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)
52 | | .-------------------------------------.
53 |API| | vg_fatal_exit_loop( const char *err ) |
54 | | '-------------------------------------'
59 |IMP| '- vg_framebuffer_resize(void)
67 #include "vg_platform.h"
74 VG_STATIC
void vg_print_backtrace(void)
82 size
= backtrace( array
, 20 );
83 strings
= backtrace_symbols( array
, size
);
85 if( strings
!= NULL
){
86 vg_error( "---------------- gnu backtrace -------------\n" );
88 for( int i
=0; i
<size
; i
++ )
89 vg_info( "%s\n", strings
[i
] );
91 vg_error( "---------------- gnu backtrace -------------\n" );
100 #include "dep/glad/glad.h"
101 #include "submodules/SDL/include/SDL.h"
102 #include "vg_stdint.h"
104 void vg_register_exit( void( *funcptr
)(void), const char *name
);
109 #include "vg_steam.h"
111 //#define VG_SYNC_DEBUG
113 #define VG_SYNC_LOG(STR,...) \
114 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
116 #define VG_SYNC_LOG(...)
120 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
);
123 VG_STATIC
void vg_preload(void);
124 VG_STATIC
void vg_load(void);
127 VG_STATIC
void vg_launch_opt(void);
128 VG_STATIC
void vg_start(void);
130 VG_STATIC
void vg_framebuffer_resize(int w
, int h
);
131 VG_STATIC
void vg_update(void);
132 VG_STATIC
void vg_update_fixed(void);
133 VG_STATIC
void vg_update_post(void);
135 VG_STATIC
void vg_render(void);
136 VG_STATIC
void vg_ui(void);
142 SDL_GLContext gl_context
;
144 SDL_SpinLock sl_context
;
145 SDL_sem
*sem_allow_exec
,
149 SDL_threadID thread_id_main
,
151 thread_id_with_opengl_context
;
152 int context_ownership_depth
;
158 k_engine_status_none
,
159 k_engine_status_running
,
160 k_engine_status_crashed
163 const char *str_const_engine_err
;
166 /* Window information */
187 int fixed_iterations
;
192 k_engine_stage_update
,
193 k_engine_stage_update_fixed
,
194 k_engine_stage_rendering
,
203 k_quality_profile_high
= 0,
204 k_quality_profile_low
= 1,
208 VG_STATIC vg
= { .time_rate
= 1.0 };
210 enum vg_thread_purpose
212 k_thread_purpose_nothing
,
213 k_thread_purpose_main
,
214 k_thread_purpose_loader
217 VG_STATIC
void vg_fatal_exit_loop( const char *error
);
220 * Checks if the engine is running
222 VG_STATIC
void _vg_ensure_engine_running(void)
224 /* Check if the engine is no longer running */
225 SDL_AtomicLock( &vg
.sl_context
);
226 enum engine_status status
= vg
.engine_status
;
227 SDL_AtomicUnlock( &vg
.sl_context
);
229 if( status
!= k_engine_status_running
){
231 VG_SYNC_LOG( "[%d] No longer running...\n");
237 VG_STATIC
enum vg_thread_purpose
vg_thread_purpose(void)
239 SDL_AtomicLock( &vg
.sl_context
);
241 if( vg
.thread_id_main
== SDL_GetThreadID(NULL
) ){
242 SDL_AtomicUnlock( &vg
.sl_context
);
243 return k_thread_purpose_main
;
246 SDL_AtomicUnlock( &vg
.sl_context
);
247 return k_thread_purpose_loader
;
252 * Sync execution so that the OpenGL context is switched onto this thread.
253 * Anything after this call will be in a valid context.
255 VG_STATIC
void vg_acquire_thread_sync(void)
257 /* We dont want to do anything if this is the main thread */
259 if( vg_thread_purpose() == k_thread_purpose_loader
){
260 VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" );
261 _vg_ensure_engine_running();
263 SDL_AtomicLock( &vg
.sl_context
);
264 if( vg
.context_ownership_depth
== 0 ){
265 vg
.context_ownership_depth
++;
267 SDL_AtomicUnlock( &vg
.sl_context
);
269 /* wait until told we can go */
270 VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
271 SDL_SemWait( vg
.sem_allow_exec
);
273 _vg_ensure_engine_running();
275 SDL_GL_MakeCurrent( vg
.window
, vg
.gl_context
);
276 VG_SYNC_LOG( "[%d] granted\n" );
279 vg
.context_ownership_depth
++;
280 VG_SYNC_LOG( "[%d] granted\n" );
281 SDL_AtomicUnlock( &vg
.sl_context
);
287 * Signify that we are done with the OpenGL context in this thread.
288 * Anything after this call will be in an undefined context.
290 VG_STATIC
void vg_release_thread_sync(void)
292 if( vg_thread_purpose() == k_thread_purpose_loader
){
293 VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" );
295 SDL_AtomicLock( &vg
.sl_context
);
296 vg
.context_ownership_depth
--;
298 if( vg
.context_ownership_depth
== 0 ){
299 SDL_AtomicUnlock( &vg
.sl_context
);
300 VG_SYNC_LOG( "[%d] Releasing context.\n" );
301 SDL_GL_MakeCurrent( NULL
, NULL
);
302 SDL_SemPost( vg
.sem_exec_finished
);
305 SDL_AtomicUnlock( &vg
.sl_context
);
309 VG_STATIC
void _vg_run_synced(void)
311 SDL_AtomicLock( &vg
.sl_context
);
313 if( vg
.exec_context
!= 0 ){
314 VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg
.exec_context
);
316 SDL_AtomicUnlock( &vg
.sl_context
);
318 /* allow operations to go */
319 SDL_GL_MakeCurrent( NULL
, NULL
);
320 SDL_SemPost( vg
.sem_allow_exec
);
322 /* wait for operations to complete */
323 VG_SYNC_LOG( "[%d] Waiting for content.\n" );
324 SDL_SemWait( vg
.sem_exec_finished
);
326 /* check if we killed the engine */
327 _vg_ensure_engine_running();
329 /* re-engage main thread */
330 VG_SYNC_LOG( "[%d] Re-engaging.\n" );
331 SDL_GL_MakeCurrent( vg
.window
, vg
.gl_context
);
334 VG_SYNC_LOG( "[%d] Nothing to do.\n" );
335 SDL_AtomicUnlock( &vg
.sl_context
);
339 VG_STATIC
void _vg_opengl_sync_init(void)
341 vg
.sem_allow_exec
= SDL_CreateSemaphore(0);
342 vg
.sem_exec_finished
= SDL_CreateSemaphore(0);
343 vg
.sem_loader
= SDL_CreateSemaphore(1);
346 VG_STATIC
void vg_checkgl( const char *src_info
);
347 #define VG_STRINGIT( X ) #X
348 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
350 #include "vg_console.h"
351 #include "vg_profiler.h"
352 #include "vg_audio.h"
353 #include "vg_shader.h"
355 #include "vg_input.h"
357 #include "vg_lines.h"
358 #include "vg_loader.h"
362 VG_STATIC
struct vg_profile vg_prof_update
= {.name
="update()"},
363 vg_prof_render
= {.name
="render()"};
365 VG_STATIC
void vg_checkgl( const char *src_info
)
370 while( (err
= glGetError()) != GL_NO_ERROR
){
371 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
376 vg_fatal_exit_loop( "OpenGL Error" );
379 VG_STATIC
void vg_bake_shaders(void)
381 vg_acquire_thread_sync();
382 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile
, NULL
);
384 vg_shaders_compile();
385 vg_release_thread_sync();
388 VG_STATIC
void _vg_load_full(void)
393 vg_loader_step( vg_input_init
, vg_input_free
);
394 vg_loader_step( vg_lines_init
, NULL
);
395 vg_loader_step( vg_audio_init
, vg_audio_free
);
396 vg_loader_step( vg_profiler_init
, NULL
);
402 VG_STATIC
void _vg_process_events(void)
405 vg
.time_real_last
= vg
.time_real
;
406 vg
.time_real
= (double)SDL_GetTicks64() / 1000.0;
407 vg
.frame_delta
= vg
.time_real
-vg
.time_real_last
;
409 v2_zero( vg
.mouse_wheel
);
410 v2_zero( vg
.mouse_delta
);
414 while( SDL_PollEvent( &event
) ){
415 if( event
.type
== SDL_KEYDOWN
){
416 console_proc_key( event
.key
.keysym
);
418 else if( event
.type
== SDL_MOUSEWHEEL
){
419 vg
.mouse_wheel
[0] += event
.wheel
.preciseX
;
420 vg
.mouse_wheel
[1] += event
.wheel
.preciseY
;
422 else if( event
.type
== SDL_CONTROLLERAXISMOTION
||
423 event
.type
== SDL_CONTROLLERBUTTONDOWN
||
424 event
.type
== SDL_CONTROLLERBUTTONUP
||
425 event
.type
== SDL_CONTROLLERDEVICEADDED
||
426 event
.type
== SDL_CONTROLLERDEVICEREMOVED
429 vg_input_controller_event( &event
);
431 else if( event
.type
== SDL_MOUSEMOTION
){
432 vg
.mouse_delta
[0] += event
.motion
.xrel
;
433 vg
.mouse_delta
[1] += event
.motion
.yrel
;
435 else if( event
.type
== SDL_WINDOWEVENT
){
436 if( event
.window
.event
== SDL_WINDOWEVENT_SIZE_CHANGED
){
438 SDL_GL_GetDrawableSize( vg
.window
, &w
, &h
);
441 vg_warn( "Got a invalid framebuffer size: "
442 "%dx%d... ignoring\n", w
, h
);
448 vg_framebuffer_resize(w
,h
);
451 else if( event
.window
.event
== SDL_WINDOWEVENT_CLOSE
){
452 vg
.window_should_close
= 1;
455 else if( event
.type
== SDL_TEXTINPUT
){
456 console_proc_utf8( event
.text
.text
);
460 vg
.mouse_pos
[0] += vg
.mouse_delta
[0];
461 vg
.mouse_pos
[1] += vg
.mouse_delta
[1];
467 VG_STATIC
void _vg_gameloop_update(void)
469 vg_profile_begin( &vg_prof_update
);
471 vg
.engine_stage
= k_engine_stage_update
;
474 /* Fixed update loop */
475 vg
.engine_stage
= k_engine_stage_update_fixed
;
476 vg
.accumulator
+= vg
.time_delta
;
478 vg
.fixed_iterations
= 0;
479 vg_lines
.allow_input
= 1;
480 while( vg
.accumulator
>= (VG_TIMESTEP_FIXED
-0.00125) ){
482 vg_lines
.allow_input
= 0;
484 vg
.accumulator
-= VG_TIMESTEP_FIXED
;
485 vg
.accumulator
= VG_MAX( 0.0, vg
.accumulator
);
487 vg
.fixed_iterations
++;
488 if( vg
.fixed_iterations
== 8 ){
492 vg_lines
.allow_input
= 1;
494 vg
.engine_stage
= k_engine_stage_update
;
496 vg_profile_end( &vg_prof_update
);
499 VG_STATIC
void _vg_gameloop_render(void)
501 vg_profile_begin( &vg_prof_render
);
505 vg
.engine_stage
= k_engine_stage_rendering
;
509 vg
.engine_stage
= k_engine_stage_ui
;
511 ui_begin( vg
.window_x
, vg
.window_y
);
514 ui_set_mouse( vg
.mouse_pos
[0], vg
.mouse_pos
[1], 0 );
517 (struct vg_profile
*[]){&vg_prof_update
,&vg_prof_render
}, 2,
518 (1.0f
/(float)vg
.refresh_rate
)*1000.0f
,
519 (ui_rect
){ 4, 4, 250, 0 }, 0
527 "refresh: %.1f (%.1fms)\n"
529 "iterations: %d (acc: %.3fms%%)\n",
530 vg
.window_x
, vg
.window_y
,
531 vg
.refresh_rate
, (1.0f
/vg
.refresh_rate
)*1000.0f
,
534 (vg
.accumulator
/VG_TIMESTEP_FIXED
)*100.0f
);
536 ui_text( (ui_rect
){258, 4+24+12,0,0},perf
, 1,0);
540 audio_debug_ui( vg
.pv
);
549 vg_profile_end( &vg_prof_render
);
552 VG_STATIC
void _vg_gameloop(void)
554 vg
.accumulator
= 0.75f
* (1.0f
/60.0f
);
558 _vg_process_events();
560 if( vg
.window_should_close
)
564 vg
.time_delta
= vg
.frame_delta
* vg
.time_rate
;
565 vg
.time
+= vg
.time_delta
;
577 _vg_gameloop_update();
578 _vg_gameloop_render();
580 SDL_GL_SwapWindow( vg
.window
);
585 VG_STATIC
void _vg_process_launch_opts_internal( int argc
, char *argv
[] )
588 while( vg_argp( argc
, argv
) ){
589 if( (arg
= vg_opt_arg( 'w' )) ){
590 vg
.window_x
= atoi( arg
);
593 if( (arg
= vg_opt_arg( 'h' )) ){
594 vg
.window_y
= atoi( arg
);
597 if( (arg
= vg_long_opt_arg( "samples" )) ){
598 vg
.samples
= VG_MAX( 0, VG_MIN( 8, atoi( arg
) ) );
601 if( vg_long_opt( "use-libc-malloc" ) ){
602 vg_mem
.use_libc_malloc
= 1;
605 if( vg_long_opt( "high-performance" ) ){
606 vg
.quality_profile
= k_quality_profile_low
;
613 VG_STATIC
void _vg_init_window( const char *window_name
)
615 vg_info( "SDL_INIT\n" );
617 if( SDL_Init( SDL_INIT_VIDEO
) != 0 ){
618 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
622 SDL_InitSubSystem( SDL_INIT_AUDIO
);
623 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER
);
625 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER
, 1 );
626 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION
, 3 );
627 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION
, 3 );
628 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK
,
629 SDL_GL_CONTEXT_PROFILE_CORE
);
631 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR
,
632 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
);
634 SDL_GL_SetAttribute( SDL_GL_RED_SIZE
, 8 );
635 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE
, 8 );
636 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE
, 8 );
637 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE
, 8 );
638 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE
, 0 );
641 * Get monitor information
643 vg_info( "Getting display count\n" );
644 int display_count
= 0, display_index
= 0, mode_index
= 0;
645 if( (display_count
= SDL_GetNumVideoDisplays()) < 1 ){
646 vg_error( "SDL_GetNumVideoDisplays returned: %i\n", display_count
);
652 vg
.refresh_rate
= 60;
656 /* TODO: Allow chosing the modes at startup */
657 vg_info( "Getting default display mode\n" );
658 SDL_DisplayMode vm_ideal
= { 0, 0, 0, 0, 0 };
659 if( SDL_GetDisplayMode( display_index
, mode_index
, &vm_ideal
) != 0 ){
660 vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() );
665 vm_ideal
.w
= vg
.window_x
;
668 vm_ideal
.h
= vg
.window_y
;
671 SDL_DisplayMode vm_best
;
672 if( !SDL_GetClosestDisplayMode( display_index
, &vm_ideal
, &vm_best
) ){
673 vg_error( "SDL_GetClosestDisplayMode failed: %s", SDL_GetError() );
677 vg
.refresh_rate
= vm_best
.refresh_rate
;
678 vg
.window_x
= vm_best
.w
;
679 vg
.window_y
= vm_best
.h
;
682 vg_info( "CreateWindow( %d %d @%.2fhz )\n", vg
.window_x
, vg
.window_y
,
685 /* TODO: Allow selecting closest video mode from launch opts */
686 if((vg
.window
= SDL_CreateWindow( window_name
,
689 0, 0, vg
.window_x
, vg
.window_y
,
690 SDL_WINDOW_BORDERLESS
|SDL_WINDOW_OPENGL
|SDL_WINDOW_INPUT_GRABBED
693 SDL_WINDOWPOS_UNDEFINED
,
694 SDL_WINDOWPOS_UNDEFINED
,
695 vg
.window_x
, vg
.window_y
,
697 SDL_WINDOW_FULLSCREEN_DESKTOP
|
699 SDL_WINDOW_INPUT_GRABBED
702 if( SDL_SetWindowDisplayMode( vg
.window
, &vm_best
) ){
703 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
710 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
714 vg_info( "CreateContext\n" );
719 if( (vg
.gl_context
= SDL_GL_CreateContext(vg
.window
) )){
720 SDL_GL_GetDrawableSize( vg
.window
, &vg
.window_x
, &vg
.window_y
);
721 vg_success( "Window created (%dx%d)\n", vg
.window_x
, vg
.window_y
);
724 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
729 if( !gladLoadGLLoader((GLADloadproc
)SDL_GL_GetProcAddress
) ) {
730 vg_error( "Glad Failed to initialize\n" );
731 SDL_GL_DeleteContext( vg
.gl_context
);
736 const unsigned char* glver
= glGetString( GL_VERSION
);
737 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
739 vg_info( "Setting swap interval\n" );
741 if( SDL_GL_SetSwapInterval( -1 ) == -1 ){
742 vg_warn( "Adaptive Vsync not supported\n" );
744 if( SDL_GL_SetSwapInterval( 1 ) == -1 ){
745 vg_fatal_exit_loop( "Cannot enable Vsync! You might be overriding it"
746 " in your graphics control panel.\n" );
749 vg_success( "Using vsync\n" );
752 vg_success( "Using adaptive Vsync\n" );
754 SDL_DisplayMode dispmode
;
755 if( !SDL_GetWindowDisplayMode( vg
.window
, &dispmode
) ){
756 if( dispmode
.refresh_rate
){
757 vg
.refresh_rate
= dispmode
.refresh_rate
;
758 vg_info( "Refresh rate: %d\n", dispmode
.refresh_rate
);
763 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
)
765 _vg_process_launch_opts_internal( argc
, argv
);
771 _vg_init_window( window_name
);
773 SDL_SetRelativeMouseMode(1);
774 vg
.thread_id_main
= SDL_GetThreadID(NULL
);
776 /* Opengl-required systems */
780 vg
.engine_status
= k_engine_status_running
;
782 _vg_opengl_sync_init();
783 vg_loader_start( _vg_load_full
);
787 _vg_console_write_persistent();
789 SDL_AtomicLock( &vg
.sl_context
);
790 vg
.engine_status
= k_engine_status_none
;
791 SDL_AtomicUnlock( &vg
.sl_context
);
795 vg_success( "If you see this it means everything went.. \"well\".....\n" );
797 SDL_GL_DeleteContext( vg
.gl_context
);
802 * Immediately transfer away from calling thread into a safe loop, signal for
803 * others to shutdown, then free everything once the user closes the window.
805 * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, ONLY
806 * when calling the program from outside its normal directory.
808 VG_STATIC
void vg_fatal_exit_loop( const char *error
)
811 * https://www.gnu.org/software/libc/manual/html_node/Backtraces.html
814 * TODO: this on windows?
817 vg_print_backtrace();
818 vg_error( "Fatal error: %s\n", error
);
820 SDL_AtomicLock( &vg
.sl_context
);
821 if( vg
.engine_status
== k_engine_status_none
){
822 SDL_AtomicUnlock( &vg
.sl_context
);
824 /* TODO: Correct shutdown before other systems */
828 SDL_AtomicUnlock( &vg
.sl_context
);
830 vg_acquire_thread_sync();
832 SDL_AtomicLock( &vg
.sl_context
);
833 vg
.engine_status
= k_engine_status_crashed
;
834 vg
.str_const_engine_err
= error
;
835 SDL_AtomicUnlock( &vg
.sl_context
);
837 /* Notify other thread for curtosey */
838 if( vg_thread_purpose() == k_thread_purpose_main
){
839 SDL_AtomicLock( &vg
.sl_context
);
841 if( vg
.exec_context
!= 0 )
842 SDL_SemPost( vg
.sem_allow_exec
);
844 SDL_AtomicUnlock( &vg
.sl_context
);
850 _vg_process_events();
851 if( vg
.window_should_close
)
854 if( vg_getkey( SDLK_ESCAPE
) )
857 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
859 glDisable(GL_DEPTH_TEST
);
860 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
861 glBlendEquation(GL_FUNC_ADD
);
863 glClearColor( 0.15f
+ sinf(vg
.time_real
)*0.1f
, 0.0f
, 0.0f
,1.0f
);
864 glClear( GL_COLOR_BUFFER_BIT
);
865 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
868 SDL_GL_SwapWindow( vg
.window
);
871 /* Can now shutdown and EXIT */
873 SDL_GL_DeleteContext( vg
.gl_context
);
881 VG_STATIC
void vg_fatal_exit_loop( const char *error
)
883 vg_error( "Fatal error: %s\n", error
);
890 * Graphic cards will check these to force it to use the GPU
892 u32 NvOptimusEnablement
= 0x00000001;
893 int AmdPowerXpressRequestHighPerformance
= 1;
895 #endif /* VG_HEADER_H */