1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
5 * [global (.data)] [temp-stack] [system-stack] [game-heap]
7 * 1. Program starts: .data memory is loaded
8 * 2. System initialization:
9 * 2a. the large heap buffer is allocated
10 * 2b. each engine system is initialized in order, using some of the
12 * 2c. game systems are also put into here
19 #include "vg_platform.h"
27 #if defined(VG_SERVER) || defined(VG_TOOLS)
32 #include "../../dep/glad/glad.h"
34 #define GLFW_INCLUDE_GLCOREARB
40 #include "../../dep/glfw/glfw3.h"
43 #include "vg_stdint.h"
45 void vg_register_exit( void( *funcptr
)(void), const char *name
);
52 //#include "vg_steamworks.h"
64 vg_semaphore sem_allow_exec
,
70 vg_mutex mux_engine_status
;
74 k_engine_status_running
,
75 k_engine_status_crashed
78 const char *str_const_engine_err
;
81 /* Window information */
104 k_engine_stage_update
,
105 k_engine_stage_update_fixed
,
106 k_engine_stage_rendering
,
115 k_quality_profile_high
= 0,
116 k_quality_profile_low
= 1,
121 GLFWgamepadstate gamepad
;
123 const char *gamepad_name
;
126 VG_STATIC vg
= { .time_rate
= 1.0 };
128 struct vg_thread_info
130 enum vg_thread_purpose
132 k_thread_purpose_nothing
,
133 k_thread_purpose_main
,
134 k_thread_purpose_loader
138 int gl_context_level
;
141 static VG_THREAD_LOCAL
struct vg_thread_info vg_thread_info
;
144 //#define VG_SYNC_DEBUG
147 #define VG_SYNC_LOG(STR,...) vg_info(STR,vg_thread_info.purpose,##__VA_ARGS__)
149 #define VG_SYNC_LOG(...)
152 VG_STATIC
void vg_fatal_exit_loop( const char *error
);
154 VG_STATIC
void vg_ensure_engine_running(void)
156 /* Check if the engine is no longer running */
157 vg_mutex_lock( &vg
.mux_engine_status
);
158 if( vg
.engine_status
!= k_engine_status_running
)
160 VG_SYNC_LOG( "[%d] Engine is no longer running\n");
161 vg_mutex_unlock( &vg
.mux_engine_status
);
163 /* Safe to disregard loader thread from this point on, elswhere */
164 if( vg_thread_info
.purpose
== k_thread_purpose_loader
)
166 vg_semaphore_post( &vg
.sem_loader
);
169 VG_SYNC_LOG( "[%d] about to kill\n");
172 vg_mutex_unlock( &vg
.mux_engine_status
);
176 * Sync execution so that the OpenGL context is switched onto this thread.
177 * Anything after this call will be in a valid context.
179 VG_STATIC
void vg_acquire_thread_sync(void)
181 /* We dont want to do anything if this is the main thread */
182 if( vg_thread_info
.purpose
== k_thread_purpose_main
)
185 assert( vg_thread_info
.purpose
== k_thread_purpose_loader
);
187 vg_ensure_engine_running();
189 /* Check if thread already has the context */
190 if( vg_thread_info
.gl_context_level
)
192 vg_thread_info
.gl_context_level
++;
193 VG_SYNC_LOG( "[%d] We already have sync here\n" );
197 vg_mutex_lock( &vg
.mux_context
);
198 VG_SYNC_LOG( "[%d] Signal to sync.\n" );
200 vg_mutex_unlock( &vg
.mux_context
);
202 /* wait until told we can go */
203 VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
204 vg_semaphore_wait( &vg
.sem_allow_exec
);
205 glfwMakeContextCurrent( vg
.window
);
207 /* context now valid to work in while we hold up main thread */
208 VG_SYNC_LOG( "[%d] Context acquired.\n" );
209 vg_thread_info
.gl_context_level
++;
213 * Signify that we are done with the OpenGL context in this thread.
214 * Anything after this call will be in an undefined context.
216 VG_STATIC
void vg_release_thread_sync(void)
218 if( vg_thread_info
.purpose
== k_thread_purpose_main
)
221 assert( vg_thread_info
.purpose
== k_thread_purpose_loader
);
223 /* signal that we are done */
224 vg_thread_info
.gl_context_level
--;
226 if( !vg_thread_info
.gl_context_level
)
228 VG_SYNC_LOG( "[%d] Releasing context.\n" );
229 glfwMakeContextCurrent( NULL
);
230 vg_semaphore_post( &vg
.sem_exec_finished
);
234 VG_STATIC
void vg_run_synced_content(void)
236 assert( vg_thread_info
.purpose
== k_thread_purpose_main
);
238 vg_mutex_lock( &vg
.mux_context
);
240 if( vg
.exec_context
!= 0 )
242 VG_SYNC_LOG( "[%d] Allowing content (%d).\n", vg
.exec_context
);
244 /* allow operations to go */
245 vg_thread_info
.gl_context_level
= 0;
246 glfwMakeContextCurrent( NULL
);
247 vg_semaphore_post( &vg
.sem_allow_exec
);
249 /* wait for operations to complete */
250 VG_SYNC_LOG( "[%d] Waiting for content (%d).\n", vg
.exec_context
);
251 vg_semaphore_wait( &vg
.sem_exec_finished
);
253 /* check if we killed the engine */
254 vg_ensure_engine_running();
256 /* re-engage main thread */
257 VG_SYNC_LOG( "[%d] Re-engaging.\n" );
259 glfwMakeContextCurrent( vg
.window
);
260 vg_thread_info
.gl_context_level
= 1;
263 vg_mutex_unlock( &vg
.mux_context
);
266 VG_STATIC
void vg_opengl_sync_init(void)
268 vg_semaphore_init( &vg
.sem_allow_exec
, 0 );
269 vg_semaphore_init( &vg
.sem_exec_finished
, 0 );
270 vg_semaphore_init( &vg
.sem_loader
, 1 );
271 vg_semaphore_init( &vg
.sem_fatal
, 1 );
272 vg_mutex_init( &vg
.mux_context
);
274 vg_set_thread_name( "[vg] Main" );
275 vg_thread_info
.purpose
= k_thread_purpose_main
;
276 vg_thread_info
.gl_context_level
= 1;
279 VG_STATIC
void vg_checkgl( const char *src_info
);
280 #define VG_STRINGIT( X ) #X
281 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
283 #include "vg_console.h"
284 #include "vg_profiler.h"
285 #include "vg_audio.h"
286 #include "vg_shader.h"
288 #include "vg_input.h"
290 #include "vg_lines.h"
291 #include "vg_loader.h"
295 VG_STATIC
struct vg_profile vg_prof_update
= {.name
="update()"},
296 vg_prof_render
= {.name
="render()"};
299 VG_STATIC
void vg_register(void) VG_GAMELOOP
;
300 VG_STATIC
void vg_start(void) VG_GAMELOOP
;
302 VG_STATIC
void vg_update(int loaded
) VG_GAMELOOP
;
303 VG_STATIC
void vg_update_fixed(int loaded
) VG_GAMELOOP
;
304 VG_STATIC
void vg_update_post(int loaded
) VG_GAMELOOP
;
306 VG_STATIC
void vg_framebuffer_resize(int w
, int h
) VG_GAMELOOP
;
307 VG_STATIC
void vg_render(void) VG_GAMELOOP
;
308 VG_STATIC
void vg_ui(void) VG_GAMELOOP
;
310 VG_STATIC
void vg_checkgl( const char *src_info
)
315 while( (err
= glGetError()) != GL_NO_ERROR
)
317 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
322 vg_fatal_exit_loop( "OpenGL Error" );
325 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
331 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
333 vg
.mouse_wheel
[0] += xoffset
;
334 vg
.mouse_wheel
[1] += yoffset
;
337 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
341 vg_warn( "Got a invalid framebuffer size: %dx%d... ignoring\n", w
, h
);
348 vg_framebuffer_resize(w
,h
);
351 VG_STATIC
void vg_bake_shaders(void)
353 vg_acquire_thread_sync();
356 vg_function_push( (struct vg_cmd
)
359 .function
= vg_shaders_live_recompile
363 vg_shaders_compile();
364 vg_release_thread_sync();
367 VG_STATIC
void vg_preload(void);
368 VG_STATIC
void vg_load(void);
369 VG_STATIC
void vg_load_full(void)
374 vg_loader_highwater( vg_gamepad_init
, NULL
, NULL
);
375 vg_loader_highwater( vg_lines_init
, NULL
, NULL
);
376 vg_loader_highwater( vg_audio_init
, vg_audio_free
, NULL
);
377 vg_loader_highwater( vg_profiler_init
, NULL
, NULL
);
382 vg_acquire_thread_sync();
384 vg_release_thread_sync();
387 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
)
390 while( vg_argp( argc
, argv
) )
392 if( (arg
= vg_opt_arg( 'w' )) )
394 vg
.window_x
= atoi( arg
);
397 if( (arg
= vg_opt_arg( 'h' )) )
399 vg
.window_y
= atoi( arg
);
402 if( (arg
= vg_long_opt_arg( "samples" )) )
404 vg
.samples
= VG_MAX( 0, VG_MIN( 8, atoi( arg
) ) );
407 if( (arg
= vg_long_opt_arg( "use-libc-malloc" )) )
409 vg_mem
.use_libc_malloc
= atoi( arg
);
412 if( (arg
= vg_long_opt_arg( "high-performance" )) )
414 vg
.quality_profile
= k_quality_profile_low
;
422 vg_convar_push( (struct vg_convar
){
423 .name
= "vg_quality",
424 .data
= &vg
.quality_profile
,
425 .data_type
= k_convar_dtype_i32
,
426 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
431 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
432 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
433 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
434 //glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_FALSE );
435 glfwWindowHint( GLFW_CONTEXT_RELEASE_BEHAVIOR
, GLFW_RELEASE_BEHAVIOR_FLUSH
);
437 glfwWindowHint( GLFW_RESIZABLE
, GLFW_FALSE
);
438 glfwWindowHint( GLFW_DOUBLEBUFFER
, GLFW_TRUE
);
440 glfwWindowHint( GLFW_SAMPLES
, vg
.samples
);
442 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
444 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
445 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
446 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
447 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
449 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
452 vg
.window_x
= mode
->width
;
455 vg
.window_y
= mode
->height
;
457 vg
.refresh_rate
= mode
->refreshRate
;
459 if( (vg
.window
= glfwCreateWindow( vg
.window_x
, vg
.window_y
,
460 window_name
, monitor_primary
, NULL
)) )
462 glfwGetFramebufferSize( vg
.window
, &vg
.window_x
, &vg
.window_y
);
463 vg_success( "Window created (%dx%d)\n", vg
.window_x
, vg
.window_y
);
467 vg_error( "GLFW Failed to initialize\n" );
471 /* We need 3.1.2 for correct VSync on windows */
473 int vmaj
, vmin
, vrev
;
474 glfwGetVersion( &vmaj
, &vmin
, &vrev
);
477 (vmaj
== 3 && vmin
< 1) ||
478 (vmaj
== 3 && vmin
== 1 && vrev
< 2 ) )
480 vg_error( "GLFW out of date (%d.%d.%d); (3.1.2 is required)\n",
487 vg_success( "GLFW Version %d.%d.%d\n", vmaj
, vmin
, vrev
);
490 glfwMakeContextCurrent( vg
.window
);
491 glfwSwapInterval( 1 );
493 glfwSetWindowSizeLimits( vg
.window
, 800, 600, GLFW_DONT_CARE
,GLFW_DONT_CARE
);
494 glfwSetFramebufferSizeCallback( vg
.window
, vg_framebuffer_resize_callback
);
496 glfwSetCursorPosCallback( vg
.window
, vg_mouse_callback
);
497 glfwSetScrollCallback( vg
.window
, vg_scroll_callback
);
499 glfwSetCharCallback( vg
.window
, console_proc_wchar
);
500 glfwSetKeyCallback( vg
.window
, console_proc_key
);
501 glfwSetInputMode( vg
.window
, GLFW_CURSOR
, GLFW_CURSOR_HIDDEN
);
503 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
505 vg_error( "Glad Failed to initialize\n" );
510 const unsigned char* glver
= glGetString( GL_VERSION
);
511 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
514 * -----------------------------------------------------------------------*/
518 vg_mutex_init( &vg
.mux_engine_status
);
519 vg
.engine_status
= k_engine_status_running
;
521 vg_opengl_sync_init();
524 vg
.accumulator
= 0.75f
* (1.0f
/60.0f
);
529 if( glfwWindowShouldClose( vg
.window
) )
532 v2_copy( (v2f
){ 0.0f
, 0.0f
}, vg
.mouse_wheel
);
535 vg
.time_real_last
= vg
.time_real
;
536 vg
.time_real
= glfwGetTime();
537 vg
.frame_delta
= vg
.time_real
-vg
.time_real_last
;
540 vg
.time_delta
= vg
.frame_delta
* vg
.time_rate
;
541 vg
.time
+= vg
.time_delta
;
558 * -------------------------------------------------------
560 vg_profile_begin( &vg_prof_update
);
563 vg
.engine_stage
= k_engine_stage_update
;
566 /* Fixed update loop */
567 vg
.engine_stage
= k_engine_stage_update_fixed
;
568 vg
.accumulator
+= vg
.time_delta
;
570 vg
.fixed_iterations
= 0;
571 vg_lines
.allow_input
= 1;
572 while( vg
.accumulator
>= (VG_TIMESTEP_FIXED
-0.00125) )
574 vg_update_fixed( loaded
);
575 vg_lines
.allow_input
= 0;
577 vg
.accumulator
-= VG_TIMESTEP_FIXED
;
578 vg
.accumulator
= VG_MAX( 0.0, vg
.accumulator
);
580 vg
.fixed_iterations
++;
581 if( vg
.fixed_iterations
== 8 )
586 vg_lines
.allow_input
= 1;
590 * ---------------------------------------------
592 vg
.engine_stage
= k_engine_stage_update
;
593 vg_update_post( loaded
);
594 vg_profile_end( &vg_prof_update
);
596 vg_profile_begin( &vg_prof_render
);
601 vg
.engine_stage
= k_engine_stage_rendering
;
605 vg
.engine_stage
= k_engine_stage_ui
;
607 ui_begin( vg
.window_x
, vg
.window_y
);
608 ui_set_mouse( vg
.mouse
[0], vg
.mouse
[1],
609 vg_get_button_state( "primary" ) );
612 (struct vg_profile
*[]){&vg_prof_update
,&vg_prof_render
}, 2,
613 (1.0f
/(float)vg
.refresh_rate
)*1000.0f
,
614 (ui_rect
){ 4, 4, 250, 0 }, 0
624 "refresh: %.1f (%.1fms)\n"
626 "iterations: %d (acc: %.3fms%%)\n",
627 vg
.window_x
, vg
.window_y
,
628 vg
.refresh_rate
, (1.0f
/vg
.refresh_rate
)*1000.0f
,
631 (vg
.accumulator
/VG_TIMESTEP_FIXED
)*100.0f
);
633 ui_text( (ui_rect
){258, 4+24+12,0,0},perf
, 1,0);
636 audio_debug_ui( vg
.pv
);
645 vg_profile_end( &vg_prof_render
);
647 glfwSwapBuffers( vg
.window
);
648 vg_run_synced_content();
651 vg_console_write_persistent();
653 vg_mutex_lock( &vg
.mux_engine_status
);
654 vg
.engine_status
= k_engine_status_none
;
655 vg_mutex_unlock( &vg
.mux_engine_status
);
659 vg_success( "If you see this it means everything went.. \"well\".....\n" );
664 * Immediately transfer away from calling thread into a safe loop, signal for
665 * others to shutdown, then free everything once the user closes the window.
667 * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, ONLY
668 * when calling the program from outside its normal directory.
670 VG_STATIC
void vg_fatal_exit_loop( const char *error
)
673 * https://www.gnu.org/software/libc/manual/html_node/Backtraces.html
676 * TODO: this on windows?
685 size
= backtrace( array
, 20 );
686 strings
= backtrace_symbols( array
, size
);
688 if( strings
!= NULL
)
690 vg_error( "---------------- gnu backtrace -------------\n" );
692 for( int i
=0; i
<size
; i
++ )
693 vg_info( "%s\n", strings
[i
] );
695 vg_error( "---------------- gnu backtrace -------------\n" );
702 vg_error( "Fatal error: %s\n", error
);
703 assert( vg_semaphore_trywait( &vg
.sem_fatal
) );
705 vg_mutex_lock( &vg
.mux_engine_status
);
707 if( vg
.engine_status
== k_engine_status_none
)
709 vg_mutex_unlock( &vg
.mux_engine_status
);
711 /* TODO: Correct shutdown before other systems */
716 vg_mutex_unlock( &vg
.mux_engine_status
);
721 * wait until loader checks in, it will die
728 * wait for main to get to us, it will never be used again
730 * undefined behaviour:
731 * fatal_exit_loop is called in both threads, preventing an appropriate
732 * reaction to the crash. This *should* be made
733 * obvious by the assertion
735 vg_acquire_thread_sync();
737 vg_mutex_lock( &vg
.mux_engine_status
);
738 vg
.engine_status
= k_engine_status_crashed
;
739 vg
.str_const_engine_err
= error
;
740 vg_mutex_unlock( &vg
.mux_engine_status
);
743 * Wait for loader to finish what it was doing, if it was running.
744 * Then we can continue in our nice error screen
746 if( vg_thread_info
.purpose
== k_thread_purpose_main
)
748 vg_semaphore_wait( &vg
.sem_loader
);
754 if( glfwWindowShouldClose( vg
.window
) )
757 if( glfwGetKey( vg
.window
, GLFW_KEY_ESCAPE
) )
762 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
764 glDisable(GL_DEPTH_TEST
);
765 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
766 glBlendEquation(GL_FUNC_ADD
);
768 glClearColor( 0.15f
+ sinf(glfwGetTime())*0.1f
, 0.0f
, 0.0f
,1.0f
);
769 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
770 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
774 glfwSwapBuffers( vg
.window
);
777 /* Can now shutdown and EXIT */
786 VG_STATIC
void vg_fatal_exit_loop( const char *error
)
788 vg_error( "Fatal error: %s\n", error
);
795 * Graphic cards will check these to force it to use the GPU
797 u32 NvOptimusEnablement
= 0x00000001;
798 int AmdPowerXpressRequestHighPerformance
= 1;