re3-wiiu/src/core/Timer.cpp

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#define WITHWINDOWS
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#include "common.h"
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#include "crossplatform.h"
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#include "DMAudio.h"
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#include "Record.h"
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#include "Timer.h"
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uint32 CTimer::m_snTimeInMilliseconds;
uint32 CTimer::m_snTimeInMillisecondsPauseMode = 1;
uint32 CTimer::m_snTimeInMillisecondsNonClipped;
uint32 CTimer::m_snPreviousTimeInMilliseconds;
uint32 CTimer::m_FrameCounter;
float CTimer::ms_fTimeScale;
float CTimer::ms_fTimeStep;
float CTimer::ms_fTimeStepNonClipped;
bool CTimer::m_UserPause;
bool CTimer::m_CodePause;
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#ifdef FIX_BUGS
uint32 CTimer::m_LogicalFrameCounter;
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uint32 CTimer::m_LogicalFramesPassed;
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#endif
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uint32 _nCyclesPerMS = 1;
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#ifdef _WIN32
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LARGE_INTEGER _oldPerfCounter;
LARGE_INTEGER perfSuspendCounter;
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#define RsTimerType uint32
#else
#define RsTimerType double
#endif
RsTimerType oldPcTimer;
RsTimerType suspendPcTimer;
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uint32 suspendDepth;
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#ifdef FIX_BUGS
double frameTime;
#endif
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void CTimer::Initialise(void)
{
debug("Initialising CTimer...\n");
ms_fTimeScale = 1.0f;
ms_fTimeStep = 1.0f;
suspendDepth = 0;
m_UserPause = false;
m_CodePause = false;
m_snTimeInMillisecondsNonClipped = 0;
m_snPreviousTimeInMilliseconds = 0;
m_snTimeInMilliseconds = 1;
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#ifdef FIX_BUGS
m_LogicalFrameCounter = 0;
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m_LogicalFramesPassed = 0;
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#endif
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#ifdef _WIN32
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LARGE_INTEGER perfFreq;
if ( QueryPerformanceFrequency(&perfFreq) )
{
OutputDebugString("Performance counter available\n");
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_nCyclesPerMS = uint32(perfFreq.QuadPart / 1000);
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QueryPerformanceCounter(&_oldPerfCounter);
}
else
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#endif
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{
OutputDebugString("Performance counter not available, using millesecond timer\n");
_nCyclesPerMS = 0;
oldPcTimer = RsTimer();
}
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds;
m_FrameCounter = 0;
DMAudio.ResetTimers(m_snPreviousTimeInMilliseconds);
debug("CTimer ready\n");
}
void CTimer::Shutdown(void)
{
;
}
void CTimer::Update(void)
{
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
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#ifdef _WIN32
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if ( (double)_nCyclesPerMS != 0.0 )
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{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
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int32 updInCycles = (pc.LowPart - _oldPerfCounter.LowPart); // & 0x7FFFFFFF; pointless
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_oldPerfCounter = pc;
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float updInCyclesScaled = updInCycles * ms_fTimeScale;
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// We need that real frame time to fix transparent menu bug.
#ifndef FIX_BUGS
double
#endif
frameTime = updInCyclesScaled / (double)_nCyclesPerMS;
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#ifdef FIX_BUGS
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m_LogicalFramesPassed = 0;
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static double frameTimeLogical = 0.0;
frameTimeLogical += ((double)updInCycles / (double)_nCyclesPerMS);
while (frameTimeLogical >= 1000.0 / 30.0) {
frameTimeLogical -= 1000.0 / 30.0;
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m_LogicalFramesPassed++;
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}
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m_LogicalFrameCounter += m_LogicalFramesPassed;
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#endif
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#ifdef FIX_BUGS
static double frameTimeDouble = 0.0;
frameTimeDouble += frameTime;
m_snTimeInMillisecondsPauseMode += uint32(frameTimeDouble);
#else
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m_snTimeInMillisecondsPauseMode = m_snTimeInMillisecondsPauseMode + frameTime;
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#endif
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if ( GetIsPaused() )
ms_fTimeStep = 0.0f;
else
{
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#ifdef FIX_BUGS
m_snTimeInMilliseconds += uint32(frameTimeDouble);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeDouble);
#else
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m_snTimeInMilliseconds = m_snTimeInMilliseconds + frameTime;
m_snTimeInMillisecondsNonClipped = m_snTimeInMillisecondsNonClipped + frameTime;
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#endif
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ms_fTimeStep = frameTime / 1000.0f * 50.0f;
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}
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#ifdef FIX_BUGS
frameTimeDouble -= uint32(frameTimeDouble);
#endif
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}
else
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#endif
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{
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RsTimerType timer = RsTimer();
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RsTimerType updInMs = timer - oldPcTimer;
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// We need that real frame time to fix transparent menu bug.
#ifndef FIX_BUGS
double
#endif
frameTime = (double)updInMs * ms_fTimeScale;
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#ifdef FIX_BUGS
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m_LogicalFramesPassed = 0;
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static double frameTimeLogical = 0.0;
frameTimeLogical += (double)updInMs;
while(frameTimeLogical >= 1000.0 / 30.0) {
frameTimeLogical -= 1000.0 / 30.0;
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m_LogicalFramesPassed++;
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}
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m_LogicalFrameCounter += m_LogicalFramesPassed;
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#endif
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oldPcTimer = timer;
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#ifdef FIX_BUGS
static double frameTimeDouble = 0.0;
frameTimeDouble += frameTime;
m_snTimeInMillisecondsPauseMode += uint32(frameTimeDouble);
#else
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m_snTimeInMillisecondsPauseMode = m_snTimeInMillisecondsPauseMode + frameTime;
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#endif
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if ( GetIsPaused() )
ms_fTimeStep = 0.0f;
else
{
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#ifdef FIX_BUGS
m_snTimeInMilliseconds += uint32(frameTimeDouble);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeDouble);
#else
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m_snTimeInMilliseconds = m_snTimeInMilliseconds + frameTime;
m_snTimeInMillisecondsNonClipped = m_snTimeInMillisecondsNonClipped + frameTime;
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#endif
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ms_fTimeStep = frameTime / 1000.0f * 50.0f;
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}
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#ifdef FIX_BUGS
frameTimeDouble -= uint32(frameTimeDouble);
#endif
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}
if ( ms_fTimeStep < 0.01f && !GetIsPaused() )
ms_fTimeStep = 0.01f;
ms_fTimeStepNonClipped = ms_fTimeStep;
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if ( !CRecordDataForGame::IsPlayingBack() )
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{
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ms_fTimeStep = Min(3.0f, ms_fTimeStep);
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if ( (m_snTimeInMilliseconds - m_snPreviousTimeInMilliseconds) > 60 )
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds + 60;
}
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if ( CRecordDataForChase::IsRecording() )
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{
ms_fTimeStep = 1.0f;
m_snTimeInMilliseconds = m_snPreviousTimeInMilliseconds + 16;
}
m_FrameCounter++;
}
void CTimer::Suspend(void)
{
if ( ++suspendDepth > 1 )
return;
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#ifdef _WIN32
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if ( (double)_nCyclesPerMS != 0.0 )
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QueryPerformanceCounter(&perfSuspendCounter);
else
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#endif
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suspendPcTimer = RsTimer();
}
void CTimer::Resume(void)
{
if ( --suspendDepth != 0 )
return;
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#ifdef _WIN32
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if ( (double)_nCyclesPerMS != 0.0 )
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{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
_oldPerfCounter.LowPart += pc.LowPart - perfSuspendCounter.LowPart;
}
else
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#endif
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oldPcTimer += RsTimer() - suspendPcTimer;
}
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uint32 CTimer::GetCyclesPerMillisecond(void)
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{
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#ifdef _WIN32
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if (_nCyclesPerMS != 0)
return _nCyclesPerMS;
else
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#endif
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return 1;
}
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uint32 CTimer::GetCurrentTimeInCycles(void)
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{
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#ifdef _WIN32
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if ( _nCyclesPerMS != 0 )
{
LARGE_INTEGER pc;
QueryPerformanceCounter(&pc);
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return (pc.LowPart - _oldPerfCounter.LowPart); // & 0x7FFFFFFF; pointless
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}
else
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#endif
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return RsTimer() - oldPcTimer;
}
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bool CTimer::GetIsSlowMotionActive(void)
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{
return ms_fTimeScale < 1.0f;
}
void CTimer::Stop(void)
{
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
}
void CTimer::StartUserPause(void)
{
m_UserPause = true;
}
void CTimer::EndUserPause(void)
{
m_UserPause = false;
}
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uint32 CTimer::GetCyclesPerFrame()
{
return 20;
}