Initialize the timer after the graphics device on desktop and web platforms. (#516)

This is already the order that is used for Android. It doesn't appear to
make a difference on desktop but on web using the timer before it's been
initialized (by glfwInit, inside InitGraphicsDevice) causes the a long
(and variable but often several seconds) sleep between the first and
second frame.

Fixes: 468309d ("Early-exit InitWindow if InitGraphicsDevice fails")
This commit is contained in:
Jacques Heunis 2018-03-31 12:22:44 +02:00 committed by Ahmad Fatoum
parent 22c8ea76aa
commit b4e2f5b45c

View File

@ -442,14 +442,14 @@ void InitWindow(int width, int height, void *data)
uwpWindow = (EGLNativeWindowType)data;
#endif
// Init hi-res timer
InitTimer();
// Init graphics device (display device and OpenGL context)
// NOTE: returns true if window and graphic device has been initialized successfully
windowReady = InitGraphicsDevice(width, height);
if (!windowReady) return;
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)