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Benjamin Shefte

C++ Convert functions to linux (gcc)

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Hey there,  I have this old code im trying to compile using GCC and am running into a few issues..

im trying to figure out how to convert these functions to gcc

static __int64 MyQueryPerformanceFrequency()
{
	static __int64 aFreq = 0;
	if(aFreq!=0)
		return aFreq;

	LARGE_INTEGER s1, e1, f1;
	__int64 s2, e2, f2;
	QueryPerformanceCounter(&s1);
	s2 = MyQueryPerformanceCounter();
	Sleep(50);
	e2 = MyQueryPerformanceCounter();
	QueryPerformanceCounter(&e1);
	QueryPerformanceFrequency(&f1);
	double aTime = (double)(e1.QuadPart - s1.QuadPart)/f1.QuadPart;
	f2 = (e2 - s2)/aTime;
	aFreq = f2;

	return aFreq;
}

void PerfTimer::GlobalStart(const char *theName)
{
	gPerfTimerStarted = true;
	gPerfTotalTime = 0;
	gPerfTimerStartCount = 0;
	gPerfElapsedTime = 0;

	LARGE_INTEGER anInt; QueryPerformanceCounter(&anInt);
	gPerfResetTick = anInt.QuadPart;
}

///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void PerfTimer::GlobalStop(const char *theName)
{
	LARGE_INTEGER anInt; QueryPerformanceCounter(&anInt);
	LARGE_INTEGER aFreq; QueryPerformanceFrequency(&aFreq);
	gPerfElapsedTime = (double)(anInt.QuadPart - gPerfResetTick)/aFreq.QuadPart*1000.0;
	gPerfTimerStarted = false;
}

 

I also tried converting this function (original function is the first function below and my converted for gcc function is under that) is this correct?:

#if defined(WIN32)
static __int64 MyQueryPerformanceCounter()
{
//	LARGE_INTEGER anInt;
//	QueryPerformanceCounter(&anInt);
//	return anInt.QuadPart;
#if defined(WIN32)
	unsigned long x,y;
	_asm
	{
		rdtsc
		mov x, eax
		mov y, edx
	}

	__int64 result = y;
	result<<=32;
	result|=x;
	return result;

}
#else

static __int64 MyQueryPerformanceCounter()
{
	
	struct timeval t1, t2;
	double elapsedTime;
	
	// start timer
	gettimeofday(&t1, NULL);
	
	Sleep(50);
	
	// stop timer
	gettimeofday(&t2, NULL);
	
	// compute and print the elapsed time in millisec
	elapsedTime = (t2.tv_sec - t1.tv_sec) * 1000.0;      // sec to ms
	elapsedTime += (t2.tv_usec - t1.tv_usec) / 1000.0;   // us to ms
	
	return elapsedTime;
	
}
#endif

Any help would be appreciated, Thank you!

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QueryPerformanceCounter is a Windows specific function for a high resolution timer. Equivalent functions on Linux should be google-able with that term :-)

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this is what i have now:

static __int64 MyQueryPerformanceCounter()
{
//	LARGE_INTEGER anInt;
//	QueryPerformanceCounter(&anInt);
//	return anInt.QuadPart;
	unsigned long x,y;

#if defined(WIN32)
	_asm
	{
		rdtsc
		mov x, eax
		mov y, edx
	}
#else

    __asm__ __volatile__ ("rdtsc" : "=a" (x), "=d" (y));

	// OR THIS CODE? Code to read Time Stamp Counter 
	/*
	asm(
		"	rdtsc\n"
		"	mov %%eax, %0\n"
		"	mov %%edx, %1\n"
		:
		"=a" (x),
		"=d" (y)
		);
	*/
#endif

	__int64 result = y;
	result<<=32;
	result|=x;
	return result;
}

static __int64 MyQueryPerformanceFrequency()
{
	timeval t1, t2;
	__int64 s2, e2;
	double elapsedTime;

	// start timer
	gettimeofday(&t1, NULL);
	s2 = MyQueryPerformanceCounter();
	Sleep(50);
	e2 = MyQueryPerformanceCounter();
	// stop timer
	gettimeofday(&t2, NULL);

	// compute and print the elapsed time in millisec
	elapsedTime = (t2.tv_sec - t1.tv_sec) * 1000.0;      // sec to ms
	elapsedTime += (t2.tv_usec - t1.tv_usec) / 1000.0;   // us to ms
//	cout << elapsedTime << " ms.\n";

	return (__int64)((e2 - s2)/elapsedTime);

}

does that look acceptable?

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gettimeofday is quite normal for measuring time. There is also std::clock http://en.cppreference.com/w/cpp/chrono/c/clock which is more portable. Don't know its precision, likely it varies between platforms.

For more extensive measuring, it might be useful to first convert timeval to a single 64 bit number, eg in nanoseconds for instance, and then compute time differences, and accumulating time.

 

Instead of the __int64, use std::int64_t standard types, which are more portable.

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There's clock_gettime in Linux. It gives you the time with nano-second resolution (but lower precision, usually), but clock_getres can be used to find the actual precision.

You may want to use the clock named CLOCK_MONOTONIC_RAW to get the actual real time that has passed.

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For unix based systems

Header

#ifndef TimerH
#define TimerH

//#include "const_vars.h"
#ifndef WINDOWS_CMP
#include "stdint.h"

const int64_t nsec_per_sec = 1000000000;
const double ns_2_s = 1000000000.0;

typedef struct {
     int64_t start;
     int64_t stop;
 } stopWatch;

 class CStopWatch {

     stopWatch timer;

 public:
     CStopWatch() ;
     void startTimer();
     void stopTimer();
     double getElapsedTime();
     double getElapsedTimeFromStart();
     double getTime();
 };
#endif






#ifdef WINDOWS_CMP
//---------------------------------------------------------------------------

#include "windows.h"
#include <ctime>
//---------------------------------------------------------------------------

typedef struct {
     LARGE_INTEGER start;
     LARGE_INTEGER stop;
 } stopWatch;
 
 class CStopWatch {
 
 private:
 double PCFreq;// = 0.0;
     stopWatch timer;
     LARGE_INTEGER frequency;
     double LIToSecs( LARGE_INTEGER & L) ;
 public:
     CStopWatch() ;
     void startTimer();
     void stopTimer();
     double getElapsedTime();
     double getElapsedTimeFromStart();
     double getTime();
 };
#endif

#endif

Cpp

//---------------------------------------------------------------------------
#include "Timer.h"
#ifndef WINDOWS_CMP
#include "Time.h"
#include "logme.h"
//---------------------------------------------------------------------------

//returns time in miliseconds
int64_t QueryPerformanceCounter()
{
	int64_t nsec_count, nsec_per_tick;
    /*
     * clock_gettime() returns the number of secs. We translate that to number of nanosecs.
     * clock_getres() returns number of seconds per tick. We translate that to number of nanosecs per tick.
     * Number of nanosecs divided by number of nanosecs per tick - will give the number of ticks.
     */
     struct timespec ts1, ts2;

     if (clock_gettime(CLOCK_MONOTONIC, &ts1) != 0) {
    	 ALOG("FAILED TO GET TIME");
         return -1;
     }



     nsec_count = ts1.tv_nsec + ts1.tv_sec * nsec_per_sec;

     return double(nsec_count) / 1000000.0;
}




 CStopWatch::CStopWatch(){

 }

 void CStopWatch::startTimer() {
	 timer.start = QueryPerformanceCounter();
 }

 void CStopWatch::stopTimer() {
	 timer.stop = QueryPerformanceCounter();
 }

 double CStopWatch::getElapsedTime() {
	 stopTimer();
	 int64_t time = timer.stop - timer.start;
	 startTimer();

	return double(time);

 }


 double CStopWatch::getTime() {

	 int64_t time = QueryPerformanceCounter();

	return double(time);

 }

 double CStopWatch::getElapsedTimeFromStart() {
	 stopTimer();
	 int64_t time = timer.stop - timer.start;

	return double(time);

 }
#endif


#ifdef WINDOWS_CMP
      //---------------------------------------------------------------------------


#pragma hdrstop

#include "Timer.h"

//---------------------------------------------------------------------------

#pragma package(smart_init)



 
 double CStopWatch::LIToSecs( LARGE_INTEGER & L)
 {
     return ((double)L.QuadPart / PCFreq);
 }

 CStopWatch::CStopWatch(){
     PCFreq = 0.0;
     timer.start.QuadPart=0;
	 timer.stop.QuadPart=0;
	 QueryPerformanceFrequency( &frequency ) ;
	  PCFreq = double(frequency.QuadPart);
 }
 
 void CStopWatch::startTimer( ) {
     QueryPerformanceCounter(&timer.start) ;
 }
 
 void CStopWatch::stopTimer( ) {
     QueryPerformanceCounter(&timer.stop) ;
 }
 
 double CStopWatch::getElapsedTime() {
     stopTimer();
	 LARGE_INTEGER time;
	 time.QuadPart = timer.stop.QuadPart - timer.start.QuadPart;
	 startTimer();
     return LIToSecs( time ) ;
 }

  double CStopWatch::getTime() {
      stopTimer();
	 int64_t time = timer.stop.QuadPart ();

	return LIToSecs( time ) ;

 }
  double CStopWatch::getElapsedTimeFromStart() {
	 stopTimer();
	 int64_t time = timer.stop.QuadPart - timer.start.QuadPart;

	return LIToSecs( time ) ;

 }

#endif

 

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I think you may want to use CLOCK_MONOTONIC_RAW instead of CLOCK_MONOTONIC. It doesn't make a huge difference, and mostlikely never causes any notiveable problems, but CLOCK_MONOTONIC may run slower or faster than "real" time, when the clock gets adjusted.

Basically, a correctly implemented tool to set system time on a UNIX system will not just set the new time, but rather slow down or speed up the system clock to gradually go to the new time. This is so that there are no jumps in the system time, which will throw off a bunch of things on a UNIX system.

CLOCK_MONOTONIC is subject to these adjustments, so you might experience a time where your game does not actually measure one second of realtime as one second, but rather as 1.1s or something like that. CLOCK_MONOTONIC_RAW is never sped up or slowed down.

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For sleep(50), you will need to use usleep(50000) (or, for sleep(x), use usleep(x*1000)); be careful not to use "sleep(50)", as this is denominated in seconds, rather than milliseconds. usleep() is denominated in microseconds.

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      Advantages:
      "Composable", since we've delegated most of what composition entails into the memory block rather than the allocator. Tracking memory is a bit more complex, but I *think* it's still doable. Disadvantages:
      Makes the interface more complex, since we have to allocate first and then pass that block into our "child" allocator. Can't do specialized deallocation (i.e. stack deallocation) since the memory blocks don't know anything about their parent allocation pool.  I might be able to get around this though.  
      I've done a lot of research against all of the source-available engines I can find, and it seems like most of them either have very small allocator systems or simply don't try to make them composable at all (CryEngine does this, for example).  That said, it seems like something that should have a lot of good examples, but I can't find a whole lot.  Does anyone have any good feedback/suggestions on this, or is composability in general just a pipe dream?
    • By RobMaddison
      Hi
      I’ve been working on a game engine for years and I’ve recently come back to it after a couple of years break.  Because my engine uses DirectX9.0c I thought maybe it would be a good idea to upgrade it to DX11. I then installed Windows 10 and starting tinkering around with the engine trying to refamiliarise myself with all the code.
      It all seems to work ok in the new OS but there’s something I’ve noticed that has caused a massive slowdown in frame rate. My engine has a relatively sophisticated terrain system which includes the ability to paint roads onto it, ala CryEngine. The roads are spline curves and built up with polygons matching the terrain surface. It used to work perfectly but I’ve noticed that when I’m dynamically adding the roads, which involves moving the spline curve control points around the surface of the terrain, the frame rate comes to a grinding halt.
      There’s some relatively complex processing going on each time the mouse moves - the road either side of the control point(s) being moved, is reconstructed in real time so you can position and bend the road precisely. On my previous OS, which was Win2k Pro, this worked really smoothly and in release mode there was barely any slow down in frame rate, but now it’s unusable. As part of the road reconstruction, I lock the vertex and index buffers and refill them with the new values so my question is, on windows 10 using DX9, is anyone aware of any locking issues? I’m aware that there can be contention when locking buffers dynamically but I’m locking with LOCK_DISCARD and this has never been an issue before.
      Any help would be greatly appreciated.
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