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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 23:55:38 +00:00
Removed some unnecessary time measurement constants.
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aeb0292a3e
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@ -99,12 +99,11 @@ void MiximageGenerator::startThread(std::promise<bool>* miximagePromise)
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return;
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}
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else {
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const auto endTime = std::chrono::system_clock::now();
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LOG(LogDebug)
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<< "MiximageGenerator::MiximageGenerator(): Processing completed in: "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime).count()
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<< " ms";
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LOG(LogDebug) << "MiximageGenerator::MiximageGenerator(): Processing completed in: "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now() - startTime)
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.count()
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<< " ms";
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}
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mResultMessage = mMessage;
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@ -627,11 +627,10 @@ int main(int argc, char* argv[])
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SDL_GameControllerEventState(SDL_ENABLE);
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int lastTime = SDL_GetTicks();
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const auto applicationEndTime = std::chrono::system_clock::now();
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LOG(LogInfo) << "Application startup time: "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(applicationEndTime -
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applicationStartTime)
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<< std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now() - applicationStartTime)
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.count()
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<< " ms";
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@ -510,10 +510,9 @@ void Window::render()
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mCachedBackground = true;
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#if (CLOCK_BACKGROUND_CREATION)
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const auto backgroundEndTime = std::chrono::system_clock::now();
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LOG(LogDebug) << "Window::render(): Time to create cached background: "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(
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backgroundEndTime - backgroundStartTime)
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std::chrono::system_clock::now() - backgroundStartTime)
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.count()
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<< " ms";
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#endif
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@ -438,10 +438,10 @@ namespace Renderer
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// application functioning normally.
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const auto beforeSwap = std::chrono::system_clock::now();
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SDL_GL_SwapWindow(getSDLWindow());
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const auto afterSwap = std::chrono::system_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(afterSwap - beforeSwap).count() <
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3.0)
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if (std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now() -
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beforeSwap)
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.count() < 3.0)
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SDL_Delay(10);
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#else
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SDL_GL_SwapWindow(getSDLWindow());
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