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/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
#include <stdio.h>
#include "glutint.h"
GLint __glutFPS = 0;
GLint __glutSwapCount = 0;
GLint __glutSwapTime = 0;
/* CENTRY */
void GLUTAPIENTRY
glutSwapBuffers(void)
{
GLUTwindow *window = __glutCurrentWindow;
if (window->renderWin == window->win) {
if (__glutCurrentWindow->treatAsSingle) {
/* Pretend the double buffered window is single buffered,
so treat glutSwapBuffers as a no-op. */
return;
}
} else {
if (__glutCurrentWindow->overlay->treatAsSingle) {
/* Pretend the double buffered overlay is single
buffered, so treat glutSwapBuffers as a no-op. */
return;
}
}
/* For the MESA_SWAP_HACK. */
window->usedSwapBuffers = 1;
SWAP_BUFFERS_LAYER(__glutCurrentWindow);
/* I considered putting the window being swapped on the
GLUT_FINISH_WORK work list because you could call
glutSwapBuffers from an idle callback which doesn't call
__glutSetWindow which normally adds indirect rendering
windows to the GLUT_FINISH_WORK work list. Not being put
on the list could lead to the buffering up of multiple
redisplays and buffer swaps and hamper interactivity. I
consider this an application bug due to not using
glutPostRedisplay to trigger redraws. If
glutPostRedisplay were used, __glutSetWindow would be
called and a glFinish to throttle buffering would occur. */
if (__glutFPS) {
GLint t = glutGet(GLUT_ELAPSED_TIME);
__glutSwapCount++;
if (__glutSwapTime == 0)
__glutSwapTime = t;
else if (t - __glutSwapTime > __glutFPS) {
float time = 0.001 * (t - __glutSwapTime);
float fps = (float) __glutSwapCount / time;
fprintf(stderr, "GLUT: %d frames in %.2f seconds = %.2f FPS\n",
__glutSwapCount, time, fps);
__glutSwapTime = t;
__glutSwapCount = 0;
}
}
}
/* ENDCENTRY */
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