fix swap profile
[vg.git] / vg.h
1 /* Copyright (C) 2021-2024 Mt.Zero Software - All Rights Reserved */
2
3 /*
4
5 .-. VG Event loop
6 | 0 |
7 | | .---------------------------------------------------------.
8 |API| | vg_enter( int argc, char *argv[], const char *window_name |
9 | | '---------------------------------------------------------'
10 | | |
11 | | v
12 |IMP| vg_launch_opt(void) <--.
13 | | | |
14 | | |'---------------'
15 | | | .-.
16 | | |'-----------------------------------| 1 |------.
17 | | | | | |
18 | | | | | v
19 | | | |IMP| vg_preload(void)
20 | | | | | |
21 | | .-----+. | | v
22 | | | | |IMP| vg_load(void)
23 | | | v '___' |
24 |IMP| | vg_framebuffer_resize(void) |
25 | | | | |
26 |IMP| | |.------------- vg_start(void) ---------------'
27 | | | |
28 | | | v
29 |IMP| | vg_pre_update(void)
30 | | | |
31 | | | .-----+.
32 | | | | | called 0x to 8x
33 | | | | v
34 |IMP| | '- vg_fixed_update(void)
35 | | | |
36 | | | .-'
37 | | | |
38 | | | v
39 |IMP| | vg_post_update(void)
40 | | | |
41 | | | v
42 |IMP| | vg_render(void)
43 | | | |
44 | | | v
45 |IMP| | vg_gui(void)
46 | | | |
47 | | | v
48 |IMP| | vg_game_settings_init(void)
49 |IMP| | vg_game_settings_gui( ui_rect panel )
50 | | | | (optional: #define VG_GAME_SETTINGS)
51 | | | |
52 | | '----'
53 '___'
54
55 */
56
57 #ifndef VG_HEADER_H
58 #define VG_HEADER_H
59
60 const char *vg_get_basepath(void);
61
62 #include "vg_platform.h"
63 #include "vg_mem.h"
64
65 #ifdef VG_GAME
66 #include "dep/glad/glad.h"
67 #include "dep/sdl/include/SDL.h"
68 #include "vg_stdint.h"
69
70 void vg_register_exit( void( *funcptr )(void), const char *name );
71
72 #include "vg_m.h"
73 #include "vg_io.h"
74 #include "vg_log.h"
75 #ifndef VG_NO_STEAM
76 #include "vg_steam.h"
77 #endif
78
79 //#define VG_SYNC_DEBUG
80 #ifdef VG_SYNC_DEBUG
81 #define VG_SYNC_LOG(STR,...) \
82 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
83 #else
84 #define VG_SYNC_LOG(...)
85 #endif
86
87 /* API */
88 static void vg_enter( int argc, char *argv[], const char *window_name );
89
90 /* Thread 1 */
91 static void vg_preload(void);
92 static void vg_load(void);
93
94 /* Main thread */
95 static void vg_launch_opt(void);
96 static void vg_start(void);
97
98 static void vg_framebuffer_resize(int w, int h);
99 static void vg_pre_update(void);
100 static void vg_fixed_update(void);
101 static void vg_post_update(void);
102
103 static void vg_render(void);
104 static void vg_gui(void);
105
106 enum quality_profile{
107 k_quality_profile_high = 0,
108 k_quality_profile_low = 1,
109 k_quality_profile_min = 2
110 };
111
112 struct vg{
113 /* Engine sync */
114 SDL_Window *window;
115 SDL_GLContext gl_context;
116 const char *base_path;
117
118 SDL_sem *sem_loader; /* allows only one loader at a time */
119 jmp_buf env_loader_exit;
120
121 SDL_threadID thread_id_main,
122 thread_id_loader;
123 void *thread_data;
124
125 SDL_SpinLock sl_status;
126 enum engine_status{
127 k_engine_status_none,
128 k_engine_status_load_internal,
129 k_engine_status_running,
130 k_engine_status_crashed
131 }
132 engine_status;
133
134 /* Window information */
135 int window_x,
136 window_y,
137 samples,
138 window_should_close;
139
140 int display_refresh_rate,
141 fps_limit,
142 vsync,
143 screen_mode,
144 display_index;
145
146 int settings_open;
147
148 enum vsync_feature{
149 k_vsync_feature_disabled=0,
150 k_vsync_feature_enabled=1,
151 k_vsync_feature_enabled_adaptive=2,
152 k_vsync_feature_error=3
153 }
154 vsync_feature;
155
156 i32 mouse_pos[2];
157 v2f mouse_delta,
158 mouse_wheel;
159
160 /* Runtime */
161 double time,
162 time_real,
163 time_delta,
164 time_rate,
165
166 time_fixed_accumulator,
167 time_fixed_extrapolate,
168 time_frame_delta;
169
170 u64 time_hp, time_hp_last, time_spinning;
171
172 int fixed_iterations;
173
174 enum engine_stage{
175 k_engine_stage_none,
176 k_engine_stage_update,
177 k_engine_stage_update_fixed,
178 k_engine_stage_rendering,
179 k_engine_stage_ui
180 }
181 engine_stage;
182
183 /* graphics */
184 #ifdef VG_3D
185 m4x4f pv;
186 #else
187 m3x3f pv;
188 #endif
189
190 i32 quality_profile;
191
192 float loader_ring;
193 GLuint tex_missing;
194
195 vg_rand rand;
196 }
197 static vg = { .time_rate = 1.0 };
198 const char *vg_get_basepath(void){
199 return vg.base_path;
200 }
201
202 enum vg_thread_purpose
203 {
204 k_thread_purpose_nothing,
205 k_thread_purpose_main,
206 k_thread_purpose_loader
207 };
208
209 #include "vg_async.h"
210
211 static enum engine_status _vg_engine_status(void)
212 {
213 SDL_AtomicLock( &vg.sl_status );
214 enum engine_status status = vg.engine_status;
215 SDL_AtomicUnlock( &vg.sl_status );
216
217 return status;
218 }
219
220 static enum vg_thread_purpose vg_thread_purpose(void)
221 {
222 SDL_AtomicLock( &vg.sl_status );
223
224 if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
225 SDL_AtomicUnlock( &vg.sl_status );
226 return k_thread_purpose_main;
227 }
228 else{
229 SDL_AtomicUnlock( &vg.sl_status );
230 return k_thread_purpose_loader;
231 }
232 }
233
234 static void vg_assert_thread( enum vg_thread_purpose required ){
235 enum vg_thread_purpose purpose = vg_thread_purpose();
236
237 if( purpose != required ){
238 vg_fatal_error( "thread_purpose must be %u not %u\n", required, purpose );
239 }
240 }
241
242 static void _vg_opengl_sync_init(void)
243 {
244 vg.sem_loader = SDL_CreateSemaphore(1);
245 }
246
247 static void vg_checkgl( const char *src_info );
248 #define VG_STRINGIT( X ) #X
249 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
250
251 #include "vg_console.h"
252 #include "vg_profiler.h"
253 #ifndef VG_NO_AUDIO
254 #include "vg_audio.h"
255 #endif
256 #include "vg_shader.h"
257 #include "vg_tex.h"
258 #include "vg_input.h"
259 #include "vg_imgui.h"
260 #include "vg_lines.h"
261 #include "vg_loader.h"
262 #include "vg_opt.h"
263 #include "vg_settings_menu.h"
264
265 /* Diagnostic */
266 static struct vg_profile vg_prof_update = {.name="update()"},
267 vg_prof_render = {.name="render()"},
268 vg_prof_swap = {.name="swap"};
269
270 static void vg_checkgl( const char *src_info )
271 {
272 int fail = 0;
273
274 GLenum err;
275 while( (err = glGetError()) != GL_NO_ERROR ){
276 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
277 fail = 1;
278 }
279
280 if( fail )
281 vg_fatal_error( "OpenGL Error" );
282 }
283
284 static void async_vg_bake_shaders( void *payload, u32 size )
285 {
286 vg_shaders_compile();
287 }
288
289 static void vg_bake_shaders(void)
290 {
291 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
292 vg_async_call( async_vg_bake_shaders, NULL, 0 );
293 }
294
295 void async_internal_complete( void *payload, u32 size )
296 {
297 vg_success( "Internal async setup complete\n" );
298 SDL_AtomicLock( &vg.sl_status );
299
300 if( vg.engine_status == k_engine_status_crashed ){
301 SDL_AtomicUnlock( &vg.sl_status );
302 return;
303 }
304 else{
305 vg.engine_status = k_engine_status_running;
306 }
307
308 SDL_AtomicUnlock( &vg.sl_status );
309 }
310
311 static void _vg_load_full( void *data ){
312 vg_preload();
313 vg_tex2d_replace_with_error( &vg.tex_missing );
314 vg_ui.tex_bg = vg.tex_missing;
315
316 /* internal */
317 vg_loader_step( vg_input_init, vg_input_free );
318 vg_loader_step( vg_lines_init, NULL );
319 #ifndef VG_NO_AUDIO
320 vg_loader_step( vg_audio_init, vg_audio_free );
321 #endif
322 vg_loader_step( vg_profiler_init, NULL );
323
324 vg_async_call( async_internal_complete, NULL, 0 );
325
326 /* client */
327 vg_load();
328
329 vg_success( "Client loaded in %fs\n", vg.time_real );
330 }
331
332 static void _vg_process_events(void)
333 {
334 v2_zero( vg.mouse_wheel );
335 v2_zero( vg.mouse_delta );
336
337 /* Update input */
338 vg_process_inputs();
339
340 /* SDL event loop */
341 SDL_Event event;
342 while( SDL_PollEvent( &event ) ){
343 if( event.type == SDL_KEYDOWN ){
344 if( vg_console.enabled &&
345 (vg_ui.focused_control_type != k_ui_control_modal) ){
346 if( event.key.keysym.sym == SDLK_ESCAPE ||
347 event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){
348 vg_console.enabled = 0;
349 ui_defocus_all();
350 }
351 else if( (event.key.keysym.mod & KMOD_CTRL) &&
352 event.key.keysym.sym == SDLK_n ){
353 _console_suggest_next();
354 }
355 else if( (event.key.keysym.mod & KMOD_CTRL ) &&
356 event.key.keysym.sym == SDLK_p ){
357 _console_suggest_prev();
358 }
359 else{
360 _ui_proc_key( event.key.keysym );
361 }
362 }
363 else{
364 if( event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){
365 vg_console.enabled = 1;
366 }
367 else {
368 _ui_proc_key( event.key.keysym );
369 }
370 }
371 }
372 else if( event.type == SDL_MOUSEWHEEL ){
373 vg.mouse_wheel[0] += event.wheel.preciseX;
374 vg.mouse_wheel[1] += event.wheel.preciseY;
375 }
376 else if( event.type == SDL_CONTROLLERDEVICEADDED ||
377 event.type == SDL_CONTROLLERDEVICEREMOVED )
378 {
379 vg_input_device_event( &event );
380 }
381 else if( event.type == SDL_CONTROLLERAXISMOTION ||
382 event.type == SDL_CONTROLLERBUTTONDOWN ||
383 event.type == SDL_CONTROLLERBUTTONUP )
384 {
385 vg_input_controller_event( &event );
386 }
387 else if( event.type == SDL_MOUSEMOTION ){
388 vg.mouse_delta[0] += event.motion.xrel;
389 vg.mouse_delta[1] += event.motion.yrel;
390 }
391 else if( event.type == SDL_WINDOWEVENT ){
392 if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
393 int w, h;
394 SDL_GL_GetDrawableSize( vg.window, &w, &h );
395
396 if( !w || !h ){
397 vg_warn( "Got a invalid framebuffer size: "
398 "%dx%d... ignoring\n", w, h );
399 }
400 else{
401 vg.window_x = w;
402 vg.window_y = h;
403
404 vg_framebuffer_resize(w,h);
405 }
406 }
407 else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
408 vg.window_should_close = 1;
409 }
410 }
411 else if( event.type == SDL_TEXTINPUT ){
412 ui_proc_utf8( event.text.text );
413 }
414 }
415
416 SDL_GetMouseState( &vg.mouse_pos[0], &vg.mouse_pos[1] );
417 }
418
419 static void _vg_gameloop_update(void)
420 {
421 vg_profile_begin( &vg_prof_update );
422
423 vg.engine_stage = k_engine_stage_update;
424 vg_pre_update();
425
426 /* Fixed update loop */
427 vg.engine_stage = k_engine_stage_update_fixed;
428
429 vg.fixed_iterations = 0;
430 vg_lines.allow_input = 1;
431 vg.time_fixed_accumulator += vg.time_delta;
432
433 while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
434 vg_fixed_update();
435 vg_lines.allow_input = 0;
436 vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
437
438 vg.fixed_iterations ++;
439 if( vg.fixed_iterations == 8 ){
440 break;
441 }
442 }
443 vg_lines.allow_input = 1;
444 vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
445
446 vg.engine_stage = k_engine_stage_update;
447 vg_post_update();
448 vg_profile_end( &vg_prof_update );
449 }
450
451 static void _vg_gameloop_render(void)
452 {
453 vg_profile_begin( &vg_prof_render );
454
455 /* render */
456 vg.engine_stage = k_engine_stage_rendering;
457 vg_render();
458
459 /* ui */
460 vg.engine_stage = k_engine_stage_ui;
461 {
462 ui_prerender();
463 if( vg_console.enabled ){
464 vg_ui.ignore_input_frames = 10;
465 vg_gui();
466 vg_ui.ignore_input_frames = 0;
467 vg_ui.wants_mouse = 1;
468 _vg_console_draw();
469 }
470 else vg_gui();
471
472 if( vg.settings_open )
473 vg_settings_gui();
474
475 /* vg tools */
476 #ifndef VG_NO_AUDIO
477 audio_debug_ui( vg.pv );
478 #endif
479
480 /* profiling */
481 if( vg_profiler ){
482 int frame_target = vg.display_refresh_rate;
483 if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
484 vg_profile_drawn(
485 (struct vg_profile *[]){
486 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
487 (1.0f/(float)frame_target)*1000.0f,
488 (ui_rect){ 4, 4, 250, 0 }, 0, 0
489 );
490 char perf[256];
491
492 snprintf( perf, 255,
493 "x: %d y: %d\n"
494 "refresh: %d (%.1fms)\n"
495 "samples: %d\n"
496 "iterations: %d (acc: %.3fms%%)\n"
497 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
498 " extrap(%.2f) frame(%.2f) spin( "PRINTF_U64" )\n",
499 vg.window_x, vg.window_y,
500 frame_target, (1.0f/(float)frame_target)*1000.0f,
501 vg.samples,
502 vg.fixed_iterations,
503 (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
504 vg.time_real, vg.time_delta, vg.time_rate,
505 vg.time_fixed_extrapolate, vg.time_frame_delta,
506 vg.time_spinning );
507
508 ui_text( (ui_rect){258, 4+24+12+12,900,900},perf,1,0,k_ui_align_left);
509 }
510 ui_postrender();
511 }
512
513 vg_profile_end( &vg_prof_render );
514 }
515
516 static void aaaaaaaaaaaaaaaaa( ui_rect r ){
517 int frame_target = vg.display_refresh_rate;
518 if( !vg.vsync ) frame_target = vg.fps_limit;
519
520 vg_profile_drawn(
521 (struct vg_profile *[]){
522 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
523 (1.0f/(f32)frame_target)*1500.0f,
524 r, 0, 1
525 );
526
527 ui_fill( (ui_rect){ r[0], r[1] + (r[3]*2)/3, r[2], 1 }, ui_colour(k_ui_fg) );
528 }
529
530 static void vg_changevsync(void){
531 if( vg.vsync && (vg.vsync_feature != k_vsync_feature_error) ){
532 /* turn on vsync if not enabled */
533
534 enum vsync_feature requested = k_vsync_feature_enabled;
535 if( vg.vsync < 0 ) requested = k_vsync_feature_enabled_adaptive;
536
537 if( vg.vsync_feature != requested ){
538 vg_info( "Setting swap interval\n" );
539
540 int swap_interval = 1;
541 if( requested == k_vsync_feature_enabled_adaptive )
542 swap_interval = -1;
543
544 if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
545 if( requested == k_vsync_feature_enabled ){
546 vg_error( "Vsync is not supported by your system\n" );
547 vg_warn( "You may be overriding it in your"
548 " graphics control panel.\n" );
549 }
550 else{
551 vg_error( "Adaptive Vsync is not supported by your system\n" );
552 }
553
554 vg.vsync_feature = k_vsync_feature_error;
555 vg.vsync = 0;
556 /* TODO: Make popup to notify user that this happened */
557 }
558 else{
559 vg_success( "Vsync enabled (%d)\n", requested );
560 vg.vsync_feature = requested;
561 }
562 }
563 }
564 else {
565 if( vg.vsync_feature != k_vsync_feature_disabled ){
566 SDL_GL_SetSwapInterval( 0 );
567 vg.vsync_feature = k_vsync_feature_disabled;
568 }
569 }
570 }
571
572 static int vg_framefilter( double dt ){
573 if( vg.fps_limit < 24 ) vg.fps_limit = 24;
574 if( vg.fps_limit > 300 ) vg.fps_limit = 300;
575
576 double min_frametime = 1.0/(double)vg.fps_limit;
577 if( vg.time_frame_delta < min_frametime ){
578 /* TODO: we can use high res nanosleep on Linux here */
579 double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
580 u32 ms = (u32)floor( sleep_ms );
581
582 if( ms ){
583 if( !vg_loader_availible() )
584 SDL_Delay(1);
585 else
586 SDL_Delay(ms);
587 }
588 else{
589 vg.time_spinning ++;
590 }
591
592 return 1;
593 }
594
595 return 0;
596 }
597
598 static int _vg_crashscreen(void)
599 {
600 #if 0
601 if( vg_getkey( SDLK_ESCAPE ) )
602 return 1;
603 #endif
604
605 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
606 glEnable(GL_BLEND);
607 glDisable(GL_DEPTH_TEST);
608 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
609 glBlendEquation(GL_FUNC_ADD);
610
611 glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f );
612 glClear( GL_COLOR_BUFFER_BIT );
613 glViewport( 0,0, vg.window_x, vg.window_y );
614
615 _vg_render_log();
616
617 return 0;
618 }
619
620 static void _vg_gameloop(void){
621 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
622
623 vg.time_hp = SDL_GetPerformanceCounter();
624 vg.time_hp_last = vg.time_hp;
625
626 int post_start = 0;
627 while(1){
628 vg.time_hp = SDL_GetPerformanceCounter();
629 u64 udt = vg.time_hp - vg.time_hp_last;
630 vg.time_hp_last = vg.time_hp;
631
632 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
633
634 vg.time_frame_delta += dt;
635 vg_run_async_checked();
636
637 if( vg_framefilter( dt ) )
638 continue;
639
640 vg_changevsync();
641
642 enum engine_status status = _vg_engine_status();
643 if( status == k_engine_status_running )
644 vg_profile_begin( &vg_prof_swap );
645
646 SDL_GL_SwapWindow( vg.window );
647
648 if( status == k_engine_status_running )
649 vg_profile_end( &vg_prof_swap );
650
651 vg.time_real += vg.time_frame_delta;
652 vg.time_delta = vg.time_frame_delta * vg.time_rate;
653 vg.time += vg.time_delta;
654
655 _vg_process_events();
656
657 if( vg.window_should_close )
658 break;
659
660 if( status == k_engine_status_crashed ){
661 if( _vg_crashscreen() )
662 break;
663 }
664 else{
665 if( status == k_engine_status_running ){
666 _vg_gameloop_update();
667 _vg_gameloop_render();
668 }
669 else{
670 _vg_loader_render();
671 }
672 }
673
674 if( vg.loader_ring > 0.01f ){
675 _vg_loader_render_ring( vg.loader_ring );
676 vg.loader_ring -= vg.time_frame_delta * 0.5f;
677 }
678
679 vg.time_frame_delta = 0.0;
680 vg.time_spinning = 0;
681 }
682 }
683
684 static void _vg_process_launch_opts_internal( int argc, char *argv[] )
685 {
686 char *arg;
687 while( vg_argp( argc, argv ) ){
688 if( (arg = vg_opt_arg( 'w' )) ){
689 vg.window_x = atoi( arg );
690 }
691
692 if( (arg = vg_opt_arg( 'h' )) ){
693 vg.window_y = atoi( arg );
694 }
695
696 if( (arg = vg_long_opt_arg( "samples" )) ){
697 vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
698 }
699
700 if( vg_long_opt( "use-libc-malloc" ) ){
701 vg_mem.use_libc_malloc = 1;
702 }
703
704 if( vg_long_opt( "high-performance" ) ){
705 vg.quality_profile = k_quality_profile_low;
706 }
707
708 vg_launch_opt();
709 }
710 }
711
712 static void _vg_init_window( const char *window_name )
713 {
714 vg_info( "SDL_INIT\n" );
715
716 if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){
717 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
718 exit(0);
719 }
720
721 #ifndef VG_NO_AUDIO
722 SDL_InitSubSystem( SDL_INIT_AUDIO );
723 #endif
724 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
725
726 char *exe_basepath = SDL_GetBasePath();
727 u32 len = vg_align8( strlen(exe_basepath)+1 );
728 char *dest = vg_linear_alloc( vg_mem.rtmemory, len );
729 strcpy( dest, exe_basepath );
730 SDL_free( exe_basepath );
731 vg.base_path = dest;
732
733 vg_info( "Basepath: %s\n", vg.base_path );
734
735 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
736 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
737 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
738 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
739 SDL_GL_CONTEXT_PROFILE_CORE );
740
741 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
742 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
743
744 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
745 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
746 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
747 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
748 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
749
750 /*
751 * Get monitor information
752 */
753 vg_info( "Getting display count\n" );
754 int display_count = 0,
755 display_index = 0,
756 mode_index = 0;
757
758 SDL_DisplayMode video_mode;
759 if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
760 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
761 SDL_Quit();
762 exit(0);
763 }
764
765 vg.display_refresh_rate = video_mode.refresh_rate;
766 vg.window_x = video_mode.w;
767 vg.window_y = video_mode.h;
768
769 if( vg.screen_mode == 2 ){
770 vg.window_x = 1280;
771 vg.window_y = 720;
772 }
773
774 #ifndef _WIN32
775 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
776 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
777 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
778 #endif
779
780 u32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED |
781 SDL_WINDOW_RESIZABLE;
782
783 if( vg.screen_mode == 1 )
784 flags |= SDL_WINDOW_FULLSCREEN;
785 else if( vg.screen_mode == 0 )
786 flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
787
788 vg_info( "CreateWindow( %d %d %u )\n", vg.window_x, vg.window_y, flags );
789
790 if((vg.window = SDL_CreateWindow( window_name, 0, 0,
791 vg.window_x, vg.window_y, flags ))){
792 if( vg.screen_mode == 2 )
793 SDL_SetWindowPosition( vg.window, video_mode.w-vg.window_x, 0 );
794 }
795 else{
796 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
797 exit(0);
798 }
799
800 SDL_RaiseWindow( vg.window );
801 SDL_SetWindowMinimumSize( vg.window, 1280, 720 );
802 SDL_SetWindowMaximumSize( vg.window, 4096, 4096 );
803
804 vg_info( "CreateContext\n" );
805
806 /* ????? */
807 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
808
809 /*
810 * OpenGL loading
811 */
812 if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
813 SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
814 vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
815 }
816 else{
817 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
818 SDL_Quit();
819 exit(0);
820 }
821
822 if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
823 vg_error( "Glad Failed to initialize\n" );
824 SDL_GL_DeleteContext( vg.gl_context );
825 SDL_Quit();
826 exit(0);
827 }
828
829 const unsigned char* glver = glGetString( GL_VERSION );
830 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
831
832 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
833
834 SDL_DisplayMode dispmode;
835 if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
836 if( dispmode.refresh_rate ){
837 vg.display_refresh_rate = dispmode.refresh_rate;
838 }
839 }
840
841 if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
842 vg.display_refresh_rate = 60;
843 }
844
845 vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
846 if( !vg.fps_limit) vg.fps_limit = vg.display_refresh_rate;
847 }
848
849 static void _vg_terminate(void)
850 {
851 /* Shutdown */
852 _vg_console_write_persistent();
853
854 SDL_AtomicLock( &vg.sl_status );
855 vg.engine_status = k_engine_status_none;
856 SDL_AtomicUnlock( &vg.sl_status );
857
858 _vg_loader_free();
859
860 vg_success( "If you see this it means everything went.. \"well\".....\n" );
861
862 SDL_GL_DeleteContext( vg.gl_context );
863 SDL_Quit();
864 exit(0);
865 }
866
867 static void vg_enter( int argc, char *argv[], const char *window_name ){
868 vg_rand_seed( &vg.rand, 461 );
869 _vg_process_launch_opts_internal( argc, argv );
870
871 /* Systems init */
872 vg_alloc_quota();
873 _vg_console_init();
874
875 vg_console_reg_var( "vg_fps_limit", &vg.fps_limit,
876 k_var_dtype_i32, VG_VAR_PERSISTENT );
877 vg_console_reg_var( "vg_vsync", &vg.vsync,
878 k_var_dtype_i32, VG_VAR_PERSISTENT );
879 vg_console_reg_var( "vg_quality", &vg.quality_profile,
880 k_var_dtype_i32, VG_VAR_PERSISTENT );
881 vg_console_reg_var( "vg_screen_mode", &vg.screen_mode,
882 k_var_dtype_i32, VG_VAR_PERSISTENT );
883 vg_audio_register();
884 vg_console_load_autos();
885
886 vg_console_reg_cmd( "vg_settings", cmd_vg_settings_toggle, NULL );
887 _vg_init_window( window_name );
888
889 vg_async_init();
890 SDL_SetRelativeMouseMode(1);
891
892 vg.thread_id_main = SDL_GetThreadID(NULL);
893
894 /* Opengl-required systems */
895 _vg_ui_init();
896 _vg_loader_init();
897
898 vg.engine_status = k_engine_status_load_internal;
899
900 _vg_opengl_sync_init();
901 vg_loader_start( _vg_load_full, NULL );
902 _vg_gameloop();
903 _vg_terminate();
904 }
905
906 static void vg_fatal_error( const char *fmt, ... )
907 {
908 va_list args;
909 va_start( args, fmt );
910 _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
911 va_end( args );
912
913 vg_print_backtrace();
914
915 SDL_AtomicLock( &vg.sl_status );
916 vg.engine_status = k_engine_status_crashed;
917 SDL_AtomicUnlock( &vg.sl_status );
918
919 if( vg_thread_purpose() == k_thread_purpose_loader ){
920 longjmp( vg.env_loader_exit, 1 );
921 }
922 else{
923 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
924 _vg_terminate();
925 }
926 }
927
928 #else /* VG_GAME */
929
930 #include "vg_log.h"
931 static void vg_fatal_error( const char *fmt, ... )
932 {
933 va_list args;
934 va_start( args, fmt );
935 _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
936 va_end( args );
937 exit(1);
938 }
939
940 #endif /* VG_GAME */
941
942 /*
943 * Graphic cards will check these to force it to use the GPU
944 */
945 u32 NvOptimusEnablement = 0x00000001;
946 int AmdPowerXpressRequestHighPerformance = 1;
947
948 #include "vg_log.c"
949
950 #endif /* VG_HEADER_H */