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 #include "vg_platform.h"
62 VG_STATIC
void vg_print_backtrace(void)
70 size
= backtrace( array
, 20 );
71 strings
= backtrace_symbols( array
, size
);
73 if( strings
!= NULL
){
74 vg_error( "---------------- gnu backtrace -------------\n" );
76 for( int i
=0; i
<size
; i
++ )
77 vg_info( "%s\n", strings
[i
] );
79 vg_error( "---------------- gnu backtrace -------------\n" );
88 #include "dep/glad/glad.h"
89 #include "submodules/SDL/include/SDL.h"
90 #include "vg_stdint.h"
92 void vg_register_exit( void( *funcptr
)(void), const char *name
);
100 //#define VG_SYNC_DEBUG
102 #define VG_SYNC_LOG(STR,...) \
103 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
105 #define VG_SYNC_LOG(...)
109 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
);
112 VG_STATIC
void vg_preload(void);
113 VG_STATIC
void vg_load(void);
116 VG_STATIC
void vg_launch_opt(void);
117 VG_STATIC
void vg_start(void);
119 VG_STATIC
void vg_framebuffer_resize(int w
, int h
);
120 VG_STATIC
void vg_update(void);
121 VG_STATIC
void vg_update_fixed(void);
122 VG_STATIC
void vg_update_post(void);
124 VG_STATIC
void vg_render(void);
125 VG_STATIC
void vg_gui(void);
130 SDL_GLContext gl_context
;
131 const char *base_path
;
133 SDL_sem
*sem_loader
; /* allows only one loader at a time */
134 jmp_buf env_loader_exit
;
136 SDL_threadID thread_id_main
,
140 SDL_SpinLock sl_status
;
142 k_engine_status_none
,
143 k_engine_status_load_internal
,
144 k_engine_status_running
,
145 k_engine_status_crashed
149 /* Window information */
155 int display_refresh_rate
,
156 fps_limit
; /* 0: use vsync, >0: cap fps to this, no vsync */
159 k_vsync_feature_disabled
=0,
160 k_vsync_feature_enabled
=1,
161 k_vsync_feature_enabled_adaptive
=2,
162 k_vsync_feature_error
=3
175 time_fixed_accumulator
,
176 time_fixed_extrapolate
,
179 u64 time_hp
, time_hp_last
, time_spinning
;
181 int fixed_iterations
;
185 k_engine_stage_update
,
186 k_engine_stage_update_fixed
,
187 k_engine_stage_rendering
,
194 enum quality_profile
{
195 k_quality_profile_high
= 0,
196 k_quality_profile_low
= 1,
202 VG_STATIC vg
= { .time_rate
= 1.0 };
204 enum vg_thread_purpose
206 k_thread_purpose_nothing
,
207 k_thread_purpose_main
,
208 k_thread_purpose_loader
211 #include "vg_async.h"
213 VG_STATIC
enum engine_status
_vg_engine_status(void)
215 SDL_AtomicLock( &vg
.sl_status
);
216 enum engine_status status
= vg
.engine_status
;
217 SDL_AtomicUnlock( &vg
.sl_status
);
222 VG_STATIC
enum vg_thread_purpose
vg_thread_purpose(void)
224 SDL_AtomicLock( &vg
.sl_status
);
226 if( vg
.thread_id_main
== SDL_GetThreadID(NULL
) ){
227 SDL_AtomicUnlock( &vg
.sl_status
);
228 return k_thread_purpose_main
;
231 SDL_AtomicUnlock( &vg
.sl_status
);
232 return k_thread_purpose_loader
;
236 VG_STATIC
void _vg_opengl_sync_init(void)
238 vg
.sem_loader
= SDL_CreateSemaphore(1);
241 VG_STATIC
void vg_checkgl( const char *src_info
);
242 #define VG_STRINGIT( X ) #X
243 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
245 #include "vg_console.h"
246 #include "vg_profiler.h"
247 #include "vg_audio.h"
248 #include "vg_shader.h"
250 #include "vg_input.h"
252 #include "vg_imgui.h"
253 #include "vg_lines.h"
254 #include "vg_loader.h"
258 VG_STATIC
struct vg_profile vg_prof_update
= {.name
="update()"},
259 vg_prof_render
= {.name
="render()"},
260 vg_prof_swap
= {.name
="swap"};
262 VG_STATIC
void vg_checkgl( const char *src_info
)
267 while( (err
= glGetError()) != GL_NO_ERROR
){
268 vg_error( "(%s) OpenGL Error: #%d\n", src_info
, err
);
273 vg_fatal_error( "OpenGL Error" );
276 VG_STATIC
void async_vg_bake_shaders( void *payload
, u32 size
)
278 vg_shaders_compile();
281 VG_STATIC
void vg_bake_shaders(void)
283 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile
, NULL
);
284 vg_async_call( async_vg_bake_shaders
, NULL
, 0 );
287 void async_internal_complete( void *payload
, u32 size
)
289 vg_success( "Internal async setup complete\n" );
290 SDL_AtomicLock( &vg
.sl_status
);
292 if( vg
.engine_status
== k_engine_status_crashed
){
293 SDL_AtomicUnlock( &vg
.sl_status
);
297 vg
.engine_status
= k_engine_status_running
;
300 SDL_AtomicUnlock( &vg
.sl_status
);
303 VG_STATIC
void _vg_load_full( void *data
)
308 vg_loader_step( vg_input_init
, vg_input_free
);
309 vg_loader_step( vg_lines_init
, NULL
);
310 vg_loader_step( vg_audio_init
, vg_audio_free
);
311 vg_loader_step( vg_profiler_init
, NULL
);
313 vg_async_call( async_internal_complete
, NULL
, 0 );
319 VG_STATIC
void _vg_process_events(void)
321 v2_zero( vg
.mouse_wheel
);
322 v2_zero( vg
.mouse_delta
);
329 while( SDL_PollEvent( &event
) ){
330 if( event
.type
== SDL_KEYDOWN
){
331 if( vg_console
.enabled
){
332 if( event
.key
.keysym
.sym
== SDLK_ESCAPE
||
333 event
.key
.keysym
.sym
== SDLK_BACKQUOTE
){
334 vg_console
.enabled
= 0;
337 else if( (event
.key
.keysym
.mod
& KMOD_CTRL
) &&
338 event
.key
.keysym
.sym
== SDLK_n
){
339 _console_suggest_next();
341 else if( (event
.key
.keysym
.mod
& KMOD_CTRL
) &&
342 event
.key
.keysym
.sym
== SDLK_p
){
343 _console_suggest_prev();
346 _ui_proc_key( event
.key
.keysym
);
350 if( event
.key
.keysym
.sym
== SDLK_BACKQUOTE
){
351 vg_console
.enabled
= 1;
354 _ui_proc_key( event
.key
.keysym
);
358 else if( event
.type
== SDL_MOUSEWHEEL
){
359 vg
.mouse_wheel
[0] += event
.wheel
.preciseX
;
360 vg
.mouse_wheel
[1] += event
.wheel
.preciseY
;
362 else if( event
.type
== SDL_CONTROLLERDEVICEADDED
||
363 event
.type
== SDL_CONTROLLERDEVICEREMOVED
)
365 vg_input_device_event( &event
);
367 else if( event
.type
== SDL_CONTROLLERAXISMOTION
||
368 event
.type
== SDL_CONTROLLERBUTTONDOWN
||
369 event
.type
== SDL_CONTROLLERBUTTONUP
)
371 vg_input_controller_event( &event
);
373 else if( event
.type
== SDL_MOUSEMOTION
){
374 vg
.mouse_delta
[0] += event
.motion
.xrel
;
375 vg
.mouse_delta
[1] += event
.motion
.yrel
;
377 else if( event
.type
== SDL_WINDOWEVENT
){
378 if( event
.window
.event
== SDL_WINDOWEVENT_SIZE_CHANGED
){
380 SDL_GL_GetDrawableSize( vg
.window
, &w
, &h
);
383 vg_warn( "Got a invalid framebuffer size: "
384 "%dx%d... ignoring\n", w
, h
);
390 vg_framebuffer_resize(w
,h
);
393 else if( event
.window
.event
== SDL_WINDOWEVENT_CLOSE
){
394 vg
.window_should_close
= 1;
397 else if( event
.type
== SDL_TEXTINPUT
){
398 ui_proc_utf8( event
.text
.text
);
402 vg
.mouse_pos
[0] += vg
.mouse_delta
[0];
403 vg
.mouse_pos
[1] += vg
.mouse_delta
[1];
406 VG_STATIC
void _vg_gameloop_update(void)
408 vg_profile_begin( &vg_prof_update
);
410 vg
.engine_stage
= k_engine_stage_update
;
413 /* Fixed update loop */
414 vg
.engine_stage
= k_engine_stage_update_fixed
;
416 vg
.fixed_iterations
= 0;
417 vg_lines
.allow_input
= 1;
418 vg
.time_fixed_accumulator
+= vg
.time_delta
;
420 while( vg
.time_fixed_accumulator
>= VG_TIMESTEP_FIXED
){
422 vg_lines
.allow_input
= 0;
424 vg
.time_fixed_accumulator
-= VG_TIMESTEP_FIXED
;
425 //vg.accumulator = VG_MAX( 0.0, vg.accumulator );
427 vg
.fixed_iterations
++;
428 if( vg
.fixed_iterations
== 8 ){
432 vg_lines
.allow_input
= 1;
433 vg
.time_fixed_extrapolate
= vg
.time_fixed_accumulator
/ VG_TIMESTEP_FIXED
;
435 vg
.engine_stage
= k_engine_stage_update
;
437 vg_profile_end( &vg_prof_update
);
440 VG_STATIC
void _vg_gameloop_render(void)
442 vg_profile_begin( &vg_prof_render
);
445 vg
.engine_stage
= k_engine_stage_rendering
;
449 vg
.engine_stage
= k_engine_stage_ui
;
452 if( vg_console
.enabled
){
453 vg_ui
.ignore_input_frames
= 10;
455 vg_ui
.ignore_input_frames
= 0;
456 vg_ui
.wants_mouse
= 1;
463 ui_begin( vg
.window_x
, vg
.window_y
);
466 ui_set_mouse( vg
.mouse_pos
[0], vg
.mouse_pos
[1], 0 );
468 int frame_target
= vg
.display_refresh_rate
;
470 if( vg
.fps_limit
> 0 ){
471 frame_target
= vg
.fps_limit
;
475 (struct vg_profile
*[]){
476 &vg_prof_update
,&vg_prof_render
,&vg_prof_swap
}, 3,
477 (1.0f
/(float)frame_target
)*1000.0f
,
478 (ui_rect
){ 4, 4, 250, 0 }, 0
486 "refresh: %d (%.1fms)\n"
488 "iterations: %d (acc: %.3fms%%)\n"
489 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
491 " extrap(%.2f) frame(%.2f) spin( %llu )\n",
493 " extrap(%.2f) frame(%.2f) spin( %lu )\n",
495 vg
.window_x
, vg
.window_y
,
496 frame_target
, (1.0f
/(float)frame_target
)*1000.0f
,
499 (vg
.time_fixed_accumulator
/VG_TIMESTEP_FIXED
)*100.0f
,
500 vg
.time
, vg
.time_delta
, vg
.time_rate
,
501 vg
.time_fixed_extrapolate
, vg
.time_frame_delta
,
504 ui_text( (ui_rect
){258, 4+24+12+12,0,0},perf
, 1,0);
508 audio_debug_ui( vg
.pv
);
516 vg_profile_end( &vg_prof_render
);
519 VG_STATIC
int vg_framefilter( double dt
)
521 if( (vg
.fps_limit
<= 0) && (vg
.vsync_feature
!= k_vsync_feature_error
) ){
522 /* turn on vsync if not enabled */
524 enum vsync_feature requested
= k_vsync_feature_enabled
;
525 if( vg
.fps_limit
< 0 ) requested
= k_vsync_feature_enabled_adaptive
;
527 if( vg
.vsync_feature
!= requested
){
528 vg_info( "Setting swap interval\n" );
530 int swap_interval
= 1;
531 if( requested
== k_vsync_feature_enabled_adaptive
) swap_interval
= -1;
533 if( SDL_GL_SetSwapInterval( swap_interval
) == -1 ){
534 if( requested
== k_vsync_feature_enabled
){
535 vg_error( "Vsync is not supported by your system\n" );
536 vg_warn( "You may be overriding it in your"
537 " graphics control panel.\n" );
540 vg_error( "Adaptive Vsync is not supported by your system\n" );
543 vg
.vsync_feature
= k_vsync_feature_error
;
544 vg
.fps_limit
= vg
.display_refresh_rate
;
546 /* TODO: Make popup to notify user that this happened */
550 vg_success( "Vsync enabled (%d)\n", requested
);
551 vg
.vsync_feature
= requested
;
558 if( vg
.vsync_feature
!= k_vsync_feature_disabled
){
559 SDL_GL_SetSwapInterval( 0 );
560 vg
.vsync_feature
= k_vsync_feature_disabled
;
563 if( vg
.fps_limit
< 25 ) vg
.fps_limit
= 25;
564 if( vg
.fps_limit
> 300 ) vg
.fps_limit
= 300;
566 double min_frametime
= 1.0/(double)vg
.fps_limit
;
567 if( vg
.time_frame_delta
< min_frametime
){
568 /* TODO: we can use high res nanosleep on Linux here */
569 double sleep_ms
= (min_frametime
-vg
.time_frame_delta
) * 1000.0;
570 u32 ms
= (u32
)floor( sleep_ms
);
585 VG_STATIC
int _vg_crashscreen(void)
588 if( vg_getkey( SDLK_ESCAPE
) )
592 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
594 glDisable(GL_DEPTH_TEST
);
595 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
596 glBlendEquation(GL_FUNC_ADD
);
598 glClearColor( 0.15f
+ sinf(vg
.time
)*0.1f
, 0.0f
, 0.0f
,1.0f
);
599 glClear( GL_COLOR_BUFFER_BIT
);
600 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
607 VG_STATIC
void _vg_gameloop(void)
609 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
611 vg
.time_hp
= SDL_GetPerformanceCounter();
612 vg
.time_hp_last
= vg
.time_hp
;
617 vg
.time_hp
= SDL_GetPerformanceCounter();
618 u64 udt
= vg
.time_hp
- vg
.time_hp_last
;
619 vg
.time_hp_last
= vg
.time_hp
;
621 double dt
= (double)udt
/ (double)SDL_GetPerformanceFrequency();
623 vg
.time_frame_delta
+= dt
;
625 if( vg_framefilter( dt
) )
628 vg_profile_begin( &vg_prof_swap
);
629 SDL_GL_SwapWindow( vg
.window
);
630 vg_profile_end( &vg_prof_swap
);
632 enum engine_status status
= _vg_engine_status();
634 vg
.time_delta
= vg
.time_frame_delta
* vg
.time_rate
;
635 vg
.time
+= vg
.time_delta
;
637 vg_run_async_checked();
638 _vg_process_events();
640 if( vg
.window_should_close
)
643 if( status
== k_engine_status_crashed
){
644 if( _vg_crashscreen() )
648 if( status
== k_engine_status_running
){
649 _vg_gameloop_update();
650 _vg_gameloop_render();
657 if( vg
.loader_ring
> 0.01f
){
658 vg
.loader_ring
-= vg
.time_frame_delta
* 0.5f
;
659 _vg_loader_render_ring( vg
.loader_ring
);
662 vg
.time_frame_delta
= 0.0;
663 vg
.time_spinning
= 0;
667 VG_STATIC
void _vg_process_launch_opts_internal( int argc
, char *argv
[] )
670 while( vg_argp( argc
, argv
) ){
671 if( (arg
= vg_opt_arg( 'w' )) ){
672 vg
.window_x
= atoi( arg
);
675 if( (arg
= vg_opt_arg( 'h' )) ){
676 vg
.window_y
= atoi( arg
);
679 if( (arg
= vg_long_opt_arg( "samples" )) ){
680 vg
.samples
= VG_MAX( 0, VG_MIN( 8, atoi( arg
) ) );
683 if( vg_long_opt( "use-libc-malloc" ) ){
684 vg_mem
.use_libc_malloc
= 1;
687 if( vg_long_opt( "high-performance" ) ){
688 vg
.quality_profile
= k_quality_profile_low
;
695 VG_STATIC
void _vg_init_window( const char *window_name
)
697 vg_info( "SDL_INIT\n" );
699 if( SDL_Init( SDL_INIT_VIDEO
) != 0 ){
700 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
704 SDL_InitSubSystem( SDL_INIT_AUDIO
);
705 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER
);
707 char *exe_basepath
= SDL_GetBasePath();
708 u32 len
= vg_align8( strlen(exe_basepath
)+1 );
709 char *dest
= vg_linear_alloc( vg_mem
.rtmemory
, len
);
710 strcpy( dest
, exe_basepath
);
711 SDL_free( exe_basepath
);
714 vg_info( "Basepath: %s\n", vg
.base_path
);
716 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER
, 1 );
717 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION
, 3 );
718 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION
, 3 );
719 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK
,
720 SDL_GL_CONTEXT_PROFILE_CORE
);
722 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR
,
723 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
);
725 SDL_GL_SetAttribute( SDL_GL_RED_SIZE
, 8 );
726 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE
, 8 );
727 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE
, 8 );
728 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE
, 8 );
729 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE
, 0 );
732 * Get monitor information
734 vg_info( "Getting display count\n" );
735 int display_count
= 0,
744 SDL_DisplayMode video_mode
;
745 if( SDL_GetDesktopDisplayMode( display_index
, &video_mode
) ){
746 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
751 vg
.display_refresh_rate
= video_mode
.refresh_rate
;
752 vg
.window_x
= video_mode
.w
;
753 vg
.window_y
= video_mode
.h
;
757 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
758 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
759 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
762 vg_info( "CreateWindow( %d %d @%dhz )\n", vg
.window_x
, vg
.window_y
,
763 vg
.display_refresh_rate
);
765 /* TODO: Allow selecting closest video mode from launch opts */
766 if((vg
.window
= SDL_CreateWindow( window_name
,
769 0, 0, vg
.window_x
, vg
.window_y
,
770 SDL_WINDOW_BORDERLESS
|SDL_WINDOW_OPENGL
|SDL_WINDOW_INPUT_GRABBED
774 vg
.window_x
, vg
.window_y
,
776 SDL_WINDOW_FULLSCREEN_DESKTOP
|
778 SDL_WINDOW_INPUT_GRABBED
781 if( SDL_SetWindowDisplayMode( vg
.window
, &video_mode
) ){
782 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
789 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
793 SDL_RaiseWindow( vg
.window
);
795 vg_info( "CreateContext\n" );
798 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
803 if( (vg
.gl_context
= SDL_GL_CreateContext(vg
.window
) )){
804 SDL_GL_GetDrawableSize( vg
.window
, &vg
.window_x
, &vg
.window_y
);
805 vg_success( "Window created (%dx%d)\n", vg
.window_x
, vg
.window_y
);
808 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
813 if( !gladLoadGLLoader((GLADloadproc
)SDL_GL_GetProcAddress
) ) {
814 vg_error( "Glad Failed to initialize\n" );
815 SDL_GL_DeleteContext( vg
.gl_context
);
820 const unsigned char* glver
= glGetString( GL_VERSION
);
821 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
823 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
825 SDL_DisplayMode dispmode
;
826 if( !SDL_GetWindowDisplayMode( vg
.window
, &dispmode
) ){
827 if( dispmode
.refresh_rate
){
828 vg
.display_refresh_rate
= dispmode
.refresh_rate
;
832 if( vg
.display_refresh_rate
< 25 || vg
.display_refresh_rate
> 300 ){
833 vg
.display_refresh_rate
= 60;
836 vg_info( "Display refresh rate: %d\n", dispmode
.refresh_rate
);
838 #if defined(_WIN32) || defined(VG_DEVWINDOW)
839 vg
.fps_limit
= vg
.display_refresh_rate
;
845 VG_STATIC
void _vg_terminate(void)
848 _vg_console_write_persistent();
850 SDL_AtomicLock( &vg
.sl_status
);
851 vg
.engine_status
= k_engine_status_none
;
852 SDL_AtomicUnlock( &vg
.sl_status
);
856 vg_success( "If you see this it means everything went.. \"well\".....\n" );
858 SDL_GL_DeleteContext( vg
.gl_context
);
863 VG_STATIC
void vg_enter( int argc
, char *argv
[], const char *window_name
)
866 _vg_process_launch_opts_internal( argc
, argv
);
872 vg_console_reg_var( "fps_limit", &vg
.fps_limit
, k_var_dtype_i32
, 0 );
873 _vg_init_window( window_name
);
876 SDL_SetRelativeMouseMode(1);
878 vg
.thread_id_main
= SDL_GetThreadID(NULL
);
880 /* Opengl-required systems */
884 vg
.engine_status
= k_engine_status_load_internal
;
886 _vg_opengl_sync_init();
887 vg_loader_start( _vg_load_full
, NULL
);
892 VG_STATIC
void vg_fatal_error( const char *fmt
, ... )
895 va_start( args
, fmt
);
896 _vg_log_write( stderr
, KRED
" fatal" KWHT
"| " KRED
, fmt
, args
);
899 vg_print_backtrace();
901 SDL_AtomicLock( &vg
.sl_status
);
902 vg
.engine_status
= k_engine_status_crashed
;
903 SDL_AtomicUnlock( &vg
.sl_status
);
905 if( vg_thread_purpose() == k_thread_purpose_loader
){
906 longjmp( vg
.env_loader_exit
, 1 );
909 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
917 VG_STATIC
void vg_fatal_error( const char *fmt
, ... )
920 va_start( args
, fmt
);
921 _vg_log_write( stderr
, KRED
" fatal" KWHT
"| " KRED
, fmt
, args
);
929 * Graphic cards will check these to force it to use the GPU
931 u32 NvOptimusEnablement
= 0x00000001;
932 int AmdPowerXpressRequestHighPerformance
= 1;
934 #endif /* VG_HEADER_H */