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- moved benchmark fps output to the custom part of it because it depends on game data.
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3 changed files with 5 additions and 7 deletions
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@ -53,9 +53,9 @@
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#include "gl_debug.h"
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#include "r_videoscale.h"
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#include "gl_buffers.h"
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#include "swrenderer/r_swscene.h"
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#include "gl_postprocessstate.h"
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#include "v_draw.h"
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#include "printf.h"
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#include "flatvertices.h"
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#include "hw_cvars.h"
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@ -33,14 +33,13 @@
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*/
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#include "g_level.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "hw_clock.h"
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#include "i_time.h"
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#include "i_interface.h"
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#include "printf.h"
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glcycle_t RenderWall,SetupWall,ClipWall;
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glcycle_t RenderFlat,SetupFlat;
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@ -172,8 +171,7 @@ void CheckBench()
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AppendRenderStats(compose);
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AppendRenderTimes(compose);
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AppendLightStats(compose);
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//AppendMissingTextureStats(compose);
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compose.AppendFormat("%llu fps\n\n", (unsigned long long)LastCount);
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compose << "\n\n\n";
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FILE *f = fopen("benchmarks.txt", "at");
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if (f != NULL)
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@ -2860,8 +2860,8 @@ FString System_GetLocationDescription()
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{
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auto& vp = r_viewpoint;
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auto Level = vp.ViewLevel;
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return FStringf("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
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Level->MapName.GetChars(), Level->LevelName.GetChars(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw.Degrees, vp.Angles.Pitch.Degrees);
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return FStringf("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n%llu fps\n\n",
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Level->MapName.GetChars(), Level->LevelName.GetChars(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw.Degrees, vp.Angles.Pitch.Degrees, (unsigned long long)LastCount);
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}
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