToWait <= 2'000)
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{
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// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
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// Yield execution and check time again.
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sleep_for(nanoseconds(0));
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}
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else
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{
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// Sleep, but try to wake before deadline.
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sleep_for(microseconds(timeToWait - 2'000));
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}
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}
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}
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