engine_stage;
/* graphics */
-#if 0
m4x4f pv;
-#endif
enum quality_profile
{
k_quality_profile_high = 0,
{
vg_acquire_thread_sync();
-#if 0
vg_function_push( (struct vg_cmd)
{
- .name = "shaders",
+ .name = "reload_shaders",
.function = vg_shaders_live_recompile
});
-#endif
vg_shaders_compile();
vg_release_thread_sync();
}
/* FIXME */
-#if 0
audio_debug_ui( vg.pv );
-#endif
vg_ui();
_vg_console_draw();
_vg_gameloop_update();
_vg_gameloop_render();
- audio_push_console_vol();
SDL_GL_SwapWindow( vg.window );
_vg_run_synced();
exit(0);
}
+
+
+
/* TODO: Allow chosing the modes at startup */
- vg_info( "Getting display mode\n" );
- SDL_DisplayMode mode = { SDL_PIXELFORMAT_UNKNOWN, 0, 0, 0, 0 };
- if( SDL_GetDisplayMode( display_index, mode_index, &mode ) != 0 )
+ vg_info( "Getting default display mode\n" );
+ SDL_DisplayMode vm_ideal = { 0, 0, 0, 0, 0 };
+ if( SDL_GetDisplayMode( display_index, mode_index, &vm_ideal ) != 0 )
{
vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() );
exit(0);
}
- vg.refresh_rate = mode.refresh_rate;
+ if( vg.window_x )
+ vm_ideal.w = vg.window_x;
+
+ if( vg.window_y )
+ vm_ideal.h = vg.window_y;
+
+
+ SDL_DisplayMode vm_best;
+ if( !SDL_GetClosestDisplayMode( display_index, &vm_ideal, &vm_best ) )
+ {
+ vg_error( "SDL_GetClosestDisplayMode failed: %s", SDL_GetError() );
+ exit(0);
+ }
+
+ vg.refresh_rate = vm_best.refresh_rate;
+ vg.window_x = vm_best.w;
+ vg.window_y = vm_best.h;
- vg_info( "CreateWindow\n" );
+ vg_info( "CreateWindow( %d %d @%.2fhz )\n", vg.window_x, vg.window_y,
+ vg.refresh_rate );
/* TODO: Allow selecting closest video mode from launch opts */
if((vg.window = SDL_CreateWindow( window_name,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
- mode.w, mode.h,
+ vg.window_x, vg.window_y,
SDL_WINDOW_FULLSCREEN_DESKTOP |
SDL_WINDOW_OPENGL |
SDL_WINDOW_INPUT_GRABBED )))
{
+ if( SDL_SetWindowDisplayMode( vg.window, &vm_best ) )
+ {
+ vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
+ SDL_Quit();
+ exit(0);
+ }
}
else
{
}
else
vg_success( "Using adaptive Vsync\n" );
+
+ SDL_DisplayMode dispmode;
+ if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) )
+ {
+ if( dispmode.refresh_rate )
+ {
+ vg.refresh_rate = dispmode.refresh_rate;
+ vg_info( "Refresh rate: %d\n", dispmode.refresh_rate );
+ }
+ }
}
VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )