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https://github.com/ZDoom/gzdoom.git
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- update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs
This commit is contained in:
parent
16fa0cba21
commit
909daadd75
14 changed files with 36 additions and 35 deletions
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@ -938,7 +938,7 @@ void D_Display ()
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else
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{
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// wipe update
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unsigned int wipestart, nowtime, diff;
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uint64_t wipestart, nowtime, diff;
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bool done;
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GSnd->SetSfxPaused(true, 1);
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@ -1053,10 +1053,10 @@ void D_DoomLoop ()
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}
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else
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{
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I_StartTic ();
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TryRunTics (); // will run at least one tic
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}
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// Update display, next frame, with current state.
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I_StartTic ();
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D_Display ();
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if (wantToRestart)
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{
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@ -113,9 +113,9 @@ bool remoteresend[MAXNETNODES]; // set when local needs tics
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int resendto[MAXNETNODES]; // set when remote needs tics
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int resendcount[MAXNETNODES];
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unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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unsigned int currrecvtime[MAXPLAYERS];
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unsigned int lastglobalrecvtime; // Identify the last time a packet was received.
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uint64_t lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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uint64_t currrecvtime[MAXPLAYERS];
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uint64_t lastglobalrecvtime; // Identify the last time a packet was received.
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bool hadlate;
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int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times.
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int lastaverage;
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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_msTime());
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ACTION_RETURN_INT((uint32_t)I_msTime());
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}
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void *DObject::ScriptVar(FName field, PType *type)
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@ -187,8 +187,8 @@ static void AppendLightStats(FString &out)
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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_msTime();
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static int64_t lasttime=0;
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int64_t 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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@ -217,7 +217,7 @@ void AppendMissingTextureStats(FString &out);
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static int printstats;
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static bool switchfps;
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static unsigned int waitstart;
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static uint64_t waitstart;
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EXTERN_CVAR(Bool, vid_fps)
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void CheckBench()
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@ -955,7 +955,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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if (!loaded)
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{
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// none found - we have to build new ones!
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unsigned int startTime, endTime;
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uint64_t startTime, endTime;
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startTime = I_msTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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@ -973,7 +973,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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builder.Extract (level);
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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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buildtime = (int32_t)(endTime - startTime);
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}
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}
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@ -3933,7 +3933,7 @@ void P_SetupLevel (const char *lumpname, int position)
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}
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else reloop = true;
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unsigned int startTime=0, endTime=0;
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uint64_t startTime=0, endTime=0;
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bool BuildGLNodes;
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if (ForceNodeBuild)
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@ -3990,7 +3990,7 @@ void P_SetupLevel (const char *lumpname, int position)
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// If the original nodes being loaded are not GL nodes they will be kept around for
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// use in P_PointInSubsector to avoid problems with maps that depend on the specific
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// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
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reloop |= P_CheckNodes(map, BuildGLNodes, endTime - startTime);
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reloop |= P_CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
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hasglnodes = true;
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}
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else
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@ -165,7 +165,7 @@ void R_InitSkyMap ()
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//
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//==========================================================================
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void R_UpdateSky (uint32_t mstime)
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void R_UpdateSky (uint64_t mstime)
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{
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// Scroll the sky
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double ms = (double)mstime * FRACUNIT;
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@ -44,6 +44,6 @@ extern int freelookviewheight;
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// Called whenever the sky changes.
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void R_InitSkyMap ();
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void R_UpdateSky (uint32_t mstime);
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void R_UpdateSky (uint64_t mstime);
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#endif //__R_SKY_H__
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@ -876,7 +876,7 @@ FDoorAnimation *FTextureManager::FindAnimatedDoor (FTextureID picnum)
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//
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//==========================================================================
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void FAnimDef::SetSwitchTime (uint32_t mstime)
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void FAnimDef::SetSwitchTime (uint64_t mstime)
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{
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int speedframe = bDiscrete ? CurFrame : 0;
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@ -917,7 +917,7 @@ void FTextureManager::SetTranslation (FTextureID fromtexnum, FTextureID totexnum
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//
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//==========================================================================
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void FTextureManager::UpdateAnimations (uint32_t mstime)
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void FTextureManager::UpdateAnimations (uint64_t mstime)
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{
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for (unsigned int j = 0; j < mAnimations.Size(); ++j)
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{
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@ -90,7 +90,7 @@ struct FAnimDef
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uint16_t CurFrame;
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uint8_t AnimType;
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bool bDiscrete; // taken out of AnimType to have better control
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uint32_t SwitchTime; // Time to advance to next frame
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uint64_t SwitchTime; // Time to advance to next frame
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struct FAnimFrame
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{
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uint32_t SpeedMin; // Speeds are in ms, not tics
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@ -106,7 +106,7 @@ struct FAnimDef
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ANIM_Random
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};
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void SetSwitchTime (uint32_t mstime);
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void SetSwitchTime (uint64_t mstime);
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};
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struct FSwitchDef
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@ -505,7 +505,7 @@ public:
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int NumTextures () const { return (int)Textures.Size(); }
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void UpdateAnimations (uint32_t mstime);
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void UpdateAnimations (uint64_t mstime);
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int GuesstimateNumTextures ();
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FSwitchDef *FindSwitch (FTextureID texture);
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@ -604,8 +604,8 @@ public:
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void SetSpeed(float fac) { Speed = fac; }
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FTexture *GetRedirect(bool wantwarped);
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uint32_t GenTime;
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uint32_t GenTimeBgra;
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uint64_t GenTime;
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uint64_t GenTimeBgra;
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float Speed;
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int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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protected:
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@ -613,7 +613,7 @@ protected:
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uint8_t *Pixels;
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Span **Spans;
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virtual void MakeTexture (uint32_t time);
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virtual void MakeTexture (uint64_t time);
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int NextPo2 (int v); // [mxd]
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void SetupMultipliers (int width, int height); // [mxd]
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};
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@ -35,7 +35,7 @@
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#include "textures/textures.h"
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template<class TYPE>
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void WarpBuffer(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, unsigned time, float Speed, int warptype)
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void WarpBuffer(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, uint64_t time, float Speed, int warptype)
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{
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int ymask = height - 1;
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int x, y;
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@ -86,7 +86,7 @@ bool FWarpTexture::CheckModified ()
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const uint8_t *FWarpTexture::GetPixels ()
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{
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uint32_t time = screen->FrameTime;
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uint64_t time = screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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@ -97,7 +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 = screen->FrameTime;
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uint64_t time = screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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MakeTexture(time);
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@ -119,7 +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 =screen->FrameTime;
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uint64_t time =screen->FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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@ -148,7 +148,7 @@ const uint8_t *FWarpTexture::GetColumn (unsigned int column, const Span **spans_
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}
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void FWarpTexture::MakeTexture(uint32_t time)
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void FWarpTexture::MakeTexture(uint64_t time)
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{
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const uint8_t *otherpix = SourcePic->GetPixels();
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@ -870,8 +870,8 @@ void DFrameBuffer::DrawRateStuff ()
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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uint32_t ms = screen->FrameTime;
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uint32_t howlong = ms - LastMS;
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uint64_t ms = screen->FrameTime;
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uint64_t howlong = ms - LastMS;
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if ((signed)howlong >= 0)
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{
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char fpsbuff[40];
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@ -888,7 +888,7 @@ void DFrameBuffer::DrawRateStuff ()
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DTA_VirtualHeight, screen->GetHeight() / textScale,
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DTA_KeepRatio, true, TAG_DONE);
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uint32_t thisSec = ms/1000;
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uint32_t thisSec = (uint32_t)(ms/1000);
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if (LastSec < thisSec)
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{
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LastCount = FrameCount / (thisSec - LastSec);
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@ -903,8 +903,8 @@ void DFrameBuffer::DrawRateStuff ()
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// draws little dots on the bottom of the screen
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if (ticker)
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{
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int i = I_GetTime();
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int tics = i - LastTic;
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int64_t i = I_GetTime();
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int64_t tics = i - LastTic;
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uint8_t *buffer = GetBuffer();
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LastTic = i;
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}
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else
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{
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int i;
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for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
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for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
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}
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@ -442,7 +442,7 @@ public:
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virtual void ScaleCoordsFromWindow(int16_t &x, int16_t &y) {}
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uint32_t GetLastFPS() const { return LastCount; }
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uint64_t GetLastFPS() const { return LastCount; }
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#ifdef _WIN32
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virtual void PaletteChanged () = 0;
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@ -463,7 +463,7 @@ protected:
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DFrameBuffer () {}
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private:
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uint32_t LastMS, LastSec, FrameCount, LastCount, LastTic;
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uint64_t LastMS, LastSec, FrameCount, LastCount, LastTic;
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bool isIn2D = false;
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};
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