- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
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0323f54384
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763222b571
6 changed files with 17 additions and 13 deletions
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@ -60,9 +60,9 @@ static uint64_t MSToNS(unsigned int ms)
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return static_cast<uint64_t>(ms) * 1'000'000;
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}
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static uint32_t NSToMS(uint64_t ns)
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static uint64_t NSToMS(uint64_t ns)
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{
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return static_cast<uint32_t>(ns / 1'000'000);
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return static_cast<uint64_t>(ns / 1'000'000);
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}
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static int NSToTic(uint64_t ns)
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@ -125,7 +125,7 @@ uint64_t I_nsTime()
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return GetClockTimeNS();
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}
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unsigned int I_msTime()
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uint64_t I_msTime()
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{
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return NSToMS(I_nsTime());
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}
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