Clean up after core.h updates.
This commit is contained in:
+9
-7
@@ -1,8 +1,10 @@
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#include "handmade.h"
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internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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#include <math.h>
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static void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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{
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local_persist F32 tSine;
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static F32 tSine;
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S16 ToneVolume = 8000;
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S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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@@ -13,11 +15,11 @@ internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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tSine += 2.0f * pi32 * 1.0f / (F32)WavePeriod;
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tSine += 2.0f * PI * 1.0f / (F32)WavePeriod;
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}
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}
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internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
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static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
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{
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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@@ -35,9 +37,9 @@ internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S3
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}
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}
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internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
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static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
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{
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Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ArrayCount(Input->Controllers[0].Buttons));
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Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ARRAY_SIZE(Input->Controllers[0].Buttons));
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Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
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game_state *GameState = (game_state *)Memory->PermanentStorage;
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@@ -58,7 +60,7 @@ internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_o
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// GameState.GreenOffset;
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// GameState.BlueOffset;
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for(U32 ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ControllerIndex++) {
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for(U32 ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) {
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game_controller_input *Controller = GetController(Input, ControllerIndex);
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if(Controller->IsAnalog) {
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GameState->GreenOffset += (int)(4.0f*(Controller->StickAverageY));
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+5
-5
@@ -13,9 +13,9 @@ typedef struct debug_read_file_result {
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void *Contents;
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} debug_read_file_result;
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internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
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internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
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internal void DEBUGPlatformFreeFileMemory(void *Memory);
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static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
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static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
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static void DEBUGPlatformFreeFileMemory(void *Memory);
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#endif
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///////////////////////////////////////////////////////////////////////////////
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@@ -81,7 +81,7 @@ typedef struct game_input {
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inline game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
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{
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Assert((U32)ControllerIndex < ArrayCount(Input->Controllers));
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Assert((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
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game_controller_input *Result = &(Input->Controllers[ControllerIndex]);
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return Result;
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}
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@@ -101,7 +101,7 @@ typedef struct game_memory {
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// F32 SecondsElapsed;
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// } game_clocks;
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internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer);
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static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer);
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//
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//
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+54
-51
@@ -1,10 +1,12 @@
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#include "base_core.h"
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#include "core.h"
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#include "sdl_handmade.h"
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#include "handmade.cpp"
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#include <SDL.h>
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#include <sys/mman.h> // mmap
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#include <stdlib.h> // malloc, calloc
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#include <string.h> // memset
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#include <stdio.h>
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#include <sys/types.h>
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#include <sys/stat.h> // fstat
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@@ -16,24 +18,24 @@
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#include <x86intrin.h>
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#endif
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global bool GlobalRunning;
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static bool GlobalRunning;
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global U64 GlobalPerfCountFrequency;
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static U64 GlobalPerfCountFrequency;
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#define CONTROLLER_LEFT_THUMB_DEADZONE 8000
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#define MAX_CONTROLLERS 4
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SDL_GameController *ControllerHandles[MAX_CONTROLLERS];
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global offscreen_buffer GlobalBackbuffer;
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static offscreen_buffer GlobalBackbuffer;
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internal U32 SafeTruncateUInt64(U64 Value)
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static U32 SafeTruncateUInt64(U64 Value)
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{
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Assert(Value <= 0xFFFFFFFF);
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U32 Result = (U32)Value;
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return Result;
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}
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internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
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static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
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{
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debug_read_file_result Result = {0};
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S32 FileHandle = open(Filename, O_RDONLY);
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@@ -75,7 +77,7 @@ internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename
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return Result;
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}
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internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory)
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static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory)
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{
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S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
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if(FileHandle == -1)
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@@ -98,21 +100,21 @@ internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize,
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return true;
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}
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internal void DEBUGPlatformFreeFileMemory(void *Memory)
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static void DEBUGPlatformFreeFileMemory(void *Memory)
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{
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if(Memory)
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free(Memory);
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}
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sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
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static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
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{
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sdl_window_dimension Dimension;
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SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height);
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return Dimension;
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}
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internal void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height)
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static void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height)
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{
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if(Buffer->Texture)
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SDL_DestroyTexture(Buffer->Texture);
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@@ -130,7 +132,7 @@ internal void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer,
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Buffer->Pitch = Width * BytesPerPixel;
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}
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internal void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer)
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static void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer)
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{
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if(SDL_UpdateTexture(Buffer.Texture, 0, Buffer.Memory, Buffer.Pitch)) {
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// TODO: Do something about this error!
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@@ -140,7 +142,7 @@ internal void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Wind
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SDL_RenderPresent(Renderer);
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}
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internal void SDLInitControllers()
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static void SDLInitControllers()
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{
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int MaxJoysticks = SDL_NumJoysticks();
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int ControllerIndex = 0;
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@@ -155,7 +157,7 @@ internal void SDLInitControllers()
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}
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/*
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internal void SDLDeinitControllers()
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static void SDLDeinitControllers()
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{
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for(int ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
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if (ControllerHandles[ControllerIndex])
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@@ -165,7 +167,7 @@ internal void SDLDeinitControllers()
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*/
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internal void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
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static void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
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{
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SDL_AudioSpec AudioSettings = {0};
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@@ -181,31 +183,31 @@ internal void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
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}
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}
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internal void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite)
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static void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite)
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{
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SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite);
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}
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internal void SDLClearSoundBuffer(sdl_sound_output *SoundOutput)
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static void SDLClearSoundBuffer(sdl_sound_output *SoundOutput)
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{
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memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize);
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}
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internal void SDLProcessKeyboardMessage(game_button_state *NewState, bool IsDown)
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static void SDLProcessKeyboardMessage(game_button_state *NewState, bool IsDown)
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{
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Assert(NewState->EndedDown != IsDown);
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NewState->EndedDown = IsDown;
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++NewState->HalfTransitionCount;
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}
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internal void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState,
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static void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState,
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SDL_GameControllerButton Button, game_button_state *NewState)
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{
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NewState->EndedDown = SDL_GameControllerGetButton(Controller, Button);
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NewState->HalfTransitionCount = (OldState->EndedDown != NewState->EndedDown) ? 1 : 0;
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}
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internal void HandleEvent(SDL_Event *Event)
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static void HandleEvent(SDL_Event *Event)
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{
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switch(Event->type) {
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case SDL_QUIT: {
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@@ -229,7 +231,7 @@ internal void HandleEvent(SDL_Event *Event)
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}
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}
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internal void SDLProcessMessages(game_controller_input *KeyboardController)
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static void SDLProcessMessages(game_controller_input *KeyboardController)
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{
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SDL_Event Event;
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while(SDL_PollEvent(&Event)) {
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@@ -286,7 +288,7 @@ internal void SDLProcessMessages(game_controller_input *KeyboardController)
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}
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}
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internal F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
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static float SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
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{
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F32 Result = 0.0f;
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if(Value < -DeadZoneThreshold)
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@@ -297,7 +299,7 @@ internal F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
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}
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#define DEFAULT_REFRESH_RATE 60
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internal S32 SDLGetWindowRefreshRate(SDL_Window *Window)
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static int SDLGetWindowRefreshRate(SDL_Window *Window)
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{
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int DisplayIndex = SDL_GetWindowDisplayIndex(Window);
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SDL_DisplayMode Mode;
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@@ -309,19 +311,20 @@ internal S32 SDLGetWindowRefreshRate(SDL_Window *Window)
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return Mode.refresh_rate;
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}
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internal U64 SDLGetWallClock()
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static unsigned long long SDLGetWallClock()
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{
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return SDL_GetPerformanceCounter();
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}
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internal F32 SDLGetSecondsElapsed(U64 Start, U64 End)
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// WARNING: Might lose lots of precision because of conversion from 64-bit to float.
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static float SDLGetSecondsElapsed(unsigned long long Start, unsigned long long End)
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{
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return (F32)(End - Start) / (F32)GlobalPerfCountFrequency;
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return (float)(End - Start) / (float)GlobalPerfCountFrequency;
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}
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S32 main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_GAMECONTROLLER|SDL_INIT_AUDIO)) {
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) {
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/* TODO: This didn't work . . . */
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}
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@@ -379,9 +382,9 @@ S32 main(int argc, char *argv[])
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GlobalPerfCountFrequency = SDL_GetPerformanceFrequency();
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U64 LastCounter;
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unsigned long long LastCounter;
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#if __x86_64__ || __i386__
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U64 LastCycleCount;
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unsigned long long LastCycleCount;
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#endif
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while(GlobalRunning) {
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@@ -391,9 +394,9 @@ S32 main(int argc, char *argv[])
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LastCycleCount = __rdtsc(); // NOTE: rdtsc reports clock cylces, however it is not meant for really precise profiler work as the value returned is varied.
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#endif // Also, __rdtsc is not available on MacOS ARM; I have not checked MacOS x64.
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S32 MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
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S32 GameUpdateHz = MonitorRefreshHz / 2;
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F32 TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
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int MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
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int GameUpdateHz = MonitorRefreshHz / 2;
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float TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
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game_controller_input *OldKeyboardController = GetController(OldInput, 0);
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game_controller_input *NewKeyboardController = GetController(NewInput, 0);
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@@ -401,21 +404,21 @@ S32 main(int argc, char *argv[])
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*NewKeyboardController = ZeroController;
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NewKeyboardController->IsConnected = true;
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for(U32 ButtonIndex = 0; ButtonIndex < ArrayCount(NewKeyboardController->Buttons); ButtonIndex++) {
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for(unsigned int ButtonIndex = 0; ButtonIndex < ARRAY_SIZE(NewKeyboardController->Buttons); ButtonIndex++) {
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NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
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}
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SDLProcessMessages(NewKeyboardController);
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for(S32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
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for(unsigned int ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
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game_controller_input *OldController = GetController(OldInput, ControllerIndex+1);
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game_controller_input *NewController = GetController(NewInput, ControllerIndex+1);
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if(ControllerHandles[ControllerIndex] != 0 && SDL_GameControllerGetAttached(ControllerHandles[ControllerIndex])) {
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NewController->IsConnected = true;
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S16 StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX);
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S16 StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY);
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short StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX);
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short StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY);
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NewController->IsAnalog = true;
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NewController->StickAverageX = SDLProcessInputStickValue((F32)StickX, CONTROLLER_LEFT_THUMB_DEADZONE);
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@@ -445,7 +448,7 @@ S32 main(int argc, char *argv[])
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NewController->IsAnalog = false;
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}
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F32 Threshold = 0.5f;
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float Threshold = 0.5f;
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY < -Threshold) ? 1 : 0], &OldController->MoveUp, SDL_CONTROLLER_BUTTON_A, &NewController->MoveUp);
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY > Threshold) ? 1 : 0], &OldController->MoveDown, SDL_CONTROLLER_BUTTON_A, &NewController->MoveDown);
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX < -Threshold) ? 1 : 0], &OldController->MoveLeft, SDL_CONTROLLER_BUTTON_A, &NewController->MoveLeft);
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@@ -466,12 +469,12 @@ S32 main(int argc, char *argv[])
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}
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}
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S32 TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample;
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S32 BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1);
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int TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample;
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int BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1);
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game_sound_output_buffer SoundBuffer;
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SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
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SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample;
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SoundBuffer.Samples = (S16 *)SoundOutput.Samples;
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SoundBuffer.Samples = (short *)SoundOutput.Samples;
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game_offscreen_buffer Buffer;
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Buffer.Memory = GlobalBackbuffer.Memory;
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@@ -481,40 +484,40 @@ S32 main(int argc, char *argv[])
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GameUpdateAndRender(&GameMemory, NewInput, &Buffer, &SoundBuffer);
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SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
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U64 WorkCounter = SDLGetWallClock();
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F32 WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter);
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unsigned long WorkCounter = SDLGetWallClock();
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float WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter);
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F32 SecondsElapsedForFrame = WorkSecondsElapsed;
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float SecondsElapsedForFrame = WorkSecondsElapsed;
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if(SecondsElapsedForFrame < TargetSecondsPerFrame) {
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while(SecondsElapsedForFrame < TargetSecondsPerFrame) {
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SecondsElapsedForFrame = SDLGetSecondsElapsed(LastCounter, SDLGetWallClock());
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SDL_Delay((U32)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0f));
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SDL_Delay((unsigned int)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0));
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}
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} else {
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// TODO: Missed frame rate!
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// TODO: Logging.
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}
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U64 EndCounter = SDLGetWallClock();
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unsigned long long EndCounter = SDLGetWallClock();
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SDLDisplayBufferInWindow(GlobalBackbuffer, Window, Renderer);
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F64 MSPerFrame = 1000.0f * SDLGetSecondsElapsed(LastCounter, EndCounter);
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F64 FPS = 0.0f;
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double MSPerFrame = 1000.0 * SDLGetSecondsElapsed(LastCounter, EndCounter);
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double FPS = 0.0;
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LastCounter = EndCounter;
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#if __x86_64__ || __i386__
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U64 EndCycleCount = __rdtsc();
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U64 CyclesElapsed = EndCycleCount - LastCycleCount;
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F64 MCPF = ((F64)CyclesElapsed / (1000.0f * 1000.0f));
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unsigned long long EndCycleCount = __rdtsc();
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unsigned long long CyclesElapsed = EndCycleCount - LastCycleCount;
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double MCPF = ((double)CyclesElapsed / (1000.0 * 1000.0));
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fprintf(stderr, "%.02f ms/f, %.02f/s, %.02f mc/f\n", MSPerFrame, FPS, MCPF);
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LastCycleCount = EndCycleCount;
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#else
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fprintf(stderr, "%.02f ms/f, %.02f/s\n", MSPerFrame, FPS);
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#endif
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||||
Swap(game_input *, NewInput, OldInput);
|
||||
SWAP(game_input *, NewInput, OldInput);
|
||||
}
|
||||
} else {
|
||||
// TODO: Failed to allocate Samples and Sound memory . . .
|
||||
|
||||
Reference in New Issue
Block a user