GLint gear_list[3];
int fullscreen;
+ int frames;
+ uint32_t last_fps;
};
struct gear_template {
}
static void
+update_fps(struct gears *gears, uint32_t time)
+{
+ long diff_ms;
+
+ gears->frames++;
+
+ diff_ms = time - gears->last_fps;
+
+ if (diff_ms > 5000) {
+ float seconds = diff_ms / 1000.0;
+ float fps = gears->frames / seconds;
+
+ printf("%d frames in %6.3f seconds = %6.3f FPS\n", gears->frames, seconds, fps);
+ fflush(stdout);
+
+ gears->frames = 0;
+ gears->last_fps = time;
+ }
+}
+
+static void
frame_callback(void *data, struct wl_callback *callback, uint32_t time)
{
struct gears *gears = data;
+ update_fps(gears, time);
+
gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0;
window_schedule_redraw(gears->window);
{
const int width = 450, height = 500;
struct gears *gears;
+ struct timeval tv;
int i;
gears = malloc(sizeof *gears);
gears->view.rotx = 20.0;
gears->view.roty = 30.0;
+ gettimeofday(&tv, NULL);
+ gears->last_fps = tv.tv_sec * 1000 + tv.tv_usec / 1000;
+
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);