X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg.h;h=f6c5bb672566578023264c95afd256627a14a0fa;hb=c23c34e2adabcca06ccd77caaee1fd0bed5b1317;hp=a7b994d3348fb010010163dced0a395c9b799b31;hpb=4c48fe01a5d1983be89b7dce6f08e6b708cfbb05;p=vg.git diff --git a/vg.h b/vg.h index a7b994d..f6c5bb6 100644 --- a/vg.h +++ b/vg.h @@ -1,12 +1,12 @@ -/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */ +/* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */ /* - .-. VG Event loop + .-. VG Event loop | 0 | -| | .-----------. -|API| | vg_enter | -| | '-----------' +| | .---------------------------------------------------------. +|API| | vg_enter( int argc, char *argv[], const char *window_name | +| | '---------------------------------------------------------' | | | | | v |IMP| vg_launch_opt(void) <--. @@ -26,12 +26,12 @@ |IMP| | |.------------- vg_start(void) ---------------' | | | | | | | v -|IMP| | vg_update( int loaded ) +|IMP| | vg_update(void) | | | | | | | .-----+. | | | | | | | | | v -|IMP| | '- vg_update_fixed( int loaded ) +|IMP| | '- vg_update_fixed(void) | | | | | | | .-' | | | | @@ -47,30 +47,19 @@ | | '----' '___' -*/ - -#ifndef VG_STATIC - #define VG_STATIC -#endif - -/* API */ -VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ); - -/* Thread 1 */ -VG_STATIC void vg_preload(void); -VG_STATIC void vg_load(void); - -/* Main thread */ -VG_STATIC void vg_launch_opt(void); -VG_STATIC void vg_start(void); - -VG_STATIC void vg_framebuffer_resize(int w, int h); -VG_STATIC void vg_update(int loaded); -VG_STATIC void vg_update_fixed(int loaded); -VG_STATIC void vg_update_post(int loaded); + .-. +| ? | +| | .-------------------------------------. +|API| | vg_fatal_exit_loop( const char *err ) | +| | '-------------------------------------' +| | | +| | .------+. +| | | | +| | | v +|IMP| '- vg_framebuffer_resize(void) +'___' -VG_STATIC void vg_render(void); -VG_STATIC void vg_ui(void); +*/ #ifndef VG_HEADER_H #define VG_HEADER_H @@ -81,6 +70,31 @@ VG_STATIC void vg_ui(void); #ifndef _WIN32 #include #endif + +VG_STATIC void vg_print_backtrace(void) +{ +#ifndef _WIN32 + + void *array[20]; + char **strings; + int size, i; + + size = backtrace( array, 20 ); + strings = backtrace_symbols( array, size ); + + if( strings != NULL ){ + vg_error( "---------------- gnu backtrace -------------\n" ); + + for( int i=0; i0: cap fps to this, no vsync */ + + enum vsync_feature + { + k_vsync_feature_disabled=0, + k_vsync_feature_enabled=1, + k_vsync_feature_enabled_adaptive=2, + k_vsync_feature_error=3 + } + vsync_feature; double mouse_pos[2]; v2f mouse_delta, @@ -145,11 +188,13 @@ struct vg /* Runtime */ double time, time_delta, - frame_delta, - time_real, - time_real_last, time_rate, - accumulator; + + time_fixed_accumulator, + time_fixed_extrapolate, + time_frame_delta; + + u64 time_hp, time_hp_last, time_spinning; int fixed_iterations; @@ -174,52 +219,45 @@ struct vg } VG_STATIC vg = { .time_rate = 1.0 }; -struct vg_thread_info +enum vg_thread_purpose { - enum vg_thread_purpose - { - k_thread_purpose_nothing, - k_thread_purpose_main, - k_thread_purpose_loader - } - purpose; - - int gl_context_level; + k_thread_purpose_nothing, + k_thread_purpose_main, + k_thread_purpose_loader }; VG_STATIC void vg_fatal_exit_loop( const char *error ); -VG_STATIC void vg_required( void *ptr, const char *path ) -{ - if( !ptr ) - { - vg_fatal_exit_loop( path ); - } -} -VG_STATIC void vg_ensure_engine_running(void) +/* + * Checks if the engine is running + */ +VG_STATIC void _vg_ensure_engine_running(void) { - VG_SYNC_LOG( "[%d] Checks if engine is running\n" ); - /* Check if the engine is no longer running */ SDL_AtomicLock( &vg.sl_context ); + enum engine_status status = vg.engine_status; + SDL_AtomicUnlock( &vg.sl_context ); - if( vg.engine_status != k_engine_status_running ) - { - VG_SYNC_LOG( "[%d] Engine is no longer running\n"); - - /* Safe to disregard loader thread from this point on, elswhere */ - if( vg.thread_id_loader == SDL_GetThreadID(NULL) ) - { - SDL_SemPost( vg.sem_loader ); + if( status != k_engine_status_running ){ + while(1) { + VG_SYNC_LOG( "[%d] No longer running...\n"); + SDL_Delay(1000); } + } +} - SDL_AtomicUnlock( &vg.sl_context ); +VG_STATIC enum vg_thread_purpose vg_thread_purpose(void) +{ + SDL_AtomicLock( &vg.sl_context ); - VG_SYNC_LOG( "[%d] is just going to hang around and wait to die\n"); - while(1) SDL_Delay(1000); + if( vg.thread_id_main == SDL_GetThreadID(NULL) ){ + SDL_AtomicUnlock( &vg.sl_context ); + return k_thread_purpose_main; + } + else{ + SDL_AtomicUnlock( &vg.sl_context ); + return k_thread_purpose_loader; } - - SDL_AtomicUnlock( &vg.sl_context ); } /* @@ -228,48 +266,33 @@ VG_STATIC void vg_ensure_engine_running(void) */ VG_STATIC void vg_acquire_thread_sync(void) { - VG_SYNC_LOG( "[%d] Starts acquiring sync\n" ); - /* We dont want to do anything if this is the main thread */ - SDL_AtomicLock( &vg.sl_context ); - if( vg.thread_id_main == SDL_GetThreadID(NULL) ) - { - SDL_AtomicUnlock( &vg.sl_context ); - return; - } - SDL_AtomicUnlock( &vg.sl_context ); - vg_ensure_engine_running(); + if( vg_thread_purpose() == k_thread_purpose_loader ){ + VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" ); + _vg_ensure_engine_running(); - /* Check if thread already has the context */ - SDL_AtomicLock( &vg.sl_context ); - if( vg.thread_id_with_opengl_context == SDL_GetThreadID(NULL) ) - { - vg.context_ownership_refcount ++; - SDL_AtomicUnlock( &vg.sl_context ); + SDL_AtomicLock( &vg.sl_context ); + if( vg.context_ownership_depth == 0 ){ + vg.context_ownership_depth ++; + vg.exec_context = 1; + SDL_AtomicUnlock( &vg.sl_context ); + + /* wait until told we can go */ + VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" ); + SDL_SemWait( vg.sem_allow_exec ); + + _vg_ensure_engine_running(); - VG_SYNC_LOG( "[%d] We already have sync here\n" ); - return; + SDL_GL_MakeCurrent( vg.window, vg.gl_context ); + VG_SYNC_LOG( "[%d] granted\n" ); + } + else{ + vg.context_ownership_depth ++; + VG_SYNC_LOG( "[%d] granted\n" ); + SDL_AtomicUnlock( &vg.sl_context ); + } } - - VG_SYNC_LOG( "[%d] Signal to sync.\n" ); - vg.exec_context = 1; - SDL_AtomicUnlock( &vg.sl_context ); - - /* wait until told we can go */ - VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" ); - - SDL_SemWait( vg.sem_allow_exec ); - SDL_GL_MakeCurrent( vg.window, vg.gl_context ); - - VG_SYNC_LOG( "[%d] Allow exec passed\n" ); - - /* context now valid to work in while we hold up main thread */ - SDL_AtomicLock( &vg.sl_context ); - vg.context_ownership_refcount ++; - SDL_AtomicUnlock( &vg.sl_context ); - - VG_SYNC_LOG( "[%d] Context acquired.\n" ); } /* @@ -278,37 +301,29 @@ VG_STATIC void vg_acquire_thread_sync(void) */ VG_STATIC void vg_release_thread_sync(void) { - VG_SYNC_LOG( "[%d] Releases sync\n" ); + if( vg_thread_purpose() == k_thread_purpose_loader ){ + VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" ); - SDL_AtomicLock( &vg.sl_context ); - if( vg.thread_id_main == SDL_GetThreadID(NULL) ) - { - SDL_AtomicUnlock( &vg.sl_context ); - return; - } - - /* signal that we are done */ - vg.context_ownership_refcount --; - if( !vg.context_ownership_refcount ) - { - SDL_AtomicUnlock( &vg.sl_context ); + SDL_AtomicLock( &vg.sl_context ); + vg.context_ownership_depth --; - VG_SYNC_LOG( "[%d] Releasing context.\n" ); - - SDL_GL_MakeCurrent( NULL, NULL ); - SDL_SemPost( vg.sem_exec_finished ); + if( vg.context_ownership_depth == 0 ){ + SDL_AtomicUnlock( &vg.sl_context ); + VG_SYNC_LOG( "[%d] Releasing context.\n" ); + SDL_GL_MakeCurrent( NULL, NULL ); + SDL_SemPost( vg.sem_exec_finished ); + } + else + SDL_AtomicUnlock( &vg.sl_context ); } - else - SDL_AtomicUnlock( &vg.sl_context ); } -VG_STATIC void vg_run_synced_content(void) +VG_STATIC void _vg_run_synced(void) { SDL_AtomicLock( &vg.sl_context ); - if( vg.exec_context != 0 ) - { - VG_SYNC_LOG( "[%d] Allowing content (%d).\n", vg.exec_context ); + if( vg.exec_context != 0 ){ + VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context ); vg.exec_context = 0; SDL_AtomicUnlock( &vg.sl_context ); @@ -321,17 +336,19 @@ VG_STATIC void vg_run_synced_content(void) SDL_SemWait( vg.sem_exec_finished ); /* check if we killed the engine */ - vg_ensure_engine_running(); + _vg_ensure_engine_running(); /* re-engage main thread */ VG_SYNC_LOG( "[%d] Re-engaging.\n" ); SDL_GL_MakeCurrent( vg.window, vg.gl_context ); } - else + else{ + VG_SYNC_LOG( "[%d] Nothing to do.\n" ); SDL_AtomicUnlock( &vg.sl_context ); + } } -VG_STATIC void vg_opengl_sync_init(void) +VG_STATIC void _vg_opengl_sync_init(void) { vg.sem_allow_exec = SDL_CreateSemaphore(0); vg.sem_exec_finished = SDL_CreateSemaphore(0); @@ -355,15 +372,15 @@ VG_STATIC void vg_checkgl( const char *src_info ); /* Diagnostic */ VG_STATIC struct vg_profile vg_prof_update = {.name="update()"}, - vg_prof_render = {.name="render()"}; + vg_prof_render = {.name="render()"}, + vg_prof_swap = {.name="swap"}; VG_STATIC void vg_checkgl( const char *src_info ) { int fail = 0; GLenum err; - while( (err = glGetError()) != GL_NO_ERROR ) - { + while( (err = glGetError()) != GL_NO_ERROR ){ vg_error( "(%s) OpenGL Error: #%d\n", src_info, err ); fail = 1; } @@ -375,57 +392,39 @@ VG_STATIC void vg_checkgl( const char *src_info ) VG_STATIC void vg_bake_shaders(void) { vg_acquire_thread_sync(); - -#if 0 - vg_function_push( (struct vg_cmd) - { - .name = "shaders", - .function = vg_shaders_live_recompile - }); -#endif + vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL ); vg_shaders_compile(); vg_release_thread_sync(); } -VG_STATIC void vg_load_full(void) +VG_STATIC void _vg_load_full(void) { vg_preload(); /* internal */ - vg_loader_highwater( vg_input_init, vg_input_free, NULL ); - vg_loader_highwater( vg_lines_init, NULL, NULL ); - vg_loader_highwater( vg_audio_init, vg_audio_free, NULL ); - vg_loader_highwater( vg_profiler_init, NULL, NULL ); + vg_loader_step( vg_input_init, vg_input_free ); + vg_loader_step( vg_lines_init, NULL ); + vg_loader_step( vg_audio_init, vg_audio_free ); + vg_loader_step( vg_profiler_init, NULL ); /* client */ vg_load(); - - vg_acquire_thread_sync(); - vg.is_loaded = 1; - vg_release_thread_sync(); } -VG_STATIC void vg_process_events(void) +VG_STATIC void _vg_process_events(void) { /* Update timers */ - vg.time_real_last = vg.time_real; - vg.time_real = (double)SDL_GetTicks64() / 1000.0; - vg.frame_delta = vg.time_real-vg.time_real_last; - v2_zero( vg.mouse_wheel ); v2_zero( vg.mouse_delta ); /* SDL event loop */ SDL_Event event; - while( SDL_PollEvent( &event ) ) - { - if( event.type == SDL_KEYDOWN ) - { + while( SDL_PollEvent( &event ) ){ + if( event.type == SDL_KEYDOWN ){ console_proc_key( event.key.keysym ); } - else if( event.type == SDL_MOUSEWHEEL ) - { + else if( event.type == SDL_MOUSEWHEEL ){ vg.mouse_wheel[0] += event.wheel.preciseX; vg.mouse_wheel[1] += event.wheel.preciseY; } @@ -438,38 +437,31 @@ VG_STATIC void vg_process_events(void) { vg_input_controller_event( &event ); } - else if( event.type == SDL_MOUSEMOTION ) - { + else if( event.type == SDL_MOUSEMOTION ){ vg.mouse_delta[0] += event.motion.xrel; vg.mouse_delta[1] += event.motion.yrel; } - else if( event.type == SDL_WINDOWEVENT ) - { - if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ) - { + else if( event.type == SDL_WINDOWEVENT ){ + if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){ int w, h; SDL_GL_GetDrawableSize( vg.window, &w, &h ); - if( !w || !h ) - { + if( !w || !h ){ vg_warn( "Got a invalid framebuffer size: " "%dx%d... ignoring\n", w, h ); } - else - { + else{ vg.window_x = w; vg.window_y = h; vg_framebuffer_resize(w,h); } } - else if( event.window.event == SDL_WINDOWEVENT_CLOSE ) - { + else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){ vg.window_should_close = 1; } } - else if( event.type == SDL_TEXTINPUT ) - { + else if( event.type == SDL_TEXTINPUT ){ console_proc_utf8( event.text.text ); } } @@ -481,46 +473,45 @@ VG_STATIC void vg_process_events(void) vg_update_inputs(); } -VG_STATIC void vg_gameloop_update( int post_start ) +VG_STATIC void _vg_gameloop_update(void) { vg_profile_begin( &vg_prof_update ); vg.engine_stage = k_engine_stage_update; - vg_update( post_start ); + vg_update(); /* Fixed update loop */ vg.engine_stage = k_engine_stage_update_fixed; - vg.accumulator += vg.time_delta; vg.fixed_iterations = 0; vg_lines.allow_input = 1; - while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) ) - { - vg_update_fixed( post_start ); + vg.time_fixed_accumulator += vg.time_delta; + + while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){ + vg_update_fixed(); vg_lines.allow_input = 0; - vg.accumulator -= VG_TIMESTEP_FIXED; - vg.accumulator = VG_MAX( 0.0, vg.accumulator ); + vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED; + //vg.accumulator = VG_MAX( 0.0, vg.accumulator ); vg.fixed_iterations ++; - if( vg.fixed_iterations == 8 ) - { + if( vg.fixed_iterations == 8 ){ break; } } vg_lines.allow_input = 1; + vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED; vg.engine_stage = k_engine_stage_update; - vg_update_post( post_start ); + vg_update_post(); vg_profile_end( &vg_prof_update ); } -VG_STATIC void vg_gameloop_render( int post_start ) +VG_STATIC void _vg_gameloop_render(void) { vg_profile_begin( &vg_prof_render ); - if( post_start ) - { + if( vg.is_loaded ){ /* render */ vg.engine_stage = k_engine_stage_rendering; vg_render(); @@ -532,35 +523,50 @@ VG_STATIC void vg_gameloop_render( int post_start ) /* TODO */ ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 ); + + int frame_target = vg.display_refresh_rate; + + if( vg.fps_limit > 0 ){ + frame_target = vg.fps_limit; + } vg_profile_drawn( - (struct vg_profile *[]){&vg_prof_update,&vg_prof_render}, 2, - (1.0f/(float)vg.refresh_rate)*1000.0f, + (struct vg_profile *[]){ + &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3, + (1.0f/(float)frame_target)*1000.0f, (ui_rect){ 4, 4, 250, 0 }, 0 ); - if( vg_profiler ) - { - - char perf[128]; + if( vg_profiler ){ + char perf[256]; - snprintf( perf, 127, + snprintf( perf, 255, "x: %d y: %d\n" - "refresh: %.1f (%.1fms)\n" + "refresh: %d (%.1fms)\n" "samples: %d\n" - "iterations: %d (acc: %.3fms%%)\n", + "iterations: %d (acc: %.3fms%%)\n" + "time: real(%.2f) delta(%.2f) rate(%.2f)\n" +#ifdef _WIN32 + " extrap(%.2f) frame(%.2f) spin( %llu )\n", +#else + " extrap(%.2f) frame(%.2f) spin( %lu )\n", +#endif vg.window_x, vg.window_y, - vg.refresh_rate, (1.0f/vg.refresh_rate)*1000.0f, + frame_target, (1.0f/(float)frame_target)*1000.0f, vg.samples, vg.fixed_iterations, - (vg.accumulator/VG_TIMESTEP_FIXED)*100.0f ); + (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f, + vg.time, vg.time_delta, vg.time_rate, + vg.time_fixed_extrapolate, vg.time_frame_delta, + vg.time_spinning ); - ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0); + ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0); } + /* FIXME */ audio_debug_ui( vg.pv ); vg_ui(); - vg_console_draw(); + _vg_console_draw(); ui_resolve(); ui_draw( NULL ); @@ -570,70 +576,145 @@ VG_STATIC void vg_gameloop_render( int post_start ) vg_profile_end( &vg_prof_render ); } -VG_STATIC void vg_gameloop(void) +VG_STATIC int vg_framefilter( double dt ) { - vg.accumulator = 0.75f * (1.0f/60.0f); + if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){ + /* turn on vsync if not enabled */ + + enum vsync_feature requested = k_vsync_feature_enabled; + if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive; + + if( vg.vsync_feature != requested ){ + vg_info( "Setting swap interval\n" ); + + int swap_interval = 1; + if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1; + + if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){ + if( requested == k_vsync_feature_enabled ){ + vg_error( "Vsync is not supported by your system\n" ); + vg_warn( "You may be overriding it in your" + " graphics control panel.\n" ); + } + else{ + vg_error( "Adaptive Vsync is not supported by your system\n" ); + } + + vg.vsync_feature = k_vsync_feature_error; + vg.fps_limit = vg.display_refresh_rate; + + /* TODO: Make popup to notify user that this happened */ + return 1; + } + else{ + vg_success( "Vsync enabled (%d)\n", requested ); + vg.vsync_feature = requested; + } + } + + return 0; + } + + if( vg.vsync_feature != k_vsync_feature_disabled ){ + SDL_GL_SetSwapInterval( 0 ); + vg.vsync_feature = k_vsync_feature_disabled; + } + + if( vg.fps_limit < 25 ) vg.fps_limit = 25; + if( vg.fps_limit > 300 ) vg.fps_limit = 300; + + double min_frametime = 1.0/(double)vg.fps_limit; + if( vg.time_frame_delta < min_frametime ){ + /* TODO: we can use high res nanosleep on Linux here */ + double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0; + u32 ms = (u32)floor( sleep_ms ); + + if( ms ){ + SDL_Delay( ms ); + } + else{ + vg.time_spinning ++; + } + + return 1; + } + + return 0; +} + +VG_STATIC void _vg_gameloop(void) +{ + //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f); + + vg.time_hp = SDL_GetPerformanceCounter(); + vg.time_hp_last = vg.time_hp; int post_start = 0; - while(1) - { - vg_process_events(); + while(1){ + + vg.time_hp = SDL_GetPerformanceCounter(); + u64 udt = vg.time_hp - vg.time_hp_last; + vg.time_hp_last = vg.time_hp; - if( vg.window_should_close ) - break; + double dt = (double)udt / (double)SDL_GetPerformanceFrequency(); - /* scaled time */ - vg.time_delta = vg.frame_delta * vg.time_rate; + vg.time_frame_delta += dt; + + if( vg_framefilter( dt ) ) + continue; + + vg_profile_begin( &vg_prof_swap ); + SDL_GL_SwapWindow( vg.window ); + _vg_run_synced(); + vg_profile_end( &vg_prof_swap ); + + vg.time_delta = vg.time_frame_delta * vg.time_rate; vg.time += vg.time_delta; + + _vg_process_events(); + + if( vg.window_should_close ) + break; - if( vg.is_loaded ) - { - if( !post_start ) - { + if( vg.is_loaded ){ + if( !post_start ){ vg_start(); post_start = 1; } } - else - { - vg_loader_render(); + else{ + _vg_loader_render(); } - vg_gameloop_update( post_start ); - vg_gameloop_render( post_start ); + _vg_gameloop_update(); + _vg_gameloop_render(); - SDL_GL_SwapWindow( vg.window ); - vg_run_synced_content(); + vg.time_frame_delta = 0.0; + vg.time_spinning = 0; } } -VG_STATIC void vg_process_launch_opts_internal(void) +VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] ) { char *arg; - while( vg_argp( argc, argv ) ) - { - if( (arg = vg_opt_arg( 'w' )) ) - { + while( vg_argp( argc, argv ) ){ + if( (arg = vg_opt_arg( 'w' )) ){ vg.window_x = atoi( arg ); } - if( (arg = vg_opt_arg( 'h' )) ) - { + if( (arg = vg_opt_arg( 'h' )) ){ vg.window_y = atoi( arg ); } - if( (arg = vg_long_opt_arg( "samples" )) ) - { + if( (arg = vg_long_opt_arg( "samples" )) ){ vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) ); } - if( vg_long_opt( "use-libc-malloc" ) ) - { - vg_mem.use_libc_malloc = atoi( arg ); + if( vg_long_opt( "use-libc-malloc" ) ){ + vg_mem.use_libc_malloc = 1; } - if( vg_long_opt( "high-performance" ) ) - { + if( vg_long_opt( "high-performance" ) ){ vg.quality_profile = k_quality_profile_low; } @@ -641,90 +722,113 @@ VG_STATIC void vg_process_launch_opts_internal(void) } } -VG_STATIC void vg_init_window(void) +VG_STATIC void _vg_init_window( const char *window_name ) { - if( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_GAMECONTROLLER) != 0 ) - { + vg_info( "SDL_INIT\n" ); + + if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){ vg_error( "SDL_Init failed: %s\n", SDL_GetError() ); exit(0); } - SDL_GL_SetSwapInterval( 1 ); + SDL_InitSubSystem( SDL_INIT_AUDIO ); + SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ); + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE ); - SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 ); + SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR, + SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH ); + SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); + SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 ); - if( vg.samples > 1 ) - { - SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); - SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, vg.samples ); - } - - SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR, - SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH ); - /* * Get monitor information */ - int display_count = 0, display_index = 0, mode_index = 0; - if( (display_count = SDL_GetNumVideoDisplays()) < 1 ) - { - vg_error( "SDL_GetNumVideoDisplays returned: %i\n", display_count ); + vg_info( "Getting display count\n" ); + int display_count = 0, + display_index = 0, + mode_index = 0; + +#ifdef VG_DEVWINDOW + vg.window_x = 1600; + vg.window_y = 1000; +#else + + SDL_DisplayMode video_mode; + if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){ + vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() ); + SDL_Quit(); exit(0); } - /* TODO: Allow chosing the modes at startup */ - SDL_DisplayMode mode = { SDL_PIXELFORMAT_UNKNOWN, 0, 0, 0, 0 }; - if( SDL_GetDisplayMode( display_index, mode_index, &mode ) != 0 ) - { - vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() ); - exit(0); - } + vg.display_refresh_rate = video_mode.refresh_rate; + vg.window_x = video_mode.w; + vg.window_y = video_mode.h; +#endif + +#ifndef _WIN32 + SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" ); + SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" ); + SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" ); +#endif - vg.refresh_rate = mode.refresh_rate; + vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y, + vg.display_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, - SDL_WINDOW_FULLSCREEN | +#ifdef VG_DEVWINDOW + 0, 0, vg.window_x, vg.window_y, + SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED + ))){} +#else + 0, 0, + vg.window_x, vg.window_y, + + SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_OPENGL | - SDL_WINDOW_INPUT_GRABBED ))) + SDL_WINDOW_INPUT_GRABBED + ))) { + if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){ + vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() ); + SDL_Quit(); + exit(0); + } } - else - { +#endif + else{ vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() ); exit(0); } + SDL_RaiseWindow( vg.window ); + + vg_info( "CreateContext\n" ); + /* * OpenGL loading */ - if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )) - { + if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){ SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y ); vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y ); } - else - { + else{ vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() ); SDL_Quit(); exit(0); } - if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) - { + if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) { vg_error( "Glad Failed to initialize\n" ); SDL_GL_DeleteContext( vg.gl_context ); SDL_Quit(); @@ -733,41 +837,65 @@ VG_STATIC void vg_init_window(void) const unsigned char* glver = glGetString( GL_VERSION ); vg_success( "Load setup complete, OpenGL version: %s\n", glver ); + + SDL_GL_SetSwapInterval(0); /* disable vsync while loading */ + + SDL_DisplayMode dispmode; + if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){ + if( dispmode.refresh_rate ){ + vg.display_refresh_rate = dispmode.refresh_rate; + } + } + + if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){ + vg.display_refresh_rate = 60; + } + + vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate ); + +#ifdef _WIN32 + vg.fps_limit = vg.display_refresh_rate; +#else + /* request vsync by default on linux to avoid screen tearing. + * this does have its own issues with compositing on X11. */ + vg.fps_limit = 0; +#endif } VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) { - vg_process_launch_opts_internal(); + _vg_process_launch_opts_internal( argc, argv ); /* Systems init */ vg_alloc_quota(); - vg_log_init(); - vg_console_init(); - vg_init_window(); + _vg_log_init(); + _vg_console_init(); + + vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 ); + + _vg_init_window( window_name ); SDL_SetRelativeMouseMode(1); vg.thread_id_main = SDL_GetThreadID(NULL); /* Opengl-required systems */ - ui_init_context(); - vg_loader_init(); + _vg_ui_init(); + _vg_loader_init(); vg.engine_status = k_engine_status_running; - vg_opengl_sync_init(); - vg_loader_start(); - - /* main */ - vg_gameloop(); + _vg_opengl_sync_init(); + vg_loader_start( _vg_load_full ); + _vg_gameloop(); /* Shutdown */ - vg_console_write_persistent(); + _vg_console_write_persistent(); SDL_AtomicLock( &vg.sl_context ); vg.engine_status = k_engine_status_none; SDL_AtomicUnlock( &vg.sl_context ); - vg_loader_free(); + _vg_loader_free(); vg_success( "If you see this it means everything went.. \"well\".....\n" ); @@ -791,83 +919,40 @@ VG_STATIC void vg_fatal_exit_loop( const char *error ) * TODO: this on windows? */ -#ifndef _WIN32 - - void *array[20]; - char **strings; - int size, i; - - size = backtrace( array, 20 ); - strings = backtrace_symbols( array, size ); - - if( strings != NULL ) - { - vg_error( "---------------- gnu backtrace -------------\n" ); - - for( int i=0; i