mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead. The only feature this value was ever used for was texture warping.
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96e9eadd97
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0323f54384
14 changed files with 31 additions and 33 deletions
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@ -744,7 +744,7 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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dclick = false;
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// This used level.time which didn't work outside a level.
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nowtime = I_FPSTime();
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nowtime = I_msTime();
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if (doublebinds != NULL && int(DClickTime[ev->data1] - nowtime) > 0 && ev->type == EV_KeyDown)
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{
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// Key pressed for a double click
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@ -779,7 +779,7 @@ void D_Display ()
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{
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screen->FrameTime = I_FPSTime();
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screen->FrameTime = I_msTime();
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TexMan.UpdateAnimations(screen->FrameTime);
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R_UpdateSky(screen->FrameTime);
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switch (gamestate)
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@ -945,7 +945,7 @@ void D_Display ()
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I_FreezeTime(true);
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screen->WipeEndScreen ();
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wipestart = I_FPSTime();
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wipestart = I_msTime();
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NetUpdate(); // send out any new accumulation
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do
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@ -953,7 +953,7 @@ void D_Display ()
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do
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{
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I_WaitVBL(2);
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nowtime = I_FPSTime();
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nowtime = I_msTime();
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diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow.
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} while (diff < 1);
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wipestart = nowtime;
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@ -783,7 +783,7 @@ void GetPackets (void)
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// [RH] Get "ping" times - totally useless, since it's bound to the frequency
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// packets go out at.
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lastrecvtime[netconsole] = currrecvtime[netconsole];
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currrecvtime[netconsole] = I_FPSTime ();
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currrecvtime[netconsole] = I_msTime ();
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// check for exiting the game
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if (netbuffer[0] & NCMD_EXIT)
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@ -615,7 +615,7 @@ void DObject::CheckIfSerialized () const
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DEFINE_ACTION_FUNCTION(DObject, MSTime)
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{
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ACTION_RETURN_INT(I_FPSTime());
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ACTION_RETURN_INT(I_msTime());
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}
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void *DObject::ScriptVar(FName field, PType *type)
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@ -890,7 +890,7 @@ void FGLRenderer::RenderView (player_t* player)
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime);
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else r_viewpoint.TicFrac = I_GetTimeFrac ();
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P_FindParticleSubsectors ();
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@ -320,10 +320,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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// need to do software warping
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FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
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unsigned char *warpbuffer = new unsigned char[w*h*4];
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WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_viewpoint.FrameTime, wt->Speed, tex->bWarped);
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WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, screen->FrameTime, wt->Speed, tex->bWarped);
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delete[] buffer;
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buffer = warpbuffer;
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wt->GenTime = r_viewpoint.FrameTime;
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wt->GenTime = screen->FrameTime;
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}
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tex->ProcessData(buffer, w, h, false);
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}
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@ -188,7 +188,7 @@ ADD_STAT(rendertimes)
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{
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static FString buff;
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static int lasttime=0;
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int t=I_FPSTime();
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int t=I_msTime();
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if (t-lasttime>1000)
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{
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buff.Truncate(0);
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@ -226,7 +226,7 @@ void CheckBench()
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{
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// if we started the FPS counter ourselves or ran from the console
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// we need to wait for it to stabilize before using it.
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if (waitstart > 0 && I_FPSTime() - waitstart < 5000) return;
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if (waitstart > 0 && I_msTime() - waitstart < 5000) return;
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FString compose;
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@ -257,12 +257,12 @@ CCMD(bench)
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if (vid_fps == 0)
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{
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vid_fps = 1;
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waitstart = I_FPSTime();
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waitstart = I_msTime();
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switchfps = true;
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}
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else
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{
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if (ConsoleState == c_up) waitstart = I_FPSTime();
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if (ConsoleState == c_up) waitstart = I_msTime();
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switchfps = false;
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}
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C_HideConsole ();
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@ -120,14 +120,14 @@ int I_WaitForTic(int prevtic)
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return time;
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}
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uint64_t I_FPSTimeNS()
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uint64_t I_nsTime()
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{
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return GetClockTimeNS();
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}
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unsigned int I_FPSTime()
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unsigned int I_msTime()
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{
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return NSToMS(I_FPSTimeNS());
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return NSToMS(I_nsTime());
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}
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int I_GetTime()
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@ -135,15 +135,12 @@ int I_GetTime()
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime) + 1;
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}
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double I_GetTimeFrac(uint32_t *ms)
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double I_GetTimeFrac()
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
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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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@ -8,7 +8,7 @@ void I_SetFrameTime();
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// Called by D_DoomLoop, returns current time in tics.
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int I_GetTime();
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double I_GetTimeFrac(uint32_t *ms);
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double I_GetTimeFrac();
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int);
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@ -20,7 +20,7 @@ int I_WaitForTic(int);
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void I_FreezeTime(bool frozen);
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// [RH] Returns millisecond-accurate time
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unsigned int I_FPSTime();
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unsigned int I_msTime();
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// Nanosecond-accurate time
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uint64_t I_FPSTimeNS();
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uint64_t I_nsTime();
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@ -957,7 +957,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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// none found - we have to build new ones!
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unsigned int startTime, endTime;
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startTime = I_FPSTime ();
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startTime = I_msTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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P_GetPolySpots (map, polyspots, anchors);
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FNodeBuilder::FLevel leveldata =
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@ -971,7 +971,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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FNodeBuilder builder (leveldata, polyspots, anchors, true);
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builder.Extract (level);
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endTime = I_FPSTime ();
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endTime = I_msTime ();
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DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%u segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
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buildtime = endTime - startTime;
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}
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@ -3938,7 +3938,7 @@ void P_SetupLevel (const char *lumpname, int position)
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{
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BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
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startTime = I_FPSTime ();
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startTime = I_msTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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P_GetPolySpots (map, polyspots, anchors);
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FNodeBuilder::FLevel leveldata =
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@ -3954,7 +3954,7 @@ void P_SetupLevel (const char *lumpname, int position)
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// if the different machines' am_textured setting differs.
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FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
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builder.Extract (level);
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endTime = I_FPSTime ();
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endTime = I_msTime ();
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DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
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oldvertextable = builder.GetOldVertexTable();
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reloop = true;
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@ -200,7 +200,7 @@ struct TimedUpdater
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{
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explicit TimedUpdater(const Function& function)
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{
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const unsigned int currentTime = I_FPSTime();
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const unsigned int currentTime = I_msTime();
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if (currentTime - m_previousTime > interval)
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{
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@ -831,7 +831,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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iview->otic = nowtic;
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}
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viewpoint.TicFrac = I_GetTimeFrac (&viewpoint.FrameTime);
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viewpoint.TicFrac = I_GetTimeFrac ();
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if (cl_capfps || r_NoInterpolate)
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{
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viewpoint.TicFrac = 1.;
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@ -40,6 +40,7 @@
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#include "textures/textures.h"
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#include "warpbuffer.h"
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#include "v_palette.h"
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#include "v_video.h"
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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@ -80,12 +81,12 @@ void FWarpTexture::Unload ()
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bool FWarpTexture::CheckModified ()
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{
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return r_viewpoint.FrameTime != GenTime;
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return screen->FrameTime != GenTime;
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}
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const uint8_t *FWarpTexture::GetPixels ()
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{
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uint32_t time = r_viewpoint.FrameTime;
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uint32_t time = screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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@ -96,7 +97,7 @@ const uint8_t *FWarpTexture::GetPixels ()
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const uint32_t *FWarpTexture::GetPixelsBgra()
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{
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uint32_t time = r_viewpoint.FrameTime;
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uint32_t time = screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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MakeTexture(time);
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@ -118,7 +119,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
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const uint8_t *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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uint32_t time = r_viewpoint.FrameTime;
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uint32_t time =screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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