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authorMarek Olšák <[email protected]>2012-09-30 21:41:33 +0200
committerMarek Olšák <[email protected]>2012-10-03 16:55:48 +0200
commit53d06ecdd02d36769cfd3da55d99a569c00b7878 (patch)
treecf745365b642cf83e5f6e3a165302dc305eceaf2 /src/glx/glxextensions.h
parentff835724b5e59474205c69b05862f8086442ede3 (diff)
glx/dri2: use uint64_t instead of double to represent time for FPS calculation
Wine or a windows app changes fpucw to 0x7f, causing doubles to be equivalent to floats, which broke the calculation of FPS. We should be very careful about using doubles in Mesa. Henri Verbeet adds: For reference, this is done by for example d3d9 when a D3D device is created without D3DCREATE_FPU_PRESERVE set. In the general case applications can do all kinds of terrible things to the FPU control word of course.
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