mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
a7075bc1b0
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now. * cleanup of player sound code. All game side tracking of the sound resources has been removed. does not compile yet.
173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
// Windows layer-independent code
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#define NOMINMAX
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#include <Windows.h>
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#include "compat.h"
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#include "build.h"
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#include "baselayer.h"
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#include "osd.h"
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#include "zstring.h"
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#include "winbits.h"
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FString progdir;
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//
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// CheckWinVersion() -- check to see what version of Windows we happen to be running under (stripped down to what is actually still supported.)
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//
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//==========================================================================
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//
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// win_buildargs
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//
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// This should be removed once everything can use the FArgs list.
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//
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//==========================================================================
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int32_t win_buildargs(char **argvbuf)
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{
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int32_t buildargc = 0;
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FString cmdline_utf8 = FString(GetCommandLineW());
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*argvbuf = Xstrdup(cmdline_utf8.GetChars());
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if (*argvbuf)
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{
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char quoted = 0, instring = 0, swallownext = 0;
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char *wp;
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for (const char *p = wp = *argvbuf; *p; p++)
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{
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if (*p == ' ')
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{
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if (instring)
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{
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if (!quoted)
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{
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// end of a string
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*(wp++) = 0;
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instring = 0;
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}
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else
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*(wp++) = *p;
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}
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}
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else if (*p == '"' && !swallownext)
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{
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if (instring)
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{
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if (quoted && p[1] == ' ')
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{
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// end of a string
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*(wp++) = 0;
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instring = 0;
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}
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quoted = !quoted;
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}
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else
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{
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instring = 1;
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quoted = 1;
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buildargc++;
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}
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}
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else if (*p == '\\' && p[1] == '"' && !swallownext)
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swallownext = 1;
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else
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{
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if (!instring)
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buildargc++;
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instring = 1;
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*(wp++) = *p;
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swallownext = 0;
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}
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}
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*wp = 0;
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}
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// Figure out what directory the program resides in.
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wchar_t buffer[256];
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GetModuleFileNameW(0, buffer, 256);
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progdir = buffer;
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progdir.Substitute("\\", "/");
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auto lastsep = progdir.LastIndexOf('/');
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if (lastsep != -1)
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progdir.Truncate(lastsep + 1);
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return buildargc;
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}
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//==========================================================================
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//
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// CalculateCPUSpeed
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//
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// Make a decent guess at how much time elapses between TSC steps. This can
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// vary over runtime depending on power management settings, so should not
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// be used anywhere that truely accurate timing actually matters.
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//
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//==========================================================================
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double PerfToSec, PerfToMillisec;
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#include "stats.h"
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static void CalculateCPUSpeed()
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{
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LARGE_INTEGER freq;
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QueryPerformanceFrequency(&freq);
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if (freq.QuadPart != 0)
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{
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LARGE_INTEGER count1, count2;
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cycle_t ClockCalibration;
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DWORD min_diff;
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ClockCalibration.Reset();
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// Count cycles for at least 55 milliseconds.
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// The performance counter may be very low resolution compared to CPU
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// speeds today, so the longer we count, the more accurate our estimate.
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// On the other hand, we don't want to count too long, because we don't
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// want the user to notice us spend time here, since most users will
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// probably never use the performance statistics.
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min_diff = freq.LowPart * 11 / 200;
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// Minimize the chance of task switching during the testing by going very
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// high priority. This is another reason to avoid timing for too long.
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SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
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// Make sure we start timing on a counter boundary.
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QueryPerformanceCounter(&count1);
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do
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{
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QueryPerformanceCounter(&count2);
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} while (count1.QuadPart == count2.QuadPart);
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// Do the timing loop.
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ClockCalibration.Clock();
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do
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{
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QueryPerformanceCounter(&count1);
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} while ((count1.QuadPart - count2.QuadPart) < min_diff);
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ClockCalibration.Unclock();
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SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
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PerfToSec = double(count1.QuadPart - count2.QuadPart) / (double(ClockCalibration.GetRawCounter()) * freq.QuadPart);
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PerfToMillisec = PerfToSec * 1000.0;
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}
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}
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class Initer
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{
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public:
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Initer() { CalculateCPUSpeed(); }
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};
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static Initer initer;
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