Exemple #1
0
TEST(BytesTest, Comparison)
{
  EXPECT_GT(Terabytes(1), Gigabytes(1));
  EXPECT_GT(Gigabytes(1), Megabytes(1));
  EXPECT_GT(Megabytes(1), Kilobytes(1));
  EXPECT_GT(Kilobytes(1), Bytes(1));

  EXPECT_EQ(Bytes(1024), Kilobytes(1));
  EXPECT_LT(Bytes(1023), Kilobytes(1));
  EXPECT_GT(Bytes(1025), Kilobytes(1));
}
Exemple #2
0
TEST(BytesTest, Arithmetic)
{
  EXPECT_EQ(Terabytes(1), Gigabytes(512) + Gigabytes(512));
  EXPECT_EQ(Terabytes(1), Terabytes(2) - Terabytes(1));

  EXPECT_EQ(Terabytes(1), Gigabytes(1) * 1024);

  EXPECT_EQ(Gigabytes(1), Terabytes(1) / 1024);
}
Exemple #3
0
TEST(BytesTest, Stringify)
{
  EXPECT_NE(Megabytes(1023), Gigabytes(1));

  EXPECT_EQ("0B", stringify(Bytes()));

  EXPECT_EQ("1KB", stringify(Kilobytes(1)));
  EXPECT_EQ("1MB", stringify(Megabytes(1)));
  EXPECT_EQ("1GB", stringify(Gigabytes(1)));
  EXPECT_EQ("1TB", stringify(Terabytes(1)));

  EXPECT_EQ("1023B", stringify(Bytes(1023)));
  EXPECT_EQ("1023KB", stringify(Kilobytes(1023)));
  EXPECT_EQ("1023MB", stringify(Megabytes(1023)));
  EXPECT_EQ("1023GB", stringify(Gigabytes(1023)));
}
Exemple #4
0
TEST(BytesTest, Parse)
{
  EXPECT_SOME_EQ(Terabytes(1), Bytes::parse("1TB"));
  EXPECT_SOME_EQ(Gigabytes(1), Bytes::parse("1GB"));
  EXPECT_SOME_EQ(Megabytes(1), Bytes::parse("1MB"));
  EXPECT_SOME_EQ(Kilobytes(1), Bytes::parse("1KB"));
  EXPECT_SOME_EQ(Bytes(1), Bytes::parse("1B"));

  // Cannot have fractional bytes.
  EXPECT_ERROR(Bytes::parse("1.5B"));

  // Parsing fractions is unsupported.
  EXPECT_ERROR(Bytes::parse("1.5GB"));

  // Unknown unit.
  EXPECT_ERROR(Bytes::parse("1PB"));
}
Exemple #5
0
int main(int argc, char *argv[]) {
    sdl_state SDLState = {};

    platform_work_queue HighPriorityQueue = {};
    SDLMakeQueue(&HighPriorityQueue, 6);

    platform_work_queue LowPriorityQueue = {};
    SDLMakeQueue(&LowPriorityQueue, 2);


    GlobalPerfCountFrequency = SDL_GetPerformanceFrequency();

    SDLGetEXEFileName(&SDLState);

    char SourceGameCodeDLLFullpath[SDL_STATE_FILE_NAME_COUNT];
    SDLBuildEXEPathFileName(&SDLState, "handmade.dylib",
                            sizeof(SourceGameCodeDLLFullpath), SourceGameCodeDLLFullpath);

    char TempGameCodeDLLFullpath[SDL_STATE_FILE_NAME_COUNT];
    SDLBuildEXEPathFileName(&SDLState, "handmade_temp.dylib",
                            sizeof(TempGameCodeDLLFullpath), TempGameCodeDLLFullpath);

    char GameCodeLockFullpath[SDL_STATE_FILE_NAME_COUNT];
    SDLBuildEXEPathFileName(&SDLState, "lock.tmp",
                            sizeof(GameCodeLockFullpath), GameCodeLockFullpath);

    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
        printf("Failed to initialize SDL: %s\n", SDL_GetError());
        return -1;
    }

    SDL_Window *Window = SDL_CreateWindow("Handmade Hero",
                                          SDL_WINDOWPOS_CENTERED,
                                          SDL_WINDOWPOS_CENTERED,
                                          960, 540,
                                          SDL_WINDOW_OPENGL);
    if (!Window) {
        printf("Failed to create window: %s\n", SDL_GetError());
        return -1;
    }

    SDLResizeDIBSection(Window, &GlobalBackBuffer, 960, 540);

    // TODO: Set GameUpdateHz by monitor refresh HZ
    real32 GameUpdateHz = 60.0f;
    real32 TargetSecondsPerFrame = 1.0f / GameUpdateHz;

    sdl_sound_output SoundOutput = {};
    SoundOutput.SamplesPerSecond = 48000;
    SoundOutput.BytesPerSample = sizeof(int16) * 2;
    SoundOutput.BufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;

    SDL_AudioDeviceID Audio = SDLInitSound(SoundOutput.SamplesPerSecond);

    u32 MaxPossibleOverrun = 2 * 4 * sizeof(u16);
    int16 *Samples = (int16 *)mmap(0, (size_t)(SoundOutput.BufferSize + MaxPossibleOverrun),
                                   PROT_READ | PROT_WRITE,
                                   MAP_PRIVATE | MAP_ANON, -1, 0);

    GlobalRunning = true;

#if HANDMADE_INTERNAL
    void *BaseAddress = (void *)Terabytes(2);
#else
    void *BaseAddress = 0;
#endif

    game_memory GameMemory = {};
    GameMemory.PermanentStorageSize = Megabytes(64);
    GameMemory.TransientStorageSize = Gigabytes(256);
    GameMemory.HighPriorityQueue = &HighPriorityQueue;
    GameMemory.LowPriorityQueue = &LowPriorityQueue;

    GameMemory.PlatformAPI.AddEntry = SDLAddEntry;
    GameMemory.PlatformAPI.CompleteAllWork = SDLCompleteAllWork;

    GameMemory.PlatformAPI.GetAllFilesOfTypeBegin = SDLGetAllFilesOfTypeBegin;
    GameMemory.PlatformAPI.GetAllFilesOfTypeEnd = SDLGetAllFilesOfTypeEnd;
    GameMemory.PlatformAPI.OpenNextFile = SDLOpenNextFile;
    GameMemory.PlatformAPI.ReadDataFromFile = SDLReadDataFromFile;
    GameMemory.PlatformAPI.FileError = SDLFileError;

    GameMemory.PlatformAPI.AllocateMemory = SDLAllocateMemory;
    GameMemory.PlatformAPI.DeallocateMemory = SDLDeallocateMemory;

    GameMemory.PlatformAPI.DEBUGFreeFileMemory = DEBUGPlatformFreeFileMemory;
    GameMemory.PlatformAPI.DEBUGReadEntireFile = DEBUGPlatformReadEntireFile;
    GameMemory.PlatformAPI.DEBUGWriteEntireFile = DEBUGPlatformWriteEntireFile;

    SDLState.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;

    SDLState.GameMemoryBlock = mmap(BaseAddress,
                                    (size_t) SDLState.TotalSize,
                                    PROT_READ | PROT_WRITE,
                                    MAP_PRIVATE | MAP_ANON, -1, 0);
    GameMemory.PermanentStorage = SDLState.GameMemoryBlock;
    GameMemory.TransientStorage = ((uint8 *) GameMemory.PermanentStorage + GameMemory.PermanentStorageSize);

    if (!(GameMemory.PermanentStorage && GameMemory.TransientStorage)) {
        printf("Failed to allocate game memory\n");
        return -1;
    }

    // TODO: Add game replay support here

    game_input Input[2] = {};
    game_input *NewInput = &Input[0];
    game_input *OldInput = &Input[1];

    uint64 LastCounter = SDL_GetPerformanceCounter();
    uint64 FlipWallClock = SDL_GetPerformanceCounter();

    sdl_game_code Game = SDLLoadGameCode(SourceGameCodeDLLFullpath,
                                         TempGameCodeDLLFullpath,
                                         GameCodeLockFullpath);

    uint64 LastCycleCount = _rdtsc();

    while (GlobalRunning) {
        NewInput->dtForFrame = TargetSecondsPerFrame;

        NewInput->ExecutableReloaded = false;
        time_t NewDLLWriteTime = SDLGetLastWriteTime(SourceGameCodeDLLFullpath);
        if (difftime(NewDLLWriteTime, Game.DLLLastWriteTime) > 0) {
            SDLCompleteAllWork(&HighPriorityQueue);
            SDLCompleteAllWork(&LowPriorityQueue);

            SDLUnloadGameCode(&Game);
            Game = SDLLoadGameCode(SourceGameCodeDLLFullpath,
                                   TempGameCodeDLLFullpath,
                                   GameCodeLockFullpath);
            NewInput->ExecutableReloaded = true;
        }

        game_controller_input *OldKeyboardController = GetController(OldInput, 0);
        game_controller_input *NewKeyboardController = GetController(NewInput, 0);
        *NewKeyboardController = {};
        NewKeyboardController->IsConnected = true;
        for (size_t ButtonIndex = 0; ButtonIndex < ArrayCount(NewKeyboardController->Buttons); ++ButtonIndex) {
            NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
        }

        SDLProcessPendingMessage(&SDLState, NewKeyboardController);

        if (!GlobalPause) {
            Uint32 MouseButtons = SDL_GetMouseState(&NewInput->MouseX, &NewInput->MouseY);
            NewInput->MouseZ = 0;
            SDLProcessKeyboardMessage(&NewInput->MouseButtons[0],
                                      SDL_BUTTON(SDL_BUTTON_LEFT));
            SDLProcessKeyboardMessage(&NewInput->MouseButtons[1],
                                      SDL_BUTTON(SDL_BUTTON_MIDDLE));
            SDLProcessKeyboardMessage(&NewInput->MouseButtons[2],
                                      SDL_BUTTON(SDL_BUTTON_RIGHT));
            SDLProcessKeyboardMessage(&NewInput->MouseButtons[3],
                                      SDL_BUTTON(SDL_BUTTON_X1));
            SDLProcessKeyboardMessage(&NewInput->MouseButtons[4],
                                      SDL_BUTTON(SDL_BUTTON_X2));

            // TODO: Handle Mouse button here

            // TODO: Game controller support here

            game_offscreen_buffer Buffer = {};
            Buffer.Memory = GlobalBackBuffer.Memory;
            Buffer.Width = GlobalBackBuffer.Width;
            Buffer.Height = GlobalBackBuffer.Height;
            Buffer.Pitch = GlobalBackBuffer.Pitch;

            if (Game.UpdateAndRender) {
                Game.UpdateAndRender(&GameMemory, NewInput, &Buffer);
                HandleDebugCycleCounters(&GameMemory);
            }

            // TODO: Game audio support here
            game_sound_output_buffer SoundBuffer = {};
            SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
            SoundBuffer.SampleCount = Align8((u32)(SoundOutput.SamplesPerSecond * TargetSecondsPerFrame));
            SoundBuffer.Samples = Samples;
            if (Game.GetSoundSamples) {
                Game.GetSoundSamples(&GameMemory, &SoundBuffer);
                SDL_QueueAudio(Audio, SoundBuffer.Samples, SoundBuffer.SampleCount * SoundOutput.BytesPerSample);
            }

            SDLDisplayBufferInWindow(&GlobalBackBuffer);

            game_input *Temp = NewInput;
            NewInput = OldInput;
            OldInput = Temp;
        }
    }

    return 0;
}
int CALLBACK WinMain(HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CommandLine, int ShowCode) {
	win32_state Win32State = {};

	LARGE_INTEGER PerfCounterFrequencyResult;
	QueryPerformanceFrequency(&PerfCounterFrequencyResult);
	GlobalPerfCounterFrequency = PerfCounterFrequencyResult.QuadPart;

	Win32GetEXEFileName(&Win32State);
	char SourceGameCodeDLLFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "handmade.dll", sizeof(SourceGameCodeDLLFullPath), SourceGameCodeDLLFullPath);
	char TempGameCodeDLLFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "handmade_temp.dll", sizeof(TempGameCodeDLLFullPath), TempGameCodeDLLFullPath);
	char GameCodeLockFullPath[WIN32_STATE_FILE_NAME_COUNT];
	Win32BuildEXEPathFileName(&Win32State, "lock.tmp", sizeof(GameCodeLockFullPath), GameCodeLockFullPath);

	// NOTE: setting windows scheduler granularity for our sleep() call
	UINT DesiredSchedulerMS = 1;
	bool32 SleepIsGranular = (timeBeginPeriod(DesiredSchedulerMS) == TIMERR_NOERROR);

	Win32LoadXInput();
	Win32ResizeDIBSection(&GlobalBackbuffer, 960, 540);

#if HANDMADE_INTERNAL
	DEBUGGlobalShowCursor = true;
#endif

	WNDCLASSEXA WindowClass = {};
	WindowClass.style = CS_VREDRAW | CS_HREDRAW;
	WindowClass.cbSize = sizeof(WNDCLASSEXA);
	WindowClass.lpfnWndProc = Win32MainWindowCallback;
	WindowClass.hInstance = Instance;
	WindowClass.hCursor = LoadCursor(0, IDC_ARROW);
	// WindowClass.hIcon;
	WindowClass.lpszClassName = "HandmadeHeroWindowClass";

	if (RegisterClassExA(&WindowClass)) {
		// WS_EX_TOPMOST|WS_EX_LAYERED
		HWND Window = CreateWindowExA(0, WindowClass.lpszClassName, "Handmade Hero", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, 996, 600, 0, 0, Instance, 0);

		if (Window) {
			// TODO: reliably query this from windows
			int MonitorRefreshHz = 60;
			HDC RefreshDC = GetDC(Window);
			int Win32RefreshRate = GetDeviceCaps(RefreshDC, VREFRESH);
			ReleaseDC(Window, RefreshDC);
			if (Win32RefreshRate > 1) {
				MonitorRefreshHz = Win32RefreshRate;

				if (MonitorRefreshHz == 59) {
					MonitorRefreshHz = 60;
				}
			}
			real32 GameUpdateHz = MonitorRefreshHz / 2.0f;
			real32 TargetSecondsPerFrame = 1.0f / GameUpdateHz;

			// NOTE: sound test
			win32_sound_output SoundOutput = {};
			SoundOutput.SamplesPerSecond = 48000;
			SoundOutput.BytesPerSample = sizeof(int16) * 2;
			SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
			// TODO: compute this variance and see what the lowest reasonable value is
			SoundOutput.SafetyBytes = (int)((real32)SoundOutput.SamplesPerSecond * (real32)SoundOutput.BytesPerSample / GameUpdateHz / 3.0f);

			Win32InitDSound(Window, SoundOutput.SamplesPerSecond, SoundOutput.SecondaryBufferSize);
			Win32ClearSoundBuffer(&SoundOutput);
			GlobalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);

			GlobalRunning = true;

			// TODO: pool with bitmap virtualalloc
			int16 *Samples = (int16 *)VirtualAlloc(0, SoundOutput.SecondaryBufferSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);

#if HANDMADE_INTERNAL
			LPVOID BaseAddress = (LPVOID)Terabytes(2);
#else
			LPVOID BaseAddress = 0;
#endif

			game_memory GameMemory = {};
			GameMemory.PermanentStorageSize = Megabytes(64);
			GameMemory.TransientStorageSize = Gigabytes(1);
			GameMemory.DEBUGPlatformFreeFileMemory = DEBUGPlatformFreeFileMemory;
			GameMemory.DEBUGPlatformReadEntireFile = DEBUGPlatformReadEntireFile;
			GameMemory.DEBUGPlatformWriteEntireFile = DEBUGPlatformWriteEntireFile;

			// TODO: handle various memory footprints using system metrics
			// TODO: use MEM_LARGE_PAGES
			Win32State.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
			Win32State.GameMemoryBlock = VirtualAlloc(BaseAddress, (size_t)Win32State.TotalSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
			GameMemory.PermanentStorage = Win32State.GameMemoryBlock;
			GameMemory.TransientStorage = (uint8 *)GameMemory.PermanentStorage + GameMemory.PermanentStorageSize;

			for (int ReplayIndex = 1; ReplayIndex < ArrayCount(Win32State.ReplayBuffers); ++ReplayIndex) {
				// TODO: recording system still takes too long on record start
				win32_replay_buffer *ReplayBuffer = &Win32State.ReplayBuffers[ReplayIndex];

				Win32GetInputFileLocation(&Win32State, false, ReplayIndex, sizeof(ReplayBuffer->FileName), ReplayBuffer->FileName);
				ReplayBuffer->FileHandle = CreateFileA(ReplayBuffer->FileName, GENERIC_READ | GENERIC_WRITE, 0, 0, CREATE_ALWAYS, 0, 0);

				LARGE_INTEGER MaxSize;
				MaxSize.QuadPart = Win32State.TotalSize;
				ReplayBuffer->MemoryMap = CreateFileMapping(ReplayBuffer->FileHandle, 0, PAGE_READWRITE, MaxSize.HighPart, MaxSize.LowPart, 0);
				ReplayBuffer->MemoryBlock = MapViewOfFile(ReplayBuffer->MemoryMap, FILE_MAP_ALL_ACCESS, 0, 0, (size_t)Win32State.TotalSize);

				if (!ReplayBuffer->MemoryBlock) {
					// TODO: diagnostic
				}
			}

			if (Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
				game_input Input[2] = {};
				game_input *NewInput = &Input[0];
				game_input *OldInput = &Input[1];

				LARGE_INTEGER LastCounter = Win32GetWallClock();
				LARGE_INTEGER FlipWallClock = Win32GetWallClock();

				int DebugTimeMarkerIndex = 0;
				win32_debug_time_marker DebugTimeMarkers[30] = { 0 };

				// TODO: handle startup specially
				bool32 SoundIsValid = false;
				DWORD AudioLatencyBytes = 0;
				real32 AudioLatencySeconds = 0;

				win32_game_code Game = Win32LoadGameCode(SourceGameCodeDLLFullPath, TempGameCodeDLLFullPath, GameCodeLockFullPath);

				uint64 LastCycleCount = __rdtsc();

				while (GlobalRunning) {
					NewInput->FrameTimeDelta = TargetSecondsPerFrame;

					FILETIME NewDLLWriteTime = Win32GetLastWriteTime(SourceGameCodeDLLFullPath);
					if (CompareFileTime(&NewDLLWriteTime, &Game.DLLLastWriteTime) != 0) {
						Win32UnloadGameCode(&Game);
						Game = Win32LoadGameCode(SourceGameCodeDLLFullPath, TempGameCodeDLLFullPath, GameCodeLockFullPath);
					}

					// TODO: zeroing macro
					// TODO: we cant zero everything as the up/down state will be wrong
					game_controller_input *OldKeyboardController = GetController(OldInput, 0);
					game_controller_input *NewKeyboardController = GetController(NewInput, 0);
					*NewKeyboardController = {};
					NewKeyboardController->IsConnected = true;

					for (int ButtonIndex = 0; ButtonIndex < ArrayCount(NewKeyboardController->Buttons); ++ButtonIndex) {
						NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
					}

					Win32ProcessPendingMessages(&Win32State, NewKeyboardController);

					if (!GlobalPause) {
						POINT MousePoint;
						GetCursorPos(&MousePoint);
						ScreenToClient(Window, &MousePoint);
						NewInput->MouseX = MousePoint.x;
						NewInput->MouseY = MousePoint.y;
						NewInput->MouseZ = 0; // TODO: support mousewheel?
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[0], GetKeyState(VK_LBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[1], GetKeyState(VK_MBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[2], GetKeyState(VK_RBUTTON) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[3], GetKeyState(VK_XBUTTON1) & (1 << 15));
						Win32ProcessKeyboardMessage(&NewInput->MouseButtons[4], GetKeyState(VK_XBUTTON2) & (1 << 15));

						// TODO: should we poll this more frequently
						// TODO: dont poll disconnected controllers to prevent xinput frame rate impact
						DWORD MaxControllerCount = XUSER_MAX_COUNT;
						if (MaxControllerCount > (ArrayCount(NewInput->Controllers) - 1)) {
							MaxControllerCount = (ArrayCount(NewInput->Controllers) - 1);
						}

						for (DWORD ControllerIndex = 0; ControllerIndex < MaxControllerCount; ++ControllerIndex) {
							DWORD OurControllerIndex = ControllerIndex + 1;
							game_controller_input *OldController = GetController(OldInput, OurControllerIndex);
							game_controller_input *NewController = GetController(NewInput, OurControllerIndex);

							XINPUT_STATE ControllerState;

							if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS) {
								NewController->IsConnected = true;
								NewController->IsAnalog = OldController->IsAnalog;
								// TODO: See if ControllerState.dwPacketNumber increments too rapidly
								XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

								// TODO: currently handling a square deadzone, check if it is circular
								NewController->StickAverageX = Win32ProcessXInputStickValue(Pad->sThumbLX, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
								NewController->StickAverageY = Win32ProcessXInputStickValue(Pad->sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);

								if ((NewController->StickAverageX != 0.0f) || (NewController->StickAverageY != 0.0f)) {
									NewController->IsAnalog = true;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP) {
									NewController->StickAverageY = 1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {
									NewController->StickAverageY = -1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {
									NewController->StickAverageX = -1.0f;
									NewController->IsAnalog = false;
								}

								if (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {
									NewController->StickAverageX = 1.0f;
									NewController->IsAnalog = false;
								}

								real32 Threshold = 0.5f;
								Win32ProcessXInputDigitalButton((NewController->StickAverageX < -Threshold) ? 1 : 0, &OldController->MoveLeft, 1, &NewController->MoveLeft);
								Win32ProcessXInputDigitalButton((NewController->StickAverageX > Threshold) ? 1 : 0, &OldController->MoveRight, 1, &NewController->MoveRight);
								Win32ProcessXInputDigitalButton((NewController->StickAverageY < -Threshold) ? 1 : 0, &OldController->MoveDown, 1, &NewController->MoveDown);
								Win32ProcessXInputDigitalButton((NewController->StickAverageY > Threshold) ? 1 : 0, &OldController->MoveUp, 1, &NewController->MoveUp);

								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionDown, XINPUT_GAMEPAD_A, &NewController->ActionDown);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionRight, XINPUT_GAMEPAD_B, &NewController->ActionRight);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionLeft, XINPUT_GAMEPAD_X, &NewController->ActionLeft);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->ActionUp, XINPUT_GAMEPAD_Y, &NewController->ActionUp);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->LeftShoulder, XINPUT_GAMEPAD_LEFT_SHOULDER, &NewController->LeftShoulder);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->RightShoulder, XINPUT_GAMEPAD_RIGHT_SHOULDER, &NewController->RightShoulder);

								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->Start, XINPUT_GAMEPAD_START, &NewController->Start);
								Win32ProcessXInputDigitalButton(Pad->wButtons, &OldController->Back, XINPUT_GAMEPAD_BACK, &NewController->Back);
							}
							else {
								// NOTE: the controller is not available
								NewController->IsConnected = false;
							}
						}

						thread_context Thread = {};

						game_offscreen_buffer Buffer = {};
						Buffer.Memory = GlobalBackbuffer.Memory;
						Buffer.Width = GlobalBackbuffer.Width;
						Buffer.Height = GlobalBackbuffer.Height;
						Buffer.Pitch = GlobalBackbuffer.Pitch;
						Buffer.BytesPerPixel = GlobalBackbuffer.BytesPerPixel;

						if (Win32State.InputRecordingIndex) {
							Win32RecordInput(&Win32State, NewInput);
						}

						if (Win32State.InputPlaybackIndex) {
							Win32PlaybackInput(&Win32State, NewInput);
						}

						if (Game.UpdateAndRender) {
							Game.UpdateAndRender(&Thread, &GameMemory, NewInput, &Buffer);
						}

						LARGE_INTEGER AudioWallClock = Win32GetWallClock();
						real32 FromBeginToAudioSeconds = Win32GetSecondsElapsed(FlipWallClock, AudioWallClock);

						DWORD PlayCursor;
						DWORD WriteCursor;

						if (GlobalSecondaryBuffer->GetCurrentPosition(&PlayCursor, &WriteCursor) == DS_OK) {
							/* NOTE: Sound output explanation

							We define a safety value that is the number of samples we think our game update loop can vary by.
							When we wake up to write audio we look at the play cursor position and forecast where we think it will be on the next frame boundary.
							If the write cursor is before that by at least our safety value, the target fill position is the frame boundary plus one frame. This gives us perfect audio sync if the audio latency is low enough.
							If the write cursor is after that safety value then we assume we can't sync the audio so we write one frames worth of audio plus the safety values worth of samples.

							*/

							if (!SoundIsValid) {
								SoundOutput.RunningSampleIndex = WriteCursor / SoundOutput.BytesPerSample;
								SoundIsValid = true;
							}

							DWORD ByteToLock = (SoundOutput.RunningSampleIndex * SoundOutput.BytesPerSample) % SoundOutput.SecondaryBufferSize;
							DWORD ExpectedSoundBytesPerFrame = (int)((real32)(SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample) / GameUpdateHz);
							real32 SecondsLeftUntilFlip = TargetSecondsPerFrame - FromBeginToAudioSeconds;
							DWORD ExpectedBytesUntilFlip = (DWORD)((SecondsLeftUntilFlip / TargetSecondsPerFrame) * (real32)ExpectedSoundBytesPerFrame);
							DWORD ExpectedFrameBoundaryByte = PlayCursor + ExpectedBytesUntilFlip;
							DWORD SafeWriteCursor = WriteCursor;

							if (SafeWriteCursor < PlayCursor) {
								SafeWriteCursor += SoundOutput.SecondaryBufferSize;
							}

							Assert(SafeWriteCursor >= PlayCursor);
							SafeWriteCursor += SoundOutput.SafetyBytes;
							bool32 AudioCardIsLowLatency = (SafeWriteCursor < ExpectedFrameBoundaryByte);
							DWORD TargetCursor = 0;

							if (AudioCardIsLowLatency) {
								TargetCursor = ExpectedFrameBoundaryByte + ExpectedSoundBytesPerFrame;
							}
							else {
								TargetCursor = WriteCursor + ExpectedSoundBytesPerFrame + SoundOutput.SafetyBytes;
							}

							TargetCursor = TargetCursor % SoundOutput.SecondaryBufferSize;
							DWORD BytesToWrite = 0;

							if (ByteToLock > TargetCursor) {
								BytesToWrite = SoundOutput.SecondaryBufferSize - ByteToLock;
								BytesToWrite += TargetCursor;
							}
							else {
								BytesToWrite = TargetCursor - ByteToLock;
							}

							game_sound_output_buffer SoundBuffer = {};
							SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
							SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample;
							SoundBuffer.Samples = Samples;
							if (Game.GetSoundSamples) {
								Game.GetSoundSamples(&Thread, &GameMemory, &SoundBuffer);
							}

#if HANDMADE_INTERNAL
							win32_debug_time_marker *Marker = &DebugTimeMarkers[DebugTimeMarkerIndex];
							Marker->OutputPlayCursor = PlayCursor;
							Marker->OutputWriteCursor = WriteCursor;
							Marker->OutputLocation = ByteToLock;
							Marker->OutputByteCount = BytesToWrite;
							Marker->ExpectedFlipPlayCursor = ExpectedFrameBoundaryByte;
							DWORD UnwrappedWriteCursor = WriteCursor;

							if (UnwrappedWriteCursor < PlayCursor) {
								UnwrappedWriteCursor += SoundOutput.SecondaryBufferSize;
							}

							AudioLatencyBytes = UnwrappedWriteCursor - PlayCursor;
							AudioLatencySeconds = ((real32)AudioLatencyBytes / (real32)SoundOutput.BytesPerSample) / (real32)SoundOutput.SamplesPerSecond;

#if 0
							char DebugSoundBuffer[256];
							sprintf_s(DebugSoundBuffer, "BTL:%u TC:%u BTW:%u - PC:%u WC:%u DELTA:%u (%fs)\n", ByteToLock, TargetCursor, BytesToWrite, PlayCursor, WriteCursor, AudioLatencyBytes, AudioLatencySeconds);
							OutputDebugStringA(DebugSoundBuffer);
#endif
#endif
							Win32FillSoundBuffer(&SoundOutput, ByteToLock, BytesToWrite, &SoundBuffer);
						}
						else {
							SoundIsValid = false;
						}

						LARGE_INTEGER WorkCounter = Win32GetWallClock();
						real32 WorkSecondsElapsed = Win32GetSecondsElapsed(LastCounter, WorkCounter);
						// TODO: not tested yet!
						real32 SecondsElapsedForFrame = WorkSecondsElapsed;

						if (SecondsElapsedForFrame < TargetSecondsPerFrame) {
							if (SleepIsGranular) {
								DWORD SleepMS = (DWORD)(1000.0f * (TargetSecondsPerFrame - SecondsElapsedForFrame));
								if (SleepMS > 0) {
									Sleep(SleepMS);
								}
							}

							real32 TestSecondsElapsedForFrame = Win32GetSecondsElapsed(LastCounter, Win32GetWallClock());

							if (TestSecondsElapsedForFrame < TargetSecondsPerFrame) {
								// TODO: log missed sleep here
							}

							while (SecondsElapsedForFrame < TargetSecondsPerFrame) {
								SecondsElapsedForFrame = Win32GetSecondsElapsed(LastCounter, Win32GetWallClock());
							}
						}
						else {
							// TODO: missed frame rate
							// TODO: logging
						}

						LARGE_INTEGER EndCounter = Win32GetWallClock();
						real32 MSPerFrame = 1000.0f * Win32GetSecondsElapsed(LastCounter, EndCounter);
						LastCounter = EndCounter;

						win32_window_dimension Dimension = Win32GetWindowDimension(Window);
						HDC BufferDC = GetDC(Window);
						Win32DisplayBufferInWindow(&GlobalBackbuffer, BufferDC, Dimension.Width, Dimension.Height);
						ReleaseDC(Window, BufferDC);

						FlipWallClock = Win32GetWallClock();

#if HANDMADE_INTERNAL
						DWORD DebugPlayCursor;
						DWORD DebugWriteCursor;
						if (GlobalSecondaryBuffer->GetCurrentPosition(&DebugPlayCursor, &DebugWriteCursor) == DS_OK) {
							Assert(DebugTimeMarkerIndex < ArrayCount(DebugTimeMarkers));
							win32_debug_time_marker *Marker = &DebugTimeMarkers[DebugTimeMarkerIndex];
							Marker->FlipPlayCursor = DebugPlayCursor;
							Marker->FlipWriteCursor = DebugWriteCursor;
						}
#endif

						game_input *Temp = NewInput;
						NewInput = OldInput;
						OldInput = Temp;
						// TODO: should these be cleared?

#if 0
						uint64 EndCycleCount = __rdtsc();
						uint64 CyclesElapsed = EndCycleCount - LastCycleCount;
						LastCycleCount = EndCycleCount;

						// real32 FPS = (real32)GlobalPerfCounterFrequency / (real32)CounterElapsed;
						real32 FPS = 0.0f;
						real32 MCPF = (real32)CyclesElapsed / (1000.0f * 1000.0f);

						char DebugPerformanceBuffer[256];
						sprintf_s(DebugPerformanceBuffer, "%0.02fmspf, %0.02ffps, %0.02fmcpf\n", MSPerFrame, FPS, MCPF);
						OutputDebugStringA(DebugPerformanceBuffer);
#endif

#if HANDMADE_INTERNAL
						++DebugTimeMarkerIndex;
						if (DebugTimeMarkerIndex == ArrayCount(DebugTimeMarkers)) {
							DebugTimeMarkerIndex = 0;
						}
#endif
					}
				}
			}
			else {
				// TODO: logging
			}
		}
		else {
			// TODO: logging
		}
	}
	else {
		// TODO: logging
	}

	return(0);
}