Add frame blinker back in
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cda484c9ab
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427cdef867
@ -37,6 +37,9 @@ int main(int argc, char *argv[])
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void *gamemem = calloc(1, game_conf.memsize);
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game_init(argc, argv, gamemem, renderer);
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SDL_SetRenderDrawColor(renderer, 0xf0, 0x10, 0x10, 0xff);
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SDL_Rect blinker = { .x = 10, .y = 10, .w = 20, .h = 20 };
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const uint64_t perfhz = SDL_GetPerformanceFrequency();
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const uint64_t intervalperf = (INTERVAL * perfhz) / 1000;
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perf_t perf = { .freq = perfhz / 1000000.0 };
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@ -60,6 +63,8 @@ int main(int argc, char *argv[])
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// Render frame
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SDL_RenderClear(renderer);
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game_render(gamemem, renderer, SDL_GetTicks64());
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if ((frame & 1) == 0)
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SDL_RenderFillRect(renderer, &blinker);
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SDL_RenderPresent(renderer);
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perf.render = SDL_GetPerformanceCounter();
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@ -67,15 +72,14 @@ int main(int argc, char *argv[])
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if ((frame & 15) == 0) {
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const double evt = (perf.evt - perf.start) / perf.freq;
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const double update = (perf.update - perf.evt) / perf.freq;
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const double render
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= (perf.render - perf.update) / perf.freq;
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const double render = (perf.render - perf.update) / perf.freq;
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const double total = (perf.render - perf.start) / perf.freq;
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const double total_pc = (100 * total / (1000 * INTERVAL));
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printf(
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VT100_CLEAR VT100_CURSORTOPLEFT
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"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
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"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
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evt, update, render, total, total_pc);
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VT100_CLEAR VT100_CURSORTOPLEFT
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"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
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"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
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evt, update, render, total, total_pc);
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}
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// Increment frame counter and wait until next interval
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