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-rw-r--r--plugins/dfxvideo/fps.c714
1 files changed, 357 insertions, 357 deletions
diff --git a/plugins/dfxvideo/fps.c b/plugins/dfxvideo/fps.c
index b1734789..67753a8e 100644
--- a/plugins/dfxvideo/fps.c
+++ b/plugins/dfxvideo/fps.c
@@ -1,357 +1,357 @@
-/***************************************************************************
- fps.c - description
- -------------------
- begin : Sun Oct 28 2001
- copyright : (C) 2001 by Pete Bernert
- email : BlackDove@addcom.de
- ***************************************************************************/
-/***************************************************************************
- * *
- * This program is free software; you can redistribute it and/or modify *
- * it under the terms of the GNU General Public License as published by *
- * the Free Software Foundation; either version 2 of the License, or *
- * (at your option) any later version. See also the license.txt file for *
- * additional informations. *
- * *
- ***************************************************************************/
-
-#define _IN_FPS
-
-#include <unistd.h>
-
-#include "externals.h"
-#include "fps.h"
-#include "gpu.h"
-
-// FPS stuff
-float fFrameRateHz=0;
-DWORD dwFrameRateTicks=16;
-float fFrameRate;
-int iFrameLimit;
-int UseFrameLimit=0;
-int UseFrameSkip=0;
-
-// FPS skipping / limit
-BOOL bInitCap = TRUE;
-float fps_skip = 0;
-float fps_cur = 0;
-
-#define MAXLACE 16
-
-void CheckFrameRate(void)
-{
- if(UseFrameSkip) // skipping mode?
- {
- if(!(dwActFixes&0x80)) // not old skipping mode?
- {
- dwLaceCnt++; // -> store cnt of vsync between frames
- if(dwLaceCnt>=MAXLACE && UseFrameLimit) // -> if there are many laces without screen toggling,
- { // do std frame limitation
- if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
- FrameCap();
- }
- }
- else if(UseFrameLimit) FrameCap();
- calcfps(); // -> calc fps display in skipping mode
- }
- else // non-skipping mode:
- {
- if(UseFrameLimit) FrameCap(); // -> do it
- if(ulKeybits&KEY_SHOWFPS) calcfps(); // -> and calc fps display
- }
-}
-
-#define TIMEBASE 100000
-
-static unsigned long timeGetTime()
-{
- struct timeval tv;
- gettimeofday(&tv, 0); // well, maybe there are better ways
- return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that, but at least it works
-}
-
-void FrameCap (void)
-{
- static unsigned long curticks, lastticks, _ticks_since_last_update;
- static unsigned int TicksToWait = 0;
- int overslept=0, tickstogo=0;
- BOOL Waiting = TRUE;
-
- {
- curticks = timeGetTime();
- _ticks_since_last_update = curticks - lastticks;
-
- if((_ticks_since_last_update > TicksToWait) ||
- (curticks <lastticks))
- {
- lastticks = curticks;
- overslept = _ticks_since_last_update - TicksToWait;
- if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
- TicksToWait=0;
- else
- TicksToWait=dwFrameRateTicks - overslept;
- }
- else
- {
- while (Waiting)
- {
- curticks = timeGetTime();
- _ticks_since_last_update = curticks - lastticks;
- tickstogo = TicksToWait - _ticks_since_last_update;
- if ((_ticks_since_last_update > TicksToWait) ||
- (curticks < lastticks) || tickstogo < overslept)
- {
- Waiting = FALSE;
- lastticks = curticks;
- overslept = _ticks_since_last_update - TicksToWait;
- TicksToWait = dwFrameRateTicks - overslept;
- return;
- }
- if (tickstogo >= 200 && !(dwActFixes&16))
- usleep(tickstogo*10 - 200);
- }
- }
- }
-}
-
-#define MAXSKIP 120
-
-void FrameSkip(void)
-{
- static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip
- static DWORD dwLastLace=0; // helper var for frame limitation
- static DWORD curticks, lastticks, _ticks_since_last_update;
- int tickstogo=0;
- static int overslept=0;
-
- if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
-
- if(iNumSkips) // we are in skipping mode?
- {
- dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
- bSkipNextFrame = TRUE; // -> we skip next frame
- iNumSkips--; // -> ok, one done
- }
- else // ok, no additional skipping has to be done...
- { // we check now, if some limitation is needed, or a new skipping has to get started
- DWORD dwWaitTime;
-
- if(bInitCap || bSkipNextFrame) // first time or we skipped before?
- {
- if(UseFrameLimit && !bInitCap) // frame limit wanted and not first time called?
- {
- DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame
- dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame
-
- curticks = timeGetTime(); // -> now we calc the time of the last drawn frame + the time we spent skipping
- _ticks_since_last_update= dwT+curticks - lastticks;
-
- dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed
-
- if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?
- {
- if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent
- (60*dwFrameRateTicks)) // wrong waiting times
- _ticks_since_last_update=dwWaitTime;
-
- while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time
- { // (that's the additional limitation, yup)
- curticks = timeGetTime();
- _ticks_since_last_update = dwT+curticks - lastticks;
- }
- }
- else // we were still too slow ?!!?
- {
- if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems
- {
- iAdditionalSkip++; // -> inc our watchdog var
- dwLaceCnt=0; // -> reset lace count
- lastticks = timeGetTime();
- return; // -> done, we will skip next frame to get more speed
- }
- }
- }
-
- bInitCap=FALSE; // -> ok, we have inited the frameskip func
- iAdditionalSkip=0; // -> init additional skip
- bSkipNextFrame=FALSE; // -> we don't skip the next frame
- lastticks = timeGetTime(); // -> we store the start time of the next frame
- dwLaceCnt=0; // -> and we start to count the laces
- dwLastLace=0;
- _ticks_since_last_update=0;
- return; // -> done, the next frame will get drawn
- }
-
- bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first
-
- curticks = timeGetTime(); // get the current time (we are now at the end of one drawn frame)
- _ticks_since_last_update = curticks - lastticks;
-
- dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
- dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'
- if (dwWaitTime >= overslept)
- dwWaitTime-=overslept;
-
- if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...
- {
- if(UseFrameLimit) // if limitation, we skip just next frame,
- { // and decide after, if we need to do more
- iNumSkips=0;
- }
- else
- {
- iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up
- iNumSkips--; // -> since we already skip next frame, one down
- if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line
- }
- bSkipNextFrame = TRUE; // -> signal for skipping the next frame
- }
- else // we were faster than real psx? fine :)
- if(UseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached
- {
- if(dwLaceCnt>MAXLACE) // -> security check
- _ticks_since_last_update=dwWaitTime;
-
- while(_ticks_since_last_update<dwWaitTime) // -> just do a waiting loop...
- {
- curticks = timeGetTime();
- _ticks_since_last_update = curticks - lastticks;
-
- tickstogo = dwWaitTime - _ticks_since_last_update;
- if (tickstogo-overslept >= 200 && !(dwActFixes&16))
- usleep(tickstogo*10 - 200);
- }
- }
- overslept = _ticks_since_last_update - dwWaitTime;
- if (overslept < 0)
- overslept = 0;
- lastticks = timeGetTime(); // ok, start time of the next frame
- }
-
- dwLaceCnt=0; // init lace counter
-}
-
-void calcfps(void)
-{
- static unsigned long curticks,_ticks_since_last_update,lastticks;
- static long fps_cnt = 0;
- static unsigned long fps_tck = 1;
- static long fpsskip_cnt = 0;
- static unsigned long fpsskip_tck = 1;
-
- {
- curticks = timeGetTime();
- _ticks_since_last_update=curticks-lastticks;
-
- if(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update)
- fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));
-
- lastticks = curticks;
- }
-
- if(UseFrameSkip && UseFrameLimit)
- {
- fpsskip_tck += _ticks_since_last_update;
-
- if(++fpsskip_cnt==2)
- {
- fps_skip = (float)2000/(float)fpsskip_tck;
- fps_skip +=6.0f;
- fpsskip_cnt = 0;
- fpsskip_tck = 1;
- }
- }
-
- fps_tck += _ticks_since_last_update;
-
- if(++fps_cnt==20)
- {
- fps_cur = (float)(TIMEBASE*20)/(float)fps_tck;
-
- fps_cnt = 0;
- fps_tck = 1;
-
- //if(UseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display
- //fps_cur=fFrameRateHz;
- }
-
-}
-
-void PCFrameCap (void)
-{
- static unsigned long curticks, lastticks, _ticks_since_last_update;
- static unsigned long TicksToWait = 0;
- BOOL Waiting = TRUE;
-
- while (Waiting)
- {
- curticks = timeGetTime();
- _ticks_since_last_update = curticks - lastticks;
- if ((_ticks_since_last_update > TicksToWait) ||
- (curticks < lastticks))
- {
- Waiting = FALSE;
- lastticks = curticks;
- TicksToWait = (TIMEBASE/ (unsigned long)fFrameRateHz);
- }
- }
-}
-
-void PCcalcfps(void)
-{
- static unsigned long curticks,_ticks_since_last_update,lastticks;
- static long fps_cnt = 0;
- static float fps_acc = 0;
- float CurrentFPS=0;
-
- curticks = timeGetTime();
- _ticks_since_last_update=curticks-lastticks;
- if(_ticks_since_last_update)
- CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;
- else CurrentFPS = 0;
- lastticks = curticks;
-
- fps_acc += CurrentFPS;
-
- if(++fps_cnt==10)
- {
- fps_cur = fps_acc / 10;
- fps_acc = 0;
- fps_cnt = 0;
- }
-
- fps_skip=CurrentFPS+1.0f;
-}
-
-void SetAutoFrameCap(void)
-{
- if(iFrameLimit==1)
- {
- fFrameRateHz = fFrameRate;
- dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100));
- return;
- }
-
- if(dwActFixes&32)
- {
- if (PSXDisplay.Interlaced)
- fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;
- else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;
- }
- else
- {
- fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;
- dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100));
- }
-}
-
-void SetFPSHandler(void)
-{
-}
-
-void InitFPS(void)
-{
- if(!fFrameRate) fFrameRate=200.0f;
- if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate
- dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
-}
+/***************************************************************************
+ fps.c - description
+ -------------------
+ begin : Sun Oct 28 2001
+ copyright : (C) 2001 by Pete Bernert
+ email : BlackDove@addcom.de
+ ***************************************************************************/
+/***************************************************************************
+ * *
+ * This program is free software; you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation; either version 2 of the License, or *
+ * (at your option) any later version. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+#define _IN_FPS
+
+#include <unistd.h>
+
+#include "externals.h"
+#include "fps.h"
+#include "gpu.h"
+
+// FPS stuff
+float fFrameRateHz=0;
+DWORD dwFrameRateTicks=16;
+float fFrameRate;
+int iFrameLimit;
+int UseFrameLimit=0;
+int UseFrameSkip=0;
+
+// FPS skipping / limit
+BOOL bInitCap = TRUE;
+float fps_skip = 0;
+float fps_cur = 0;
+
+#define MAXLACE 16
+
+void CheckFrameRate(void)
+{
+ if(UseFrameSkip) // skipping mode?
+ {
+ if(!(dwActFixes&0x80)) // not old skipping mode?
+ {
+ dwLaceCnt++; // -> store cnt of vsync between frames
+ if(dwLaceCnt>=MAXLACE && UseFrameLimit) // -> if there are many laces without screen toggling,
+ { // do std frame limitation
+ if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
+ FrameCap();
+ }
+ }
+ else if(UseFrameLimit) FrameCap();
+ calcfps(); // -> calc fps display in skipping mode
+ }
+ else // non-skipping mode:
+ {
+ if(UseFrameLimit) FrameCap(); // -> do it
+ if(ulKeybits&KEY_SHOWFPS) calcfps(); // -> and calc fps display
+ }
+}
+
+#define TIMEBASE 100000
+
+unsigned long timeGetTime()
+{
+ struct timeval tv;
+ gettimeofday(&tv, 0); // well, maybe there are better ways
+ return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that, but at least it works
+}
+
+void FrameCap (void)
+{
+ static unsigned long curticks, lastticks, _ticks_since_last_update;
+ static unsigned int TicksToWait = 0;
+ int overslept=0, tickstogo=0;
+ BOOL Waiting = TRUE;
+
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+
+ if((_ticks_since_last_update > TicksToWait) ||
+ (curticks <lastticks))
+ {
+ lastticks = curticks;
+ overslept = _ticks_since_last_update - TicksToWait;
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
+ TicksToWait=0;
+ else
+ TicksToWait=dwFrameRateTicks - overslept;
+ }
+ else
+ {
+ while (Waiting)
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ tickstogo = TicksToWait - _ticks_since_last_update;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks) || tickstogo < overslept)
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ overslept = _ticks_since_last_update - TicksToWait;
+ TicksToWait = dwFrameRateTicks - overslept;
+ return;
+ }
+ if (tickstogo >= 200 && !(dwActFixes&16))
+ usleep(tickstogo*10 - 200);
+ }
+ }
+ }
+}
+
+#define MAXSKIP 120
+
+void FrameSkip(void)
+{
+ static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip
+ static DWORD dwLastLace=0; // helper var for frame limitation
+ static DWORD curticks, lastticks, _ticks_since_last_update;
+ int tickstogo=0;
+ static int overslept=0;
+
+ if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
+
+ if(iNumSkips) // we are in skipping mode?
+ {
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
+ bSkipNextFrame = TRUE; // -> we skip next frame
+ iNumSkips--; // -> ok, one done
+ }
+ else // ok, no additional skipping has to be done...
+ { // we check now, if some limitation is needed, or a new skipping has to get started
+ DWORD dwWaitTime;
+
+ if(bInitCap || bSkipNextFrame) // first time or we skipped before?
+ {
+ if(UseFrameLimit && !bInitCap) // frame limit wanted and not first time called?
+ {
+ DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame
+ dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame
+
+ curticks = timeGetTime(); // -> now we calc the time of the last drawn frame + the time we spent skipping
+ _ticks_since_last_update= dwT+curticks - lastticks;
+
+ dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed
+
+ if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?
+ {
+ if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent
+ (60*dwFrameRateTicks)) // wrong waiting times
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time
+ { // (that's the additional limitation, yup)
+ curticks = timeGetTime();
+ _ticks_since_last_update = dwT+curticks - lastticks;
+ }
+ }
+ else // we were still too slow ?!!?
+ {
+ if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems
+ {
+ iAdditionalSkip++; // -> inc our watchdog var
+ dwLaceCnt=0; // -> reset lace count
+ lastticks = timeGetTime();
+ return; // -> done, we will skip next frame to get more speed
+ }
+ }
+ }
+
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func
+ iAdditionalSkip=0; // -> init additional skip
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame
+ lastticks = timeGetTime(); // -> we store the start time of the next frame
+ dwLaceCnt=0; // -> and we start to count the laces
+ dwLastLace=0;
+ _ticks_since_last_update=0;
+ return; // -> done, the next frame will get drawn
+ }
+
+ bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first
+
+ curticks = timeGetTime(); // get the current time (we are now at the end of one drawn frame)
+ _ticks_since_last_update = curticks - lastticks;
+
+ dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
+ dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'
+ if (dwWaitTime >= overslept)
+ dwWaitTime-=overslept;
+
+ if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...
+ {
+ if(UseFrameLimit) // if limitation, we skip just next frame,
+ { // and decide after, if we need to do more
+ iNumSkips=0;
+ }
+ else
+ {
+ iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up
+ iNumSkips--; // -> since we already skip next frame, one down
+ if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line
+ }
+ bSkipNextFrame = TRUE; // -> signal for skipping the next frame
+ }
+ else // we were faster than real psx? fine :)
+ if(UseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached
+ {
+ if(dwLaceCnt>MAXLACE) // -> security check
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // -> just do a waiting loop...
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+
+ tickstogo = dwWaitTime - _ticks_since_last_update;
+ if (tickstogo-overslept >= 200 && !(dwActFixes&16))
+ usleep(tickstogo*10 - 200);
+ }
+ }
+ overslept = _ticks_since_last_update - dwWaitTime;
+ if (overslept < 0)
+ overslept = 0;
+ lastticks = timeGetTime(); // ok, start time of the next frame
+ }
+
+ dwLaceCnt=0; // init lace counter
+}
+
+void calcfps(void)
+{
+ static unsigned long curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static unsigned long fps_tck = 1;
+ static long fpsskip_cnt = 0;
+ static unsigned long fpsskip_tck = 1;
+
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update=curticks-lastticks;
+
+ if(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(UseFrameSkip && UseFrameLimit)
+ {
+ fpsskip_tck += _ticks_since_last_update;
+
+ if(++fpsskip_cnt==2)
+ {
+ fps_skip = (float)2000/(float)fpsskip_tck;
+ fps_skip +=6.0f;
+ fpsskip_cnt = 0;
+ fpsskip_tck = 1;
+ }
+ }
+
+ fps_tck += _ticks_since_last_update;
+
+ if(++fps_cnt==20)
+ {
+ fps_cur = (float)(TIMEBASE*20)/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ //if(UseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display
+ //fps_cur=fFrameRateHz;
+ }
+
+}
+
+void PCFrameCap (void)
+{
+ static unsigned long curticks, lastticks, _ticks_since_last_update;
+ static unsigned long TicksToWait = 0;
+ BOOL Waiting = TRUE;
+
+ while (Waiting)
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ TicksToWait = (TIMEBASE/ (unsigned long)fFrameRateHz);
+ }
+ }
+}
+
+void PCcalcfps(void)
+{
+ static unsigned long curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static float fps_acc = 0;
+ float CurrentFPS=0;
+
+ curticks = timeGetTime();
+ _ticks_since_last_update=curticks-lastticks;
+ if(_ticks_since_last_update)
+ CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;
+ else CurrentFPS = 0;
+ lastticks = curticks;
+
+ fps_acc += CurrentFPS;
+
+ if(++fps_cnt==10)
+ {
+ fps_cur = fps_acc / 10;
+ fps_acc = 0;
+ fps_cnt = 0;
+ }
+
+ fps_skip=CurrentFPS+1.0f;
+}
+
+void SetAutoFrameCap(void)
+{
+ if(iFrameLimit==1)
+ {
+ fFrameRateHz = fFrameRate;
+ dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100));
+ return;
+ }
+
+ if(dwActFixes&32)
+ {
+ if (PSXDisplay.Interlaced)
+ fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;
+ else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;
+ }
+ else
+ {
+ fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;
+ dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100));
+ }
+}
+
+void SetFPSHandler(void)
+{
+}
+
+void InitFPS(void)
+{
+ if(!fFrameRate) fFrameRate=200.0f;
+ if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+}