[Mesa-dev] [PATCH] glx/dri2: use uint64_t instead of double to represent time for FPS calculation

Henri Verbeet hverbeet at gmail.com
Sun Sep 30 13:01:43 PDT 2012


On 30 September 2012 21:51, Marek Olšák <maraeo at gmail.com> wrote:
> Wine or a windows app changes fpucw to 0x7f, causing doubles to be equivalent
> to floats, which broke the calculation of FPS.
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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