1 /* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */
7 | | .---------------------------------------------------------.
8 |API| | vg_enter( int argc, char *argv[], const char *window_name |
9 | | '---------------------------------------------------------'
12 |IMP| vg_launch_opt(void) <--.
14 | | |'---------------'
16 | | |'-----------------------------------| 1 |------.
19 | | | |IMP| vg_preload(void)
22 | | | | |IMP| vg_load(void)
24 |IMP| | vg_framebuffer_resize(void) |
26 |IMP| | |.------------- vg_start(void) ---------------'
29 |IMP| | vg_update(void)
34 |IMP| | '- vg_update_fixed(void)
39 |IMP| | vg_update_post(void)
42 |IMP| | vg_render(void)
55 const char *vg_get_basepath(void);
57 #include "vg_platform.h"
64 VG_STATIC
void vg_print_backtrace(void)
72 size
= backtrace( array
, 20 );
73 strings
= backtrace_symbols( array
, size
);
75 if( strings
!= NULL
){
76 vg_error( "---------------- gnu backtrace -------------\n" );
78 for( int i
=0; i
<size
; i
++ )
79 vg_info( "%s\n", strings
[i
] );
81 vg_error( "---------------- gnu backtrace -------------\n" );
90 #include "dep/glad/glad.h"
91 #include "dep/sdl/include/SDL.h"
92 #include "vg_stdint.h"
94 void vg_register_exit( void( *funcptr
)(void), const char *name
);
101 //#define VG_SYNC_DEBUG
103 #define VG_SYNC_LOG(STR,...) \
104 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
106 #define VG_SYNC_LOG(...)
110 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
);
113 VG_STATIC
void vg_preload(void);
114 VG_STATIC
void vg_load(void);
117 VG_STATIC
void vg_launch_opt(void);
118 VG_STATIC
void vg_start(void);
120 VG_STATIC
void vg_framebuffer_resize(int w
, int h
);
121 VG_STATIC
void vg_update(void);
122 VG_STATIC
void vg_update_fixed(void);
123 VG_STATIC
void vg_update_post(void);
125 VG_STATIC
void vg_render(void);
126 VG_STATIC
void vg_gui(void);
131 SDL_GLContext gl_context
;
132 const char *base_path
;
134 SDL_sem
*sem_loader
; /* allows only one loader at a time */
135 jmp_buf env_loader_exit
;
137 SDL_threadID thread_id_main
,
141 SDL_SpinLock sl_status
;
143 k_engine_status_none
,
144 k_engine_status_load_internal
,
145 k_engine_status_running
,
146 k_engine_status_crashed
150 /* Window information */
156 int display_refresh_rate
,
157 fps_limit
; /* 0: use vsync, >0: cap fps to this, no vsync */
160 k_vsync_feature_disabled
=0,
161 k_vsync_feature_enabled
=1,
162 k_vsync_feature_enabled_adaptive
=2,
163 k_vsync_feature_error
=3
176 time_fixed_accumulator
,
177 time_fixed_extrapolate
,
180 u64 time_hp
, time_hp_last
, time_spinning
;
182 int fixed_iterations
;
186 k_engine_stage_update
,
187 k_engine_stage_update_fixed
,
188 k_engine_stage_rendering
,
195 enum quality_profile
{
196 k_quality_profile_high
= 0,
197 k_quality_profile_low
= 1,
203 VG_STATIC vg
= { .time_rate
= 1.0 };
204 const char *vg_get_basepath(void){
208 enum vg_thread_purpose
210 k_thread_purpose_nothing
,
211 k_thread_purpose_main
,
212 k_thread_purpose_loader
215 #include "vg_async.h"
217 VG_STATIC
enum engine_status
_vg_engine_status(void)
219 SDL_AtomicLock( &vg
.sl_status
);
220 enum engine_status status
= vg
.engine_status
;
221 SDL_AtomicUnlock( &vg
.sl_status
);
226 VG_STATIC
enum vg_thread_purpose
vg_thread_purpose(void)
228 SDL_AtomicLock( &vg
.sl_status
);
230 if( vg
.thread_id_main
== SDL_GetThreadID(NULL
) ){
231 SDL_AtomicUnlock( &vg
.sl_status
);
232 return k_thread_purpose_main
;
235 SDL_AtomicUnlock( &vg
.sl_status
);
236 return k_thread_purpose_loader
;
240 VG_STATIC
void _vg_opengl_sync_init(void)
242 vg
.sem_loader
= SDL_CreateSemaphore(1);
245 VG_STATIC
void vg_checkgl( const char *src_info
);
246 #define VG_STRINGIT( X ) #X
247 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
249 #include "vg_console.h"
250 #include "vg_profiler.h"
251 #include "vg_audio.h"
252 #include "vg_shader.h"
254 #include "vg_input.h"
255 #include "vg_imgui.h"
256 #include "vg_lines.h"
257 #include "vg_loader.h"
261 VG_STATIC
struct vg_profile vg_prof_update
= {.name
="update()"},
262 vg_prof_render
= {.name
="render()"},
263 vg_prof_swap
= {.name
="swap"};
265 VG_STATIC
void vg_checkgl( const char *src_info
)
270 while( (err
= glGetError()) != GL_NO_ERROR
){
271 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
276 vg_fatal_error( "OpenGL Error" );
279 VG_STATIC
void async_vg_bake_shaders( void *payload
, u32 size
)
281 vg_shaders_compile();
284 VG_STATIC
void vg_bake_shaders(void)
286 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile
, NULL
);
287 vg_async_call( async_vg_bake_shaders
, NULL
, 0 );
290 void async_internal_complete( void *payload
, u32 size
)
292 vg_success( "Internal async setup complete\n" );
293 SDL_AtomicLock( &vg
.sl_status
);
295 if( vg
.engine_status
== k_engine_status_crashed
){
296 SDL_AtomicUnlock( &vg
.sl_status
);
300 vg
.engine_status
= k_engine_status_running
;
303 SDL_AtomicUnlock( &vg
.sl_status
);
306 VG_STATIC
void _vg_load_full( void *data
)
311 vg_loader_step( vg_input_init
, vg_input_free
);
312 vg_loader_step( vg_lines_init
, NULL
);
313 vg_loader_step( vg_audio_init
, vg_audio_free
);
314 vg_loader_step( vg_profiler_init
, NULL
);
316 vg_async_call( async_internal_complete
, NULL
, 0 );
322 VG_STATIC
void _vg_process_events(void)
324 v2_zero( vg
.mouse_wheel
);
325 v2_zero( vg
.mouse_delta
);
332 while( SDL_PollEvent( &event
) ){
333 if( event
.type
== SDL_KEYDOWN
){
334 if( vg_console
.enabled
&&
335 (vg_ui
.focused_control_type
!= k_ui_control_modal
) ){
336 if( event
.key
.keysym
.sym
== SDLK_ESCAPE
||
337 event
.key
.keysym
.sym
== SDLK_BACKQUOTE
){
338 vg_console
.enabled
= 0;
341 else if( (event
.key
.keysym
.mod
& KMOD_CTRL
) &&
342 event
.key
.keysym
.sym
== SDLK_n
){
343 _console_suggest_next();
345 else if( (event
.key
.keysym
.mod
& KMOD_CTRL
) &&
346 event
.key
.keysym
.sym
== SDLK_p
){
347 _console_suggest_prev();
350 _ui_proc_key( event
.key
.keysym
);
354 if( event
.key
.keysym
.sym
== SDLK_BACKQUOTE
){
355 vg_console
.enabled
= 1;
358 _ui_proc_key( event
.key
.keysym
);
362 else if( event
.type
== SDL_MOUSEWHEEL
){
363 vg
.mouse_wheel
[0] += event
.wheel
.preciseX
;
364 vg
.mouse_wheel
[1] += event
.wheel
.preciseY
;
366 else if( event
.type
== SDL_CONTROLLERDEVICEADDED
||
367 event
.type
== SDL_CONTROLLERDEVICEREMOVED
)
369 vg_input_device_event( &event
);
371 else if( event
.type
== SDL_CONTROLLERAXISMOTION
||
372 event
.type
== SDL_CONTROLLERBUTTONDOWN
||
373 event
.type
== SDL_CONTROLLERBUTTONUP
)
375 vg_input_controller_event( &event
);
377 else if( event
.type
== SDL_MOUSEMOTION
){
378 vg
.mouse_delta
[0] += event
.motion
.xrel
;
379 vg
.mouse_delta
[1] += event
.motion
.yrel
;
381 else if( event
.type
== SDL_WINDOWEVENT
){
382 if( event
.window
.event
== SDL_WINDOWEVENT_SIZE_CHANGED
){
384 SDL_GL_GetDrawableSize( vg
.window
, &w
, &h
);
387 vg_warn( "Got a invalid framebuffer size: "
388 "%dx%d... ignoring\n", w
, h
);
394 vg_framebuffer_resize(w
,h
);
397 else if( event
.window
.event
== SDL_WINDOWEVENT_CLOSE
){
398 vg
.window_should_close
= 1;
401 else if( event
.type
== SDL_TEXTINPUT
){
402 ui_proc_utf8( event
.text
.text
);
406 vg
.mouse_pos
[0] += vg
.mouse_delta
[0];
407 vg
.mouse_pos
[1] += vg
.mouse_delta
[1];
410 VG_STATIC
void _vg_gameloop_update(void)
412 vg_profile_begin( &vg_prof_update
);
414 vg
.engine_stage
= k_engine_stage_update
;
417 /* Fixed update loop */
418 vg
.engine_stage
= k_engine_stage_update_fixed
;
420 vg
.fixed_iterations
= 0;
421 vg_lines
.allow_input
= 1;
422 vg
.time_fixed_accumulator
+= vg
.time_delta
;
424 while( vg
.time_fixed_accumulator
>= VG_TIMESTEP_FIXED
){
426 vg_lines
.allow_input
= 0;
428 vg
.time_fixed_accumulator
-= VG_TIMESTEP_FIXED
;
429 //vg.accumulator = VG_MAX( 0.0, vg.accumulator );
431 vg
.fixed_iterations
++;
432 if( vg
.fixed_iterations
== 8 ){
436 vg_lines
.allow_input
= 1;
437 vg
.time_fixed_extrapolate
= vg
.time_fixed_accumulator
/ VG_TIMESTEP_FIXED
;
439 vg
.engine_stage
= k_engine_stage_update
;
441 vg_profile_end( &vg_prof_update
);
444 VG_STATIC
void _vg_gameloop_render(void)
446 vg_profile_begin( &vg_prof_render
);
449 vg
.engine_stage
= k_engine_stage_rendering
;
453 vg
.engine_stage
= k_engine_stage_ui
;
456 if( vg_console
.enabled
){
457 vg_ui
.ignore_input_frames
= 10;
459 vg_ui
.ignore_input_frames
= 0;
460 vg_ui
.wants_mouse
= 1;
466 audio_debug_ui( vg
.pv
);
469 int frame_target
= vg
.display_refresh_rate
;
470 if( vg
.fps_limit
> 0 ) frame_target
= vg
.fps_limit
;
472 (struct vg_profile
*[]){
473 &vg_prof_update
,&vg_prof_render
,&vg_prof_swap
}, 3,
474 (1.0f
/(float)frame_target
)*1000.0f
,
475 (ui_rect
){ 4, 4, 250, 0 }, 0
482 "refresh: %d (%.1fms)\n"
484 "iterations: %d (acc: %.3fms%%)\n"
485 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
486 " extrap(%.2f) frame(%.2f) spin( "PRINTF_U64
" )\n",
487 vg
.window_x
, vg
.window_y
,
488 frame_target
, (1.0f
/(float)frame_target
)*1000.0f
,
491 (vg
.time_fixed_accumulator
/VG_TIMESTEP_FIXED
)*100.0f
,
492 vg
.time
, vg
.time_delta
, vg
.time_rate
,
493 vg
.time_fixed_extrapolate
, vg
.time_frame_delta
,
496 ui_text( (ui_rect
){258, 4+24+12+12,900,900},perf
,1,0,k_ui_align_left
);
501 vg_profile_end( &vg_prof_render
);
504 VG_STATIC
int vg_framefilter( double dt
)
506 if( (vg
.fps_limit
<= 0) && (vg
.vsync_feature
!= k_vsync_feature_error
) ){
507 /* turn on vsync if not enabled */
509 enum vsync_feature requested
= k_vsync_feature_enabled
;
510 if( vg
.fps_limit
< 0 ) requested
= k_vsync_feature_enabled_adaptive
;
512 if( vg
.vsync_feature
!= requested
){
513 vg_info( "Setting swap interval\n" );
515 int swap_interval
= 1;
516 if( requested
== k_vsync_feature_enabled_adaptive
) swap_interval
= -1;
518 if( SDL_GL_SetSwapInterval( swap_interval
) == -1 ){
519 if( requested
== k_vsync_feature_enabled
){
520 vg_error( "Vsync is not supported by your system\n" );
521 vg_warn( "You may be overriding it in your"
522 " graphics control panel.\n" );
525 vg_error( "Adaptive Vsync is not supported by your system\n" );
528 vg
.vsync_feature
= k_vsync_feature_error
;
529 vg
.fps_limit
= vg
.display_refresh_rate
;
531 /* TODO: Make popup to notify user that this happened */
535 vg_success( "Vsync enabled (%d)\n", requested
);
536 vg
.vsync_feature
= requested
;
543 if( vg
.vsync_feature
!= k_vsync_feature_disabled
){
544 SDL_GL_SetSwapInterval( 0 );
545 vg
.vsync_feature
= k_vsync_feature_disabled
;
548 if( vg
.fps_limit
< 25 ) vg
.fps_limit
= 25;
549 if( vg
.fps_limit
> 300 ) vg
.fps_limit
= 300;
551 double min_frametime
= 1.0/(double)vg
.fps_limit
;
552 if( vg
.time_frame_delta
< min_frametime
){
553 /* TODO: we can use high res nanosleep on Linux here */
554 double sleep_ms
= (min_frametime
-vg
.time_frame_delta
) * 1000.0;
555 u32 ms
= (u32
)floor( sleep_ms
);
570 VG_STATIC
int _vg_crashscreen(void)
573 if( vg_getkey( SDLK_ESCAPE
) )
577 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
579 glDisable(GL_DEPTH_TEST
);
580 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
581 glBlendEquation(GL_FUNC_ADD
);
583 glClearColor( 0.15f
+ sinf(vg
.time
)*0.1f
, 0.0f
, 0.0f
,1.0f
);
584 glClear( GL_COLOR_BUFFER_BIT
);
585 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
592 VG_STATIC
void _vg_gameloop(void)
594 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
596 vg
.time_hp
= SDL_GetPerformanceCounter();
597 vg
.time_hp_last
= vg
.time_hp
;
602 vg
.time_hp
= SDL_GetPerformanceCounter();
603 u64 udt
= vg
.time_hp
- vg
.time_hp_last
;
604 vg
.time_hp_last
= vg
.time_hp
;
606 double dt
= (double)udt
/ (double)SDL_GetPerformanceFrequency();
608 vg
.time_frame_delta
+= dt
;
610 if( vg_framefilter( dt
) )
613 vg_profile_begin( &vg_prof_swap
);
614 SDL_GL_SwapWindow( vg
.window
);
615 vg_profile_end( &vg_prof_swap
);
617 enum engine_status status
= _vg_engine_status();
619 vg
.time_delta
= vg
.time_frame_delta
* vg
.time_rate
;
620 vg
.time
+= vg
.time_delta
;
622 vg_run_async_checked();
623 _vg_process_events();
625 if( vg
.window_should_close
)
628 if( status
== k_engine_status_crashed
){
629 if( _vg_crashscreen() )
633 if( status
== k_engine_status_running
){
634 _vg_gameloop_update();
635 _vg_gameloop_render();
642 if( vg
.loader_ring
> 0.01f
){
643 vg
.loader_ring
-= vg
.time_frame_delta
* 0.5f
;
644 _vg_loader_render_ring( vg
.loader_ring
);
647 vg
.time_frame_delta
= 0.0;
648 vg
.time_spinning
= 0;
652 VG_STATIC
void _vg_process_launch_opts_internal( int argc
, char *argv
[] )
655 while( vg_argp( argc
, argv
) ){
656 if( (arg
= vg_opt_arg( 'w' )) ){
657 vg
.window_x
= atoi( arg
);
660 if( (arg
= vg_opt_arg( 'h' )) ){
661 vg
.window_y
= atoi( arg
);
664 if( (arg
= vg_long_opt_arg( "samples" )) ){
665 vg
.samples
= VG_MAX( 0, VG_MIN( 8, atoi( arg
) ) );
668 if( vg_long_opt( "use-libc-malloc" ) ){
669 vg_mem
.use_libc_malloc
= 1;
672 if( vg_long_opt( "high-performance" ) ){
673 vg
.quality_profile
= k_quality_profile_low
;
680 VG_STATIC
void _vg_init_window( const char *window_name
)
682 vg_info( "SDL_INIT\n" );
684 if( SDL_Init( SDL_INIT_VIDEO
) != 0 ){
685 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
689 SDL_InitSubSystem( SDL_INIT_AUDIO
);
690 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER
);
692 char *exe_basepath
= SDL_GetBasePath();
693 u32 len
= vg_align8( strlen(exe_basepath
)+1 );
694 char *dest
= vg_linear_alloc( vg_mem
.rtmemory
, len
);
695 strcpy( dest
, exe_basepath
);
696 SDL_free( exe_basepath
);
699 vg_info( "Basepath: %s\n", vg
.base_path
);
701 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER
, 1 );
702 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION
, 3 );
703 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION
, 3 );
704 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK
,
705 SDL_GL_CONTEXT_PROFILE_CORE
);
707 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR
,
708 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
);
710 SDL_GL_SetAttribute( SDL_GL_RED_SIZE
, 8 );
711 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE
, 8 );
712 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE
, 8 );
713 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE
, 8 );
714 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE
, 0 );
717 * Get monitor information
719 vg_info( "Getting display count\n" );
720 int display_count
= 0,
729 SDL_DisplayMode video_mode
;
730 if( SDL_GetDesktopDisplayMode( display_index
, &video_mode
) ){
731 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
736 vg
.display_refresh_rate
= video_mode
.refresh_rate
;
737 vg
.window_x
= video_mode
.w
;
738 vg
.window_y
= video_mode
.h
;
742 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
743 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
744 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
747 vg_info( "CreateWindow( %d %d @%dhz )\n", vg
.window_x
, vg
.window_y
,
748 vg
.display_refresh_rate
);
750 /* TODO: Allow selecting closest video mode from launch opts */
751 if((vg
.window
= SDL_CreateWindow( window_name
,
754 0, 0, vg
.window_x
, vg
.window_y
,
755 SDL_WINDOW_BORDERLESS
|SDL_WINDOW_OPENGL
|SDL_WINDOW_INPUT_GRABBED
759 vg
.window_x
, vg
.window_y
,
761 SDL_WINDOW_FULLSCREEN_DESKTOP
|
763 SDL_WINDOW_INPUT_GRABBED
766 if( SDL_SetWindowDisplayMode( vg
.window
, &video_mode
) ){
767 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
774 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
778 SDL_RaiseWindow( vg
.window
);
780 vg_info( "CreateContext\n" );
783 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
788 if( (vg
.gl_context
= SDL_GL_CreateContext(vg
.window
) )){
789 SDL_GL_GetDrawableSize( vg
.window
, &vg
.window_x
, &vg
.window_y
);
790 vg_success( "Window created (%dx%d)\n", vg
.window_x
, vg
.window_y
);
793 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
798 if( !gladLoadGLLoader((GLADloadproc
)SDL_GL_GetProcAddress
) ) {
799 vg_error( "Glad Failed to initialize\n" );
800 SDL_GL_DeleteContext( vg
.gl_context
);
805 const unsigned char* glver
= glGetString( GL_VERSION
);
806 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
808 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
810 SDL_DisplayMode dispmode
;
811 if( !SDL_GetWindowDisplayMode( vg
.window
, &dispmode
) ){
812 if( dispmode
.refresh_rate
){
813 vg
.display_refresh_rate
= dispmode
.refresh_rate
;
817 if( vg
.display_refresh_rate
< 25 || vg
.display_refresh_rate
> 300 ){
818 vg
.display_refresh_rate
= 60;
821 vg_info( "Display refresh rate: %d\n", dispmode
.refresh_rate
);
823 #if defined(_WIN32) || defined(VG_DEVWINDOW)
824 vg
.fps_limit
= vg
.display_refresh_rate
;
830 VG_STATIC
void _vg_terminate(void)
833 _vg_console_write_persistent();
835 SDL_AtomicLock( &vg
.sl_status
);
836 vg
.engine_status
= k_engine_status_none
;
837 SDL_AtomicUnlock( &vg
.sl_status
);
841 vg_success( "If you see this it means everything went.. \"well\".....\n" );
843 SDL_GL_DeleteContext( vg
.gl_context
);
848 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
)
851 _vg_process_launch_opts_internal( argc
, argv
);
857 vg_console_reg_var( "fps_limit", &vg
.fps_limit
, k_var_dtype_i32
, 0 );
858 _vg_init_window( window_name
);
861 SDL_SetRelativeMouseMode(1);
863 vg
.thread_id_main
= SDL_GetThreadID(NULL
);
865 /* Opengl-required systems */
869 vg
.engine_status
= k_engine_status_load_internal
;
871 _vg_opengl_sync_init();
872 vg_loader_start( _vg_load_full
, NULL
);
877 VG_STATIC
void vg_fatal_error( const char *fmt
, ... )
880 va_start( args
, fmt
);
881 _vg_log_write( stderr
, KRED
" fatal" KWHT
"| " KRED
, fmt
, args
);
884 vg_print_backtrace();
886 SDL_AtomicLock( &vg
.sl_status
);
887 vg
.engine_status
= k_engine_status_crashed
;
888 SDL_AtomicUnlock( &vg
.sl_status
);
890 if( vg_thread_purpose() == k_thread_purpose_loader
){
891 longjmp( vg
.env_loader_exit
, 1 );
894 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
902 VG_STATIC
void vg_fatal_error( const char *fmt
, ... )
905 va_start( args
, fmt
);
906 _vg_log_write( stderr
, KRED
" fatal" KWHT
"| " KRED
, fmt
, args
);
914 * Graphic cards will check these to force it to use the GPU
916 u32 NvOptimusEnablement
= 0x00000001;
917 int AmdPowerXpressRequestHighPerformance
= 1;
919 #endif /* VG_HEADER_H */