raze-gles/source/platform/win32/winbits.cpp
Christoph Oelckers a7075bc1b0 - SW sound WIP
* 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.
2019-12-17 23:25:07 +01:00

173 lines
4.5 KiB
C++

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