core_timing: Rename CoreTiming namespace to Core::Timing
Places all of the timing-related functionality under the existing Core namespace to keep things consistent, rather than having the timing utilities sitting in its own completely separate namespace.
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35 changed files with 172 additions and 174 deletions
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@ -317,7 +317,7 @@ void Maxwell3D::ProcessQueryGet() {
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LongQueryResult query_result{};
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query_result.value = result;
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// TODO(Subv): Generate a real GPU timestamp and write it here instead of CoreTiming
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query_result.timestamp = CoreTiming::GetTicks();
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query_result.timestamp = Core::Timing::GetTicks();
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Memory::WriteBlock(*address, &query_result, sizeof(query_result));
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}
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dirty_flags.OnMemoryWrite();
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@ -282,7 +282,7 @@ void GPU::ProcessSemaphoreTriggerMethod() {
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block.sequence = regs.semaphore_sequence;
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// TODO(Kmather73): Generate a real GPU timestamp and write it here instead of
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// CoreTiming
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block.timestamp = CoreTiming::GetTicks();
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block.timestamp = Core::Timing::GetTicks();
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Memory::WriteBlock(*address, &block, sizeof(block));
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} else {
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const auto address =
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@ -137,7 +137,7 @@ void RendererOpenGL::SwapBuffers(
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render_window.PollEvents();
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Core::System::GetInstance().FrameLimiter().DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
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Core::System::GetInstance().FrameLimiter().DoFrameLimiting(Core::Timing::GetGlobalTimeUs());
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Core::System::GetInstance().GetPerfStats().BeginSystemFrame();
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// Restore the rasterizer state
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