Merge pull request #611 from SRSaunders/master

Revert commit using getters for gameThread times - wrong type size
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Robert Beckebans 2021-10-01 13:35:08 +02:00 committed by GitHub
commit bf44cd059e
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 10 additions and 9 deletions

View file

@ -270,13 +270,14 @@ float idConsoleLocal::DrawFPS( float y )
}
// DG end
const uint64 gameThreadTotalTime = commonLocal.GetGameThreadTotalTime();
const uint64 gameThreadGameTime = commonLocal.GetGameThreadGameTime();
const uint64 gameThreadRenderTime = commonLocal.GetGameThreadRenderTime();
// SRS - Shouldn't use these getters since they access and return int-sized variables measured in milliseconds
//const uint64 gameThreadTotalTime = commonLocal.GetGameThreadTotalTime();
//const uint64 gameThreadGameTime = commonLocal.GetGameThreadGameTime();
//const uint64 gameThreadRenderTime = commonLocal.GetGameThreadRenderTime();
//const uint64 gameThreadTotalTime = commonLocal.mainFrameTiming.finishDrawTime - commonLocal.mainFrameTiming.startGameTime;
//const uint64 gameThreadGameTime = commonLocal.mainFrameTiming.finishGameTime - commonLocal.mainFrameTiming.startGameTime;
//const uint64 gameThreadRenderTime = commonLocal.mainFrameTiming.finishDrawTime - commonLocal.mainFrameTiming.finishGameTime;
const uint64 gameThreadTotalTime = commonLocal.mainFrameTiming.finishDrawTime - commonLocal.mainFrameTiming.startGameTime;
const uint64 gameThreadGameTime = commonLocal.mainFrameTiming.finishGameTime - commonLocal.mainFrameTiming.startGameTime;
const uint64 gameThreadRenderTime = commonLocal.mainFrameTiming.finishDrawTime - commonLocal.mainFrameTiming.finishGameTime;
const uint64 rendererBackEndTime = commonLocal.GetRendererBackEndMicroseconds();
const uint64 rendererShadowsTime = commonLocal.GetRendererShadowsMicroseconds();

View file

@ -155,7 +155,7 @@ int idGameThread::Run()
commonLocal.frameTiming.finishGameTime = Sys_Microseconds();
SetThreadGameTime( commonLocal.frameTiming.finishGameTime - commonLocal.frameTiming.startGameTime );
SetThreadGameTime( ( commonLocal.frameTiming.finishGameTime - commonLocal.frameTiming.startGameTime ) / 1000 );
// build render commands and geometry
{
@ -165,9 +165,9 @@ int idGameThread::Run()
commonLocal.frameTiming.finishDrawTime = Sys_Microseconds();
SetThreadRenderTime( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.finishGameTime );
SetThreadRenderTime( ( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.finishGameTime ) / 1000 );
SetThreadTotalTime( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.startGameTime );
SetThreadTotalTime( ( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.startGameTime ) / 1000 );
return 0;
}