Windows: Simplify QueryPerformanceCounter usage
(cherry picked from commit 5ba38fb208
)
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1 changed files with 6 additions and 11 deletions
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@ -174,12 +174,8 @@ void OS_Windows::initialize_core() {
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NetSocketPosix::make_default();
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// We need to know how often the clock is updated
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
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ticks_per_second = 1000;
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// If timeAtGameStart is 0 then we get the time since
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// the start of the computer when we call GetGameTime()
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ticks_start = 0;
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ticks_start = get_ticks_usec();
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QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second);
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QueryPerformanceCounter((LARGE_INTEGER *)&ticks_start);
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// set minimum resolution for periodic timers, otherwise Sleep(n) may wait at least as
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// long as the windows scheduler resolution (~16-30ms) even for calls like Sleep(1)
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@ -2460,8 +2456,10 @@ uint64_t OS_Windows::get_ticks_usec() const {
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uint64_t ticks;
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// This is the number of clock ticks since start
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&ticks))
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ticks = (UINT64)timeGetTime();
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QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
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// Subtract the ticks at game start to get
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// the ticks since the game started
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ticks -= ticks_start;
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// Divide by frequency to get the time in seconds
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// original calculation shown below is subject to overflow
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@ -2481,9 +2479,6 @@ uint64_t OS_Windows::get_ticks_usec() const {
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// seconds
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time += seconds * 1000000L;
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// Subtract the time at game start to get
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// the time since the game started
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time -= ticks_start;
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return time;
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}
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