Wine or a windows app changes fpucw to 0x7f, causing doubles to be equivalent
to floats, which broke the calculation of FPS.
We should be very careful about using doubles in Mesa.
Henri Verbeet adds:
For reference, this is done by for example d3d9 when a D3D device is
created without D3DCREATE_FPU_PRESERVE set. In the general case
applications can do all kinds of terrible things to the FPU control
word of course.
int have_fake_front;
int swap_interval;
- double previous_time;
+ uint64_t previous_time;
unsigned frames;
};
static void show_fps(struct dri2_drawable *draw)
{
struct timeval tv;
- double current_time;
+ uint64_t current_time;
gettimeofday(&tv, 0);
- current_time = (double)tv.tv_sec + (double)tv.tv_usec * 0.000001;
+ current_time = (uint64_t)tv.tv_sec*1000000 + (uint64_t)tv.tv_usec;
draw->frames++;
- if (draw->previous_time + 1 < current_time) {
+ if (draw->previous_time + 1000000 <= current_time) {
if (draw->previous_time) {
fprintf(stderr, "libGL: FPS = %.1f\n",
- draw->frames / (current_time - draw->previous_time));
+ ((uint64_t)draw->frames * 1000000) /
+ (double)(current_time - draw->previous_time));
}
draw->frames = 0;
draw->previous_time = current_time;