From 0366b72d4a3e17a32008db4d1a60d11fd40fbac3 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Wed, 3 Mar 2021 18:16:27 +0900 Subject: [PATCH] [vulkan] remove the fps printing Now that pixels are rendered, there's no need to print the fps separately as the in-game display works quite nicely. --- libs/video/renderer/vid_render_vulkan.c | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/libs/video/renderer/vid_render_vulkan.c b/libs/video/renderer/vid_render_vulkan.c index 059250fff..00c307dbc 100644 --- a/libs/video/renderer/vid_render_vulkan.c +++ b/libs/video/renderer/vid_render_vulkan.c @@ -118,8 +118,6 @@ vulkan_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs) { const VkSubpassContents subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS; - static int count = 0; - static double startTime; uint32_t imageIndex = 0; qfv_device_t *device = vulkan_ctx->device; qfv_devfuncs_t *dfunc = device->funcs; @@ -199,16 +197,6 @@ vulkan_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs) vulkan_ctx->curFrame++; vulkan_ctx->curFrame %= vulkan_ctx->frames.size; - - if (++count >= 100) { - double currenTime = Sys_DoubleTime (); - double time = currenTime - startTime; - startTime = currenTime; - printf ("%d frames in %g s: %g fps \r", - count, time, count / time); - fflush (stdout); - count = 0; - } } static void