win32: add a 3d fps counter so you can see how fast the game logic is running. this isnt as good as a proper lag counter
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@ -1323,6 +1323,8 @@ static void gfx3d_FlushFIFO()
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void gfx3d_glFlush(u32 v)
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void gfx3d_glFlush(u32 v)
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{
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{
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gfx3d.frameCtr++;
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gfx3d_FlushFIFO();
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gfx3d_FlushFIFO();
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//assert(!flushPending);
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//assert(!flushPending);
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@ -133,6 +133,8 @@ struct GFX3D
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, alphaTestRef(0)
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, alphaTestRef(0)
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, clearDepth(1)
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, clearDepth(1)
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, clearColor(0)
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, clearColor(0)
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, frameCtr(0)
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, frameCtrRaw(0)
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{
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{
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fogColor[0] = fogColor[1] = fogColor[2] = fogColor[3] = 0;
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fogColor[0] = fogColor[1] = fogColor[2] = fogColor[3] = 0;
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fogOffset = 0;
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fogOffset = 0;
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@ -163,6 +165,11 @@ struct GFX3D
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float fogColor[4];
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float fogColor[4];
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float fogOffset;
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float fogOffset;
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//ticks every time flush() is called
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int frameCtr;
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//you can use this to track how many real frames passed, for comparing to frameCtr;
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int frameCtrRaw;
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u32 rgbToonTable[32];
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u32 rgbToonTable[32];
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};
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};
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@ -889,13 +889,22 @@ DWORD WINAPI run()
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// if (!skipnextframe)
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// if (!skipnextframe)
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// {
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// {
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if (FpsDisplay) osd->addFixed(0, 5, "%02d Fps", fps);
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static int fps3d = 0;
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if (FpsDisplay) osd->addFixed(0, 5, "%02d Fps / %02d 3d", fps, fps3d);
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osd->update();
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osd->update();
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Display();
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Display();
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osd->clear();
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osd->clear();
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gfx3d.frameCtrRaw++;
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if(gfx3d.frameCtrRaw == 60) {
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fps3d = gfx3d.frameCtr;
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gfx3d.frameCtrRaw = 0;
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gfx3d.frameCtr = 0;
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}
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fpsframecount++;
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fpsframecount++;
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QueryPerformanceCounter((LARGE_INTEGER *)&curticks);
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QueryPerformanceCounter((LARGE_INTEGER *)&curticks);
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