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Diffstat (limited to 'platform')
-rw-r--r--platform/uwp/os_uwp.cpp14
-rw-r--r--platform/windows/os_windows.cpp17
2 files changed, 11 insertions, 20 deletions
diff --git a/platform/uwp/os_uwp.cpp b/platform/uwp/os_uwp.cpp
index 57603c6655..ca486633bf 100644
--- a/platform/uwp/os_uwp.cpp
+++ b/platform/uwp/os_uwp.cpp
@@ -136,12 +136,8 @@ void OS_UWP::initialize_core() {
NetSocketPosix::make_default();
// We need to know how often the clock is updated
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
- ticks_per_second = 1000;
- // If timeAtGameStart is 0 then we get the time since
- // the start of the computer when we call GetGameTime()
- ticks_start = 0;
- ticks_start = get_ticks_usec();
+ QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second);
+ QueryPerformanceCounter((LARGE_INTEGER *)&ticks_start);
IPUnix::make_default();
@@ -525,6 +521,9 @@ uint64_t OS_UWP::get_ticks_usec() const {
// This is the number of clock ticks since start
QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
+ // Subtract the ticks at game start to get
+ // the ticks since the game started
+ ticks -= ticks_start;
// Divide by frequency to get the time in seconds
// original calculation shown below is subject to overflow
@@ -544,9 +543,6 @@ uint64_t OS_UWP::get_ticks_usec() const {
// seconds
time += seconds * 1000000L;
- // Subtract the time at game start to get
- // the time since the game started
- time -= ticks_start;
return time;
}
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index 8477746001..203e078cb4 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -184,12 +184,8 @@ void OS_Windows::initialize() {
NetSocketPosix::make_default();
// We need to know how often the clock is updated
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
- ticks_per_second = 1000;
- // If timeAtGameStart is 0 then we get the time since
- // the start of the computer when we call GetGameTime()
- ticks_start = 0;
- ticks_start = get_ticks_usec();
+ QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second);
+ QueryPerformanceCounter((LARGE_INTEGER *)&ticks_start);
// set minimum resolution for periodic timers, otherwise Sleep(n) may wait at least as
// long as the windows scheduler resolution (~16-30ms) even for calls like Sleep(1)
@@ -369,8 +365,10 @@ uint64_t OS_Windows::get_ticks_usec() const {
uint64_t ticks;
// This is the number of clock ticks since start
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&ticks))
- ticks = (UINT64)timeGetTime();
+ QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
+ // Subtract the ticks at game start to get
+ // the ticks since the game started
+ ticks -= ticks_start;
// Divide by frequency to get the time in seconds
// original calculation shown below is subject to overflow
@@ -390,9 +388,6 @@ uint64_t OS_Windows::get_ticks_usec() const {
// seconds
time += seconds * 1000000L;
- // Subtract the time at game start to get
- // the time since the game started
- time -= ticks_start;
return time;
}