//======================================================================== // GLFW - An OpenGL framework // Platform: Win32/WGL // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialise timer //======================================================================== void _glfwInitTimer(void) { __int64 freq; // Check if we have a performance counter if (QueryPerformanceFrequency((LARGE_INTEGER*) &freq)) { // Performance counter is available => use it! _glfwLibrary.Timer.HasPerformanceCounter = GL_TRUE; // Counter resolution is 1 / counter frequency _glfwLibrary.Timer.Resolution = 1.0 / (double) freq; // Set start time for timer QueryPerformanceCounter((LARGE_INTEGER*) &_glfwLibrary.Timer.t0_64); } else { // No performace counter available => use the tick counter _glfwLibrary.Timer.HasPerformanceCounter = GL_FALSE; // Counter resolution is 1 ms _glfwLibrary.Timer.Resolution = 0.001; // Set start time for timer _glfwLibrary.Timer.t0_32 = _glfw_timeGetTime(); } } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Return timer value in seconds //======================================================================== double _glfwPlatformGetTime(void) { double t; __int64 t_64; if (_glfwLibrary.Timer.HasPerformanceCounter) { QueryPerformanceCounter((LARGE_INTEGER*) &t_64); t = (double)(t_64 - _glfwLibrary.Timer.t0_64); } else t = (double)(_glfw_timeGetTime() - _glfwLibrary.Timer.t0_32); // Calculate the current time in seconds return t * _glfwLibrary.Timer.Resolution; } //======================================================================== // Set timer value in seconds //======================================================================== void _glfwPlatformSetTime(double t) { __int64 t_64; if (_glfwLibrary.Timer.HasPerformanceCounter) { QueryPerformanceCounter((LARGE_INTEGER*) &t_64); _glfwLibrary.Timer.t0_64 = t_64 - (__int64) (t / _glfwLibrary.Timer.Resolution); } else _glfwLibrary.Timer.t0_32 = _glfw_timeGetTime() - (int)(t * 1000.0); }