From: Marek Olšák Date: Sun, 30 Sep 2012 19:41:33 +0000 (+0200) Subject: glx/dri2: use uint64_t instead of double to represent time for FPS calculation X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=53d06ecdd02d36769cfd3da55d99a569c00b7878;p=mesa.git glx/dri2: use uint64_t instead of double to represent time for FPS calculation 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. --- diff --git a/src/glx/dri2_glx.c b/src/glx/dri2_glx.c index f2fc1873298..4ff0b9ed73c 100644 --- a/src/glx/dri2_glx.c +++ b/src/glx/dri2_glx.c @@ -112,7 +112,7 @@ struct dri2_drawable int have_fake_front; int swap_interval; - double previous_time; + uint64_t previous_time; unsigned frames; }; @@ -676,17 +676,18 @@ unsigned dri2GetSwapEventType(Display* dpy, XID drawable) 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;