Use steady_clock over high_resolution_clock

This commit is contained in:
Struma 2021-02-26 16:30:19 -05:00 committed by Roza
parent 48a2393bb8
commit c4220f223d

View file

@ -99,7 +99,7 @@ struct SharedStatePrivate
unsigned int stampCounter;
std::chrono::time_point<std::chrono::high_resolution_clock> startupTime;
std::chrono::time_point<std::chrono::steady_clock> startupTime;
SharedStatePrivate(RGSSThreadData *threadData)
: bindingData(0),
@ -117,7 +117,7 @@ struct SharedStatePrivate
stampCounter(0)
{
startupTime = std::chrono::high_resolution_clock::now();
startupTime = std::chrono::steady_clock::now();
/* Shaders have been compiled in ShaderSet's constructor */
if (gl.ReleaseShaderCompiler)
@ -365,7 +365,7 @@ Font &SharedState::defaultFont() const
unsigned long long SharedState::runTime() {
if (!p) return 0;
const auto now = std::chrono::high_resolution_clock::now();
const auto now = std::chrono::steady_clock::now();
return std::chrono::duration_cast<std::chrono::microseconds>(now - p->startupTime).count();
}