Clean up after core.h updates.

This commit is contained in:
2026-03-15 00:05:54 -07:00
parent 58b3e04129
commit a5cff85e22
3 changed files with 68 additions and 63 deletions
+9 -7
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@@ -1,8 +1,10 @@
#include "handmade.h" #include "handmade.h"
internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz) #include <math.h>
static void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
{ {
local_persist F32 tSine; static F32 tSine;
S16 ToneVolume = 8000; S16 ToneVolume = 8000;
S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz; S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
@@ -13,11 +15,11 @@ internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
*SampleOut++ = SampleValue; *SampleOut++ = SampleValue;
*SampleOut++ = SampleValue; *SampleOut++ = SampleValue;
tSine += 2.0f * pi32 * 1.0f / (F32)WavePeriod; tSine += 2.0f * PI * 1.0f / (F32)WavePeriod;
} }
} }
internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset) static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
{ {
S32 Width = Buffer->Width; S32 Width = Buffer->Width;
S32 Height = Buffer->Height; S32 Height = Buffer->Height;
@@ -35,9 +37,9 @@ internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S3
} }
} }
internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer) static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
{ {
Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ArrayCount(Input->Controllers[0].Buttons)); Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ARRAY_SIZE(Input->Controllers[0].Buttons));
Assert(sizeof(game_state) <= Memory->PermanentStorageSize); Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
game_state *GameState = (game_state *)Memory->PermanentStorage; game_state *GameState = (game_state *)Memory->PermanentStorage;
@@ -58,7 +60,7 @@ internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_o
// GameState.GreenOffset; // GameState.GreenOffset;
// GameState.BlueOffset; // GameState.BlueOffset;
for(U32 ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ControllerIndex++) { for(U32 ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) {
game_controller_input *Controller = GetController(Input, ControllerIndex); game_controller_input *Controller = GetController(Input, ControllerIndex);
if(Controller->IsAnalog) { if(Controller->IsAnalog) {
GameState->GreenOffset += (int)(4.0f*(Controller->StickAverageY)); GameState->GreenOffset += (int)(4.0f*(Controller->StickAverageY));
+5 -5
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@@ -13,9 +13,9 @@ typedef struct debug_read_file_result {
void *Contents; void *Contents;
} debug_read_file_result; } debug_read_file_result;
internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename); static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory); static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
internal void DEBUGPlatformFreeFileMemory(void *Memory); static void DEBUGPlatformFreeFileMemory(void *Memory);
#endif #endif
/////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////
@@ -81,7 +81,7 @@ typedef struct game_input {
inline game_controller_input *GetController(game_input *Input, S32 ControllerIndex) inline game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
{ {
Assert((U32)ControllerIndex < ArrayCount(Input->Controllers)); Assert((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
game_controller_input *Result = &(Input->Controllers[ControllerIndex]); game_controller_input *Result = &(Input->Controllers[ControllerIndex]);
return Result; return Result;
} }
@@ -101,7 +101,7 @@ typedef struct game_memory {
// F32 SecondsElapsed; // F32 SecondsElapsed;
// } game_clocks; // } game_clocks;
internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer); static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer);
// //
// //
+53 -50
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@@ -1,10 +1,12 @@
#include "base_core.h" #include "core.h"
#include "sdl_handmade.h" #include "sdl_handmade.h"
#include "handmade.cpp" #include "handmade.cpp"
#include <SDL.h> #include <SDL.h>
#include <sys/mman.h> // mmap #include <sys/mman.h> // mmap
#include <stdlib.h> // malloc, calloc #include <stdlib.h> // malloc, calloc
#include <string.h> // memset
#include <stdio.h>
#include <sys/types.h> #include <sys/types.h>
#include <sys/stat.h> // fstat #include <sys/stat.h> // fstat
@@ -16,24 +18,24 @@
#include <x86intrin.h> #include <x86intrin.h>
#endif #endif
global bool GlobalRunning; static bool GlobalRunning;
global U64 GlobalPerfCountFrequency; static U64 GlobalPerfCountFrequency;
#define CONTROLLER_LEFT_THUMB_DEADZONE 8000 #define CONTROLLER_LEFT_THUMB_DEADZONE 8000
#define MAX_CONTROLLERS 4 #define MAX_CONTROLLERS 4
SDL_GameController *ControllerHandles[MAX_CONTROLLERS]; SDL_GameController *ControllerHandles[MAX_CONTROLLERS];
global offscreen_buffer GlobalBackbuffer; static offscreen_buffer GlobalBackbuffer;
internal U32 SafeTruncateUInt64(U64 Value) static U32 SafeTruncateUInt64(U64 Value)
{ {
Assert(Value <= 0xFFFFFFFF); Assert(Value <= 0xFFFFFFFF);
U32 Result = (U32)Value; U32 Result = (U32)Value;
return Result; return Result;
} }
internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename) static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
{ {
debug_read_file_result Result = {0}; debug_read_file_result Result = {0};
S32 FileHandle = open(Filename, O_RDONLY); S32 FileHandle = open(Filename, O_RDONLY);
@@ -75,7 +77,7 @@ internal debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename
return Result; return Result;
} }
internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory) static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory)
{ {
S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH); S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
if(FileHandle == -1) if(FileHandle == -1)
@@ -98,21 +100,21 @@ internal B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize,
return true; return true;
} }
internal void DEBUGPlatformFreeFileMemory(void *Memory) static void DEBUGPlatformFreeFileMemory(void *Memory)
{ {
if(Memory) if(Memory)
free(Memory); free(Memory);
} }
sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window) static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
{ {
sdl_window_dimension Dimension; sdl_window_dimension Dimension;
SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height); SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height);
return Dimension; return Dimension;
} }
internal void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height) static void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height)
{ {
if(Buffer->Texture) if(Buffer->Texture)
SDL_DestroyTexture(Buffer->Texture); SDL_DestroyTexture(Buffer->Texture);
@@ -130,7 +132,7 @@ internal void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer,
Buffer->Pitch = Width * BytesPerPixel; Buffer->Pitch = Width * BytesPerPixel;
} }
internal void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer) static void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer)
{ {
if(SDL_UpdateTexture(Buffer.Texture, 0, Buffer.Memory, Buffer.Pitch)) { if(SDL_UpdateTexture(Buffer.Texture, 0, Buffer.Memory, Buffer.Pitch)) {
// TODO: Do something about this error! // TODO: Do something about this error!
@@ -140,7 +142,7 @@ internal void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Wind
SDL_RenderPresent(Renderer); SDL_RenderPresent(Renderer);
} }
internal void SDLInitControllers() static void SDLInitControllers()
{ {
int MaxJoysticks = SDL_NumJoysticks(); int MaxJoysticks = SDL_NumJoysticks();
int ControllerIndex = 0; int ControllerIndex = 0;
@@ -155,7 +157,7 @@ internal void SDLInitControllers()
} }
/* /*
internal void SDLDeinitControllers() static void SDLDeinitControllers()
{ {
for(int ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) { for(int ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
if (ControllerHandles[ControllerIndex]) if (ControllerHandles[ControllerIndex])
@@ -165,7 +167,7 @@ internal void SDLDeinitControllers()
*/ */
internal void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize) static void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
{ {
SDL_AudioSpec AudioSettings = {0}; SDL_AudioSpec AudioSettings = {0};
@@ -181,31 +183,31 @@ internal void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
} }
} }
internal void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite) static void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite)
{ {
SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite); SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite);
} }
internal void SDLClearSoundBuffer(sdl_sound_output *SoundOutput) static void SDLClearSoundBuffer(sdl_sound_output *SoundOutput)
{ {
memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize); memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize);
} }
internal void SDLProcessKeyboardMessage(game_button_state *NewState, bool IsDown) static void SDLProcessKeyboardMessage(game_button_state *NewState, bool IsDown)
{ {
Assert(NewState->EndedDown != IsDown); Assert(NewState->EndedDown != IsDown);
NewState->EndedDown = IsDown; NewState->EndedDown = IsDown;
++NewState->HalfTransitionCount; ++NewState->HalfTransitionCount;
} }
internal void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState, static void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState,
SDL_GameControllerButton Button, game_button_state *NewState) SDL_GameControllerButton Button, game_button_state *NewState)
{ {
NewState->EndedDown = SDL_GameControllerGetButton(Controller, Button); NewState->EndedDown = SDL_GameControllerGetButton(Controller, Button);
NewState->HalfTransitionCount = (OldState->EndedDown != NewState->EndedDown) ? 1 : 0; NewState->HalfTransitionCount = (OldState->EndedDown != NewState->EndedDown) ? 1 : 0;
} }
internal void HandleEvent(SDL_Event *Event) static void HandleEvent(SDL_Event *Event)
{ {
switch(Event->type) { switch(Event->type) {
case SDL_QUIT: { case SDL_QUIT: {
@@ -229,7 +231,7 @@ internal void HandleEvent(SDL_Event *Event)
} }
} }
internal void SDLProcessMessages(game_controller_input *KeyboardController) static void SDLProcessMessages(game_controller_input *KeyboardController)
{ {
SDL_Event Event; SDL_Event Event;
while(SDL_PollEvent(&Event)) { while(SDL_PollEvent(&Event)) {
@@ -286,7 +288,7 @@ internal void SDLProcessMessages(game_controller_input *KeyboardController)
} }
} }
internal F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold) static float SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
{ {
F32 Result = 0.0f; F32 Result = 0.0f;
if(Value < -DeadZoneThreshold) if(Value < -DeadZoneThreshold)
@@ -297,7 +299,7 @@ internal F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
} }
#define DEFAULT_REFRESH_RATE 60 #define DEFAULT_REFRESH_RATE 60
internal S32 SDLGetWindowRefreshRate(SDL_Window *Window) static int SDLGetWindowRefreshRate(SDL_Window *Window)
{ {
int DisplayIndex = SDL_GetWindowDisplayIndex(Window); int DisplayIndex = SDL_GetWindowDisplayIndex(Window);
SDL_DisplayMode Mode; SDL_DisplayMode Mode;
@@ -309,17 +311,18 @@ internal S32 SDLGetWindowRefreshRate(SDL_Window *Window)
return Mode.refresh_rate; return Mode.refresh_rate;
} }
internal U64 SDLGetWallClock() static unsigned long long SDLGetWallClock()
{ {
return SDL_GetPerformanceCounter(); return SDL_GetPerformanceCounter();
} }
internal F32 SDLGetSecondsElapsed(U64 Start, U64 End) // WARNING: Might lose lots of precision because of conversion from 64-bit to float.
static float SDLGetSecondsElapsed(unsigned long long Start, unsigned long long End)
{ {
return (F32)(End - Start) / (F32)GlobalPerfCountFrequency; return (float)(End - Start) / (float)GlobalPerfCountFrequency;
} }
S32 main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) { if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) {
/* TODO: This didn't work . . . */ /* TODO: This didn't work . . . */
@@ -379,9 +382,9 @@ S32 main(int argc, char *argv[])
GlobalPerfCountFrequency = SDL_GetPerformanceFrequency(); GlobalPerfCountFrequency = SDL_GetPerformanceFrequency();
U64 LastCounter; unsigned long long LastCounter;
#if __x86_64__ || __i386__ #if __x86_64__ || __i386__
U64 LastCycleCount; unsigned long long LastCycleCount;
#endif #endif
while(GlobalRunning) { while(GlobalRunning) {
@@ -391,9 +394,9 @@ S32 main(int argc, char *argv[])
LastCycleCount = __rdtsc(); // NOTE: rdtsc reports clock cylces, however it is not meant for really precise profiler work as the value returned is varied. LastCycleCount = __rdtsc(); // NOTE: rdtsc reports clock cylces, however it is not meant for really precise profiler work as the value returned is varied.
#endif // Also, __rdtsc is not available on MacOS ARM; I have not checked MacOS x64. #endif // Also, __rdtsc is not available on MacOS ARM; I have not checked MacOS x64.
S32 MonitorRefreshHz = SDLGetWindowRefreshRate(Window); int MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
S32 GameUpdateHz = MonitorRefreshHz / 2; int GameUpdateHz = MonitorRefreshHz / 2;
F32 TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz; float TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
game_controller_input *OldKeyboardController = GetController(OldInput, 0); game_controller_input *OldKeyboardController = GetController(OldInput, 0);
game_controller_input *NewKeyboardController = GetController(NewInput, 0); game_controller_input *NewKeyboardController = GetController(NewInput, 0);
@@ -401,21 +404,21 @@ S32 main(int argc, char *argv[])
*NewKeyboardController = ZeroController; *NewKeyboardController = ZeroController;
NewKeyboardController->IsConnected = true; NewKeyboardController->IsConnected = true;
for(U32 ButtonIndex = 0; ButtonIndex < ArrayCount(NewKeyboardController->Buttons); ButtonIndex++) { for(unsigned int ButtonIndex = 0; ButtonIndex < ARRAY_SIZE(NewKeyboardController->Buttons); ButtonIndex++) {
NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown; NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
} }
SDLProcessMessages(NewKeyboardController); SDLProcessMessages(NewKeyboardController);
for(S32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) { for(unsigned int ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
game_controller_input *OldController = GetController(OldInput, ControllerIndex+1); game_controller_input *OldController = GetController(OldInput, ControllerIndex+1);
game_controller_input *NewController = GetController(NewInput, ControllerIndex+1); game_controller_input *NewController = GetController(NewInput, ControllerIndex+1);
if(ControllerHandles[ControllerIndex] != 0 && SDL_GameControllerGetAttached(ControllerHandles[ControllerIndex])) { if(ControllerHandles[ControllerIndex] != 0 && SDL_GameControllerGetAttached(ControllerHandles[ControllerIndex])) {
NewController->IsConnected = true; NewController->IsConnected = true;
S16 StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX); short StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX);
S16 StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY); short StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY);
NewController->IsAnalog = true; NewController->IsAnalog = true;
NewController->StickAverageX = SDLProcessInputStickValue((F32)StickX, CONTROLLER_LEFT_THUMB_DEADZONE); NewController->StickAverageX = SDLProcessInputStickValue((F32)StickX, CONTROLLER_LEFT_THUMB_DEADZONE);
@@ -445,7 +448,7 @@ S32 main(int argc, char *argv[])
NewController->IsAnalog = false; NewController->IsAnalog = false;
} }
F32 Threshold = 0.5f; float Threshold = 0.5f;
SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY < -Threshold) ? 1 : 0], &OldController->MoveUp, SDL_CONTROLLER_BUTTON_A, &NewController->MoveUp); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY < -Threshold) ? 1 : 0], &OldController->MoveUp, SDL_CONTROLLER_BUTTON_A, &NewController->MoveUp);
SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY > Threshold) ? 1 : 0], &OldController->MoveDown, SDL_CONTROLLER_BUTTON_A, &NewController->MoveDown); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY > Threshold) ? 1 : 0], &OldController->MoveDown, SDL_CONTROLLER_BUTTON_A, &NewController->MoveDown);
SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX < -Threshold) ? 1 : 0], &OldController->MoveLeft, SDL_CONTROLLER_BUTTON_A, &NewController->MoveLeft); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX < -Threshold) ? 1 : 0], &OldController->MoveLeft, SDL_CONTROLLER_BUTTON_A, &NewController->MoveLeft);
@@ -466,12 +469,12 @@ S32 main(int argc, char *argv[])
} }
} }
S32 TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample; int TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample;
S32 BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1); int BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1);
game_sound_output_buffer SoundBuffer; game_sound_output_buffer SoundBuffer;
SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond; SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample; SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample;
SoundBuffer.Samples = (S16 *)SoundOutput.Samples; SoundBuffer.Samples = (short *)SoundOutput.Samples;
game_offscreen_buffer Buffer; game_offscreen_buffer Buffer;
Buffer.Memory = GlobalBackbuffer.Memory; Buffer.Memory = GlobalBackbuffer.Memory;
@@ -481,40 +484,40 @@ S32 main(int argc, char *argv[])
GameUpdateAndRender(&GameMemory, NewInput, &Buffer, &SoundBuffer); GameUpdateAndRender(&GameMemory, NewInput, &Buffer, &SoundBuffer);
SDLFillSoundBuffer(&SoundOutput, BytesToWrite); SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
U64 WorkCounter = SDLGetWallClock(); unsigned long WorkCounter = SDLGetWallClock();
F32 WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter); float WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter);
F32 SecondsElapsedForFrame = WorkSecondsElapsed; float SecondsElapsedForFrame = WorkSecondsElapsed;
if(SecondsElapsedForFrame < TargetSecondsPerFrame) { if(SecondsElapsedForFrame < TargetSecondsPerFrame) {
while(SecondsElapsedForFrame < TargetSecondsPerFrame) { while(SecondsElapsedForFrame < TargetSecondsPerFrame) {
SecondsElapsedForFrame = SDLGetSecondsElapsed(LastCounter, SDLGetWallClock()); SecondsElapsedForFrame = SDLGetSecondsElapsed(LastCounter, SDLGetWallClock());
SDL_Delay((U32)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0f)); SDL_Delay((unsigned int)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0));
} }
} else { } else {
// TODO: Missed frame rate! // TODO: Missed frame rate!
// TODO: Logging. // TODO: Logging.
} }
U64 EndCounter = SDLGetWallClock(); unsigned long long EndCounter = SDLGetWallClock();
SDLDisplayBufferInWindow(GlobalBackbuffer, Window, Renderer); SDLDisplayBufferInWindow(GlobalBackbuffer, Window, Renderer);
F64 MSPerFrame = 1000.0f * SDLGetSecondsElapsed(LastCounter, EndCounter); double MSPerFrame = 1000.0 * SDLGetSecondsElapsed(LastCounter, EndCounter);
F64 FPS = 0.0f; double FPS = 0.0;
LastCounter = EndCounter; LastCounter = EndCounter;
#if __x86_64__ || __i386__ #if __x86_64__ || __i386__
U64 EndCycleCount = __rdtsc(); unsigned long long EndCycleCount = __rdtsc();
U64 CyclesElapsed = EndCycleCount - LastCycleCount; unsigned long long CyclesElapsed = EndCycleCount - LastCycleCount;
F64 MCPF = ((F64)CyclesElapsed / (1000.0f * 1000.0f)); double MCPF = ((double)CyclesElapsed / (1000.0 * 1000.0));
fprintf(stderr, "%.02f ms/f, %.02f/s, %.02f mc/f\n", MSPerFrame, FPS, MCPF); fprintf(stderr, "%.02f ms/f, %.02f/s, %.02f mc/f\n", MSPerFrame, FPS, MCPF);
LastCycleCount = EndCycleCount; LastCycleCount = EndCycleCount;
#else #else
fprintf(stderr, "%.02f ms/f, %.02f/s\n", MSPerFrame, FPS); fprintf(stderr, "%.02f ms/f, %.02f/s\n", MSPerFrame, FPS);
#endif #endif
Swap(game_input *, NewInput, OldInput); SWAP(game_input *, NewInput, OldInput);
} }
} else { } else {
// TODO: Failed to allocate Samples and Sound memory . . . // TODO: Failed to allocate Samples and Sound memory . . .