mirror of https://github.com/encounter/SDL.git
testsprite2: report average FPS in blocks of five seconds.
This makes the reporting more accurate, vs startup inefficiencies and other scheduling burps.
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@ -37,6 +37,8 @@ static SDL_Rect *positions;
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static SDL_Rect *velocities;
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static int sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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static Uint32 next_fps_check, frames;
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static const Uint32 fps_check_delay = 5000;
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/* Number of iterations to move sprites - used for visual tests. */
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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@ -244,6 +246,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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void
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loop()
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{
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Uint32 now;
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int i;
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SDL_Event event;
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@ -261,13 +264,24 @@ loop()
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emscripten_cancel_main_loop();
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}
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#endif
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frames++;
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now = SDL_GetTicks();
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if (SDL_TICKS_PASSED(now, next_fps_check)) {
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/* Print out some timing information */
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const Uint32 then = next_fps_check - fps_check_delay;
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const double fps = ((double) frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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next_fps_check = now + fps_check_delay;
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frames = 0;
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}
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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Uint32 then, now, frames;
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Uint64 seed;
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const char *icon = "icon.bmp";
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@ -384,24 +398,17 @@ main(int argc, char *argv[])
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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next_fps_check = SDL_GetTicks() + fps_check_delay;
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done = 0;
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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++frames;
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loop();
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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quit(0);
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return 0;
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}
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