Added a profiler.
This commit is contained in:
+23
-6
@@ -766,26 +766,36 @@ U64 __rdtsc()
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}
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#endif
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#include "profiler.h"
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int main(int argc, char *argv[])
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{
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struct sdl_state sdl_state;
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SDL_Window *window;
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int i;
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memset(&sdl_state, 0, sizeof(sdl_state));
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sdl_get_exe_dir_path(sdl_state.exe_dir_path, sizeof(sdl_state.exe_dir_path));
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sdl_get_exe_dir_path(sdl_state.exe_dir_path,
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sizeof(sdl_state.exe_dir_path));
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sdl_get_dll_path(sdl_state.dll_path, sizeof(sdl_state.dll_path),
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sdl_state.exe_dir_path);
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD)) {
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if(!SDL_Init(SDL_INIT_VIDEO)) {
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/* TODO: This didn't work . . . */
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}
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/* NOTE: It takes roughly half a second to initialize
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* SDL_INIT_GAMEPAD. */
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if(!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
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/* TODO: This didn't work . . . */
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}
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sdl_init_controllers();
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/* NOTE: Create hidden window so that a blank window doesn't appear
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* before everything is ready. */
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* before everything is ready. */
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/* TODO: SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, in non-debug
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* build */
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window = SDL_CreateWindow("Handmade Hero",
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@@ -793,6 +803,7 @@ int main(int argc, char *argv[])
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SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_HIGH_PIXEL_DENSITY /*|
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SDL_WINDOW_ALWAYS_ON_TOP*/);
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if(window) {
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const SDL_DisplayMode *display_mode;
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@@ -837,7 +848,8 @@ int main(int argc, char *argv[])
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memset(&temp_context, 0, sizeof(temp_context));
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/* TODO: Make it a global. */
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pointer_cursor = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
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pointer_cursor =
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
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SDL_SetCursor(pointer_cursor);
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#if !BUILD_INTERNAL
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if(SDL_ShowCursor(SDL_DISABLE) < 0) {
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@@ -872,6 +884,9 @@ int main(int argc, char *argv[])
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sound_output.samples_per_second / 15;
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#if 0
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if(!SDL_InitSubSystem(SDL_INIT_AUDIO)) {
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/* TODO: This didn't work . . . */
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}
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sdl_init_sound(sound_output.SamplesPerSecond,
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sound_output.SamplesPerSecond * sound_output.BytesPerSample /
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60);
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@@ -880,7 +895,8 @@ int main(int argc, char *argv[])
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sound_output.Samples = calloc(sound_output.SamplesPerSecond,
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sound_output.BytesPerSample);
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/*sound_output.Samples = malloc(sound_output.SecondaryBufferSize);*/
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/*sound_output.Samples =
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malloc(sound_output.SecondaryBufferSize);*/
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/* NOTE: calloc auto clears to zero */
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/* sdl_clear_sound_buffer(&sound_output); */
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#endif
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@@ -947,7 +963,8 @@ int main(int argc, char *argv[])
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game = sdl_load_game_code(sdl_state.dll_path);
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SDL_ShowWindow(window); // Everything is ready; display the window.
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/* Everything is ready; display the window.*/
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SDL_ShowWindow(window);
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fps_last_counter = sdl_get_wall_clock();
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