fix profiler
[vg.git] / vg.h
1 /* Copyright (C) 2021-2023 Harry Godden (hgn) - 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_update(void)
30 | | | |
31 | | | .-----+.
32 | | | | |
33 | | | | v
34 |IMP| | '- vg_update_fixed(void)
35 | | | |
36 | | | .-'
37 | | | |
38 | | | v
39 |IMP| | vg_update_post(void)
40 | | | |
41 | | | v
42 |IMP| | vg_render(void)
43 | | | |
44 | | | v
45 |IMP| | vg_ui(void)
46 | | | |
47 | | '----'
48 '___'
49
50 */
51
52 #ifndef VG_HEADER_H
53 #define VG_HEADER_H
54
55 const char *vg_get_basepath(void);
56
57 #include "vg_platform.h"
58 #include "vg_mem.h"
59
60 #ifndef _WIN32
61 #include <execinfo.h>
62 #endif
63
64 VG_STATIC void vg_print_backtrace(void)
65 {
66 #ifndef _WIN32
67
68 void *array[20];
69 char **strings;
70 int size, i;
71
72 size = backtrace( array, 20 );
73 strings = backtrace_symbols( array, size );
74
75 if( strings != NULL ){
76 vg_error( "---------------- gnu backtrace -------------\n" );
77
78 for( int i=0; i<size; i++ )
79 vg_info( "%s\n", strings[i] );
80
81 vg_error( "---------------- gnu backtrace -------------\n" );
82 }
83
84 free( strings );
85
86 #endif
87 }
88
89 #ifdef VG_GAME
90 #include "dep/glad/glad.h"
91 #include "dep/sdl/include/SDL.h"
92 #include "vg_stdint.h"
93
94 void vg_register_exit( void( *funcptr )(void), const char *name );
95
96 #include "vg_m.h"
97 #include "vg_io.h"
98 #include "vg_log.h"
99 #include "vg_steam.h"
100
101 //#define VG_SYNC_DEBUG
102 #ifdef VG_SYNC_DEBUG
103 #define VG_SYNC_LOG(STR,...) \
104 vg_info(STR,SDL_GetThreadID(NULL),##__VA_ARGS__)
105 #else
106 #define VG_SYNC_LOG(...)
107 #endif
108
109 /* API */
110 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
111
112 /* Thread 1 */
113 VG_STATIC void vg_preload(void);
114 VG_STATIC void vg_load(void);
115
116 /* Main thread */
117 VG_STATIC void vg_launch_opt(void);
118 VG_STATIC void vg_start(void);
119
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);
124
125 VG_STATIC void vg_render(void);
126 VG_STATIC void vg_gui(void);
127
128 struct vg{
129 /* Engine sync */
130 SDL_Window *window;
131 SDL_GLContext gl_context;
132 const char *base_path;
133
134 SDL_sem *sem_loader; /* allows only one loader at a time */
135 jmp_buf env_loader_exit;
136
137 SDL_threadID thread_id_main,
138 thread_id_loader;
139 void *thread_data;
140
141 SDL_SpinLock sl_status;
142 enum engine_status{
143 k_engine_status_none,
144 k_engine_status_load_internal,
145 k_engine_status_running,
146 k_engine_status_crashed
147 }
148 engine_status;
149
150 /* Window information */
151 int window_x,
152 window_y,
153 samples,
154 window_should_close;
155
156 int display_refresh_rate,
157 fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */
158
159 enum vsync_feature{
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
164 }
165 vsync_feature;
166
167 double mouse_pos[2];
168 v2f mouse_delta,
169 mouse_wheel;
170
171 /* Runtime */
172 double time,
173 time_delta,
174 time_rate,
175
176 time_fixed_accumulator,
177 time_fixed_extrapolate,
178 time_frame_delta;
179
180 u64 time_hp, time_hp_last, time_spinning;
181
182 int fixed_iterations;
183
184 enum engine_stage{
185 k_engine_stage_none,
186 k_engine_stage_update,
187 k_engine_stage_update_fixed,
188 k_engine_stage_rendering,
189 k_engine_stage_ui
190 }
191 engine_stage;
192
193 /* graphics */
194 m4x4f pv;
195 enum quality_profile{
196 k_quality_profile_high = 0,
197 k_quality_profile_low = 1,
198 }
199 quality_profile;
200
201 float loader_ring;
202 }
203 VG_STATIC vg = { .time_rate = 1.0 };
204 const char *vg_get_basepath(void){
205 return vg.base_path;
206 }
207
208 enum vg_thread_purpose
209 {
210 k_thread_purpose_nothing,
211 k_thread_purpose_main,
212 k_thread_purpose_loader
213 };
214
215 #include "vg_async.h"
216
217 VG_STATIC enum engine_status _vg_engine_status(void)
218 {
219 SDL_AtomicLock( &vg.sl_status );
220 enum engine_status status = vg.engine_status;
221 SDL_AtomicUnlock( &vg.sl_status );
222
223 return status;
224 }
225
226 VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
227 {
228 SDL_AtomicLock( &vg.sl_status );
229
230 if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
231 SDL_AtomicUnlock( &vg.sl_status );
232 return k_thread_purpose_main;
233 }
234 else{
235 SDL_AtomicUnlock( &vg.sl_status );
236 return k_thread_purpose_loader;
237 }
238 }
239
240 VG_STATIC void _vg_opengl_sync_init(void)
241 {
242 vg.sem_loader = SDL_CreateSemaphore(1);
243 }
244
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__) )
248
249 #include "vg_console.h"
250 #include "vg_profiler.h"
251 #include "vg_audio.h"
252 #include "vg_shader.h"
253 #include "vg_tex.h"
254 #include "vg_input.h"
255 #include "vg_imgui.h"
256 #include "vg_lines.h"
257 #include "vg_loader.h"
258 #include "vg_opt.h"
259
260 /* Diagnostic */
261 VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
262 vg_prof_render = {.name="render()"},
263 vg_prof_swap = {.name="swap"};
264
265 VG_STATIC void vg_checkgl( const char *src_info )
266 {
267 int fail = 0;
268
269 GLenum err;
270 while( (err = glGetError()) != GL_NO_ERROR ){
271 vg_error( "(%s) OpenGL Error: #%d\n", src_info, err );
272 fail = 1;
273 }
274
275 if( fail )
276 vg_fatal_error( "OpenGL Error" );
277 }
278
279 VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
280 {
281 vg_shaders_compile();
282 }
283
284 VG_STATIC void vg_bake_shaders(void)
285 {
286 vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
287 vg_async_call( async_vg_bake_shaders, NULL, 0 );
288 }
289
290 void async_internal_complete( void *payload, u32 size )
291 {
292 vg_success( "Internal async setup complete\n" );
293 SDL_AtomicLock( &vg.sl_status );
294
295 if( vg.engine_status == k_engine_status_crashed ){
296 SDL_AtomicUnlock( &vg.sl_status );
297 return;
298 }
299 else{
300 vg.engine_status = k_engine_status_running;
301 }
302
303 SDL_AtomicUnlock( &vg.sl_status );
304 }
305
306 VG_STATIC void _vg_load_full( void *data )
307 {
308 vg_preload();
309
310 /* internal */
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 );
315
316 vg_async_call( async_internal_complete, NULL, 0 );
317
318 /* client */
319 vg_load();
320 }
321
322 VG_STATIC void _vg_process_events(void)
323 {
324 v2_zero( vg.mouse_wheel );
325 v2_zero( vg.mouse_delta );
326
327 /* Update input */
328 vg_process_inputs();
329
330 /* SDL event loop */
331 SDL_Event event;
332 while( SDL_PollEvent( &event ) ){
333 if( event.type == SDL_KEYDOWN ){
334 if( vg_console.enabled ){
335 if( event.key.keysym.sym == SDLK_ESCAPE ||
336 event.key.keysym.sym == SDLK_BACKQUOTE ){
337 vg_console.enabled = 0;
338 ui_defocus_all();
339 }
340 else if( (event.key.keysym.mod & KMOD_CTRL) &&
341 event.key.keysym.sym == SDLK_n ){
342 _console_suggest_next();
343 }
344 else if( (event.key.keysym.mod & KMOD_CTRL ) &&
345 event.key.keysym.sym == SDLK_p ){
346 _console_suggest_prev();
347 }
348 else{
349 _ui_proc_key( event.key.keysym );
350 }
351 }
352 else{
353 if( event.key.keysym.sym == SDLK_BACKQUOTE ){
354 vg_console.enabled = 1;
355 }
356 else {
357 _ui_proc_key( event.key.keysym );
358 }
359 }
360 }
361 else if( event.type == SDL_MOUSEWHEEL ){
362 vg.mouse_wheel[0] += event.wheel.preciseX;
363 vg.mouse_wheel[1] += event.wheel.preciseY;
364 }
365 else if( event.type == SDL_CONTROLLERDEVICEADDED ||
366 event.type == SDL_CONTROLLERDEVICEREMOVED )
367 {
368 vg_input_device_event( &event );
369 }
370 else if( event.type == SDL_CONTROLLERAXISMOTION ||
371 event.type == SDL_CONTROLLERBUTTONDOWN ||
372 event.type == SDL_CONTROLLERBUTTONUP )
373 {
374 vg_input_controller_event( &event );
375 }
376 else if( event.type == SDL_MOUSEMOTION ){
377 vg.mouse_delta[0] += event.motion.xrel;
378 vg.mouse_delta[1] += event.motion.yrel;
379 }
380 else if( event.type == SDL_WINDOWEVENT ){
381 if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ){
382 int w, h;
383 SDL_GL_GetDrawableSize( vg.window, &w, &h );
384
385 if( !w || !h ){
386 vg_warn( "Got a invalid framebuffer size: "
387 "%dx%d... ignoring\n", w, h );
388 }
389 else{
390 vg.window_x = w;
391 vg.window_y = h;
392
393 vg_framebuffer_resize(w,h);
394 }
395 }
396 else if( event.window.event == SDL_WINDOWEVENT_CLOSE ){
397 vg.window_should_close = 1;
398 }
399 }
400 else if( event.type == SDL_TEXTINPUT ){
401 ui_proc_utf8( event.text.text );
402 }
403 }
404
405 vg.mouse_pos[0] += vg.mouse_delta[0];
406 vg.mouse_pos[1] += vg.mouse_delta[1];
407 }
408
409 VG_STATIC void _vg_gameloop_update(void)
410 {
411 vg_profile_begin( &vg_prof_update );
412
413 vg.engine_stage = k_engine_stage_update;
414 vg_update();
415
416 /* Fixed update loop */
417 vg.engine_stage = k_engine_stage_update_fixed;
418
419 vg.fixed_iterations = 0;
420 vg_lines.allow_input = 1;
421 vg.time_fixed_accumulator += vg.time_delta;
422
423 while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
424 vg_update_fixed();
425 vg_lines.allow_input = 0;
426
427 vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
428 //vg.accumulator = VG_MAX( 0.0, vg.accumulator );
429
430 vg.fixed_iterations ++;
431 if( vg.fixed_iterations == 8 ){
432 break;
433 }
434 }
435 vg_lines.allow_input = 1;
436 vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
437
438 vg.engine_stage = k_engine_stage_update;
439 vg_update_post();
440 vg_profile_end( &vg_prof_update );
441 }
442
443 VG_STATIC void _vg_gameloop_render(void)
444 {
445 vg_profile_begin( &vg_prof_render );
446
447 /* render */
448 vg.engine_stage = k_engine_stage_rendering;
449 vg_render();
450
451 /* ui */
452 vg.engine_stage = k_engine_stage_ui;
453 {
454 ui_prerender();
455 if( vg_console.enabled ){
456 vg_ui.ignore_input_frames = 10;
457 vg_gui();
458 vg_ui.ignore_input_frames = 0;
459 vg_ui.wants_mouse = 1;
460 _vg_console_draw();
461 }
462 else vg_gui();
463
464 /* vg tools */
465 audio_debug_ui( vg.pv );
466
467 /* profiling */
468 int frame_target = vg.display_refresh_rate;
469 if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
470 vg_profile_drawn(
471 (struct vg_profile *[]){
472 &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
473 (1.0f/(float)frame_target)*1000.0f,
474 (ui_rect){ 4, 4, 250, 0 }, 0
475 );
476 if( vg_profiler ){
477 char perf[256];
478
479 snprintf( perf, 255,
480 "x: %d y: %d\n"
481 "refresh: %d (%.1fms)\n"
482 "samples: %d\n"
483 "iterations: %d (acc: %.3fms%%)\n"
484 "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
485 " extrap(%.2f) frame(%.2f) spin( "PRINTF_U64" )\n",
486 vg.window_x, vg.window_y,
487 frame_target, (1.0f/(float)frame_target)*1000.0f,
488 vg.samples,
489 vg.fixed_iterations,
490 (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
491 vg.time, vg.time_delta, vg.time_rate,
492 vg.time_fixed_extrapolate, vg.time_frame_delta,
493 vg.time_spinning );
494
495 ui_text( (ui_rect){258, 4+24+12+12,900,900},perf,1,0,k_ui_align_left);
496 }
497 ui_postrender();
498 }
499
500 vg_profile_end( &vg_prof_render );
501 }
502
503 VG_STATIC int vg_framefilter( double dt )
504 {
505 if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
506 /* turn on vsync if not enabled */
507
508 enum vsync_feature requested = k_vsync_feature_enabled;
509 if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
510
511 if( vg.vsync_feature != requested ){
512 vg_info( "Setting swap interval\n" );
513
514 int swap_interval = 1;
515 if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
516
517 if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
518 if( requested == k_vsync_feature_enabled ){
519 vg_error( "Vsync is not supported by your system\n" );
520 vg_warn( "You may be overriding it in your"
521 " graphics control panel.\n" );
522 }
523 else{
524 vg_error( "Adaptive Vsync is not supported by your system\n" );
525 }
526
527 vg.vsync_feature = k_vsync_feature_error;
528 vg.fps_limit = vg.display_refresh_rate;
529
530 /* TODO: Make popup to notify user that this happened */
531 return 1;
532 }
533 else{
534 vg_success( "Vsync enabled (%d)\n", requested );
535 vg.vsync_feature = requested;
536 }
537 }
538
539 return 0;
540 }
541
542 if( vg.vsync_feature != k_vsync_feature_disabled ){
543 SDL_GL_SetSwapInterval( 0 );
544 vg.vsync_feature = k_vsync_feature_disabled;
545 }
546
547 if( vg.fps_limit < 25 ) vg.fps_limit = 25;
548 if( vg.fps_limit > 300 ) vg.fps_limit = 300;
549
550 double min_frametime = 1.0/(double)vg.fps_limit;
551 if( vg.time_frame_delta < min_frametime ){
552 /* TODO: we can use high res nanosleep on Linux here */
553 double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0;
554 u32 ms = (u32)floor( sleep_ms );
555
556 if( ms ){
557 SDL_Delay( ms );
558 }
559 else{
560 vg.time_spinning ++;
561 }
562
563 return 1;
564 }
565
566 return 0;
567 }
568
569 VG_STATIC int _vg_crashscreen(void)
570 {
571 #if 0
572 if( vg_getkey( SDLK_ESCAPE ) )
573 return 1;
574 #endif
575
576 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
577 glEnable(GL_BLEND);
578 glDisable(GL_DEPTH_TEST);
579 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
580 glBlendEquation(GL_FUNC_ADD);
581
582 glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
583 glClear( GL_COLOR_BUFFER_BIT );
584 glViewport( 0,0, vg.window_x, vg.window_y );
585
586 _vg_render_log();
587
588 return 0;
589 }
590
591 VG_STATIC void _vg_gameloop(void)
592 {
593 //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
594
595 vg.time_hp = SDL_GetPerformanceCounter();
596 vg.time_hp_last = vg.time_hp;
597
598 int post_start = 0;
599 while(1){
600
601 vg.time_hp = SDL_GetPerformanceCounter();
602 u64 udt = vg.time_hp - vg.time_hp_last;
603 vg.time_hp_last = vg.time_hp;
604
605 double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
606
607 vg.time_frame_delta += dt;
608
609 if( vg_framefilter( dt ) )
610 continue;
611
612 vg_profile_begin( &vg_prof_swap );
613 SDL_GL_SwapWindow( vg.window );
614 vg_profile_end( &vg_prof_swap );
615
616 enum engine_status status = _vg_engine_status();
617
618 vg.time_delta = vg.time_frame_delta * vg.time_rate;
619 vg.time += vg.time_delta;
620
621 vg_run_async_checked();
622 _vg_process_events();
623
624 if( vg.window_should_close )
625 break;
626
627 if( status == k_engine_status_crashed ){
628 if( _vg_crashscreen() )
629 break;
630 }
631 else{
632 if( status == k_engine_status_running ){
633 _vg_gameloop_update();
634 _vg_gameloop_render();
635 }
636 else{
637 _vg_loader_render();
638 }
639 }
640
641 if( vg.loader_ring > 0.01f ){
642 vg.loader_ring -= vg.time_frame_delta * 0.5f;
643 _vg_loader_render_ring( vg.loader_ring );
644 }
645
646 vg.time_frame_delta = 0.0;
647 vg.time_spinning = 0;
648 }
649 }
650
651 VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
652 {
653 char *arg;
654 while( vg_argp( argc, argv ) ){
655 if( (arg = vg_opt_arg( 'w' )) ){
656 vg.window_x = atoi( arg );
657 }
658
659 if( (arg = vg_opt_arg( 'h' )) ){
660 vg.window_y = atoi( arg );
661 }
662
663 if( (arg = vg_long_opt_arg( "samples" )) ){
664 vg.samples = VG_MAX( 0, VG_MIN( 8, atoi( arg ) ) );
665 }
666
667 if( vg_long_opt( "use-libc-malloc" ) ){
668 vg_mem.use_libc_malloc = 1;
669 }
670
671 if( vg_long_opt( "high-performance" ) ){
672 vg.quality_profile = k_quality_profile_low;
673 }
674
675 vg_launch_opt();
676 }
677 }
678
679 VG_STATIC void _vg_init_window( const char *window_name )
680 {
681 vg_info( "SDL_INIT\n" );
682
683 if( SDL_Init( SDL_INIT_VIDEO ) != 0 ){
684 vg_error( "SDL_Init failed: %s\n", SDL_GetError() );
685 exit(0);
686 }
687
688 SDL_InitSubSystem( SDL_INIT_AUDIO );
689 SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
690
691 char *exe_basepath = SDL_GetBasePath();
692 u32 len = vg_align8( strlen(exe_basepath)+1 );
693 char *dest = vg_linear_alloc( vg_mem.rtmemory, len );
694 strcpy( dest, exe_basepath );
695 SDL_free( exe_basepath );
696 vg.base_path = dest;
697
698 vg_info( "Basepath: %s\n", vg.base_path );
699
700 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
701 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
702 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
703 SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
704 SDL_GL_CONTEXT_PROFILE_CORE );
705
706 SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
707 SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
708
709 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
710 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
711 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
712 SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
713 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
714
715 /*
716 * Get monitor information
717 */
718 vg_info( "Getting display count\n" );
719 int display_count = 0,
720 display_index = 0,
721 mode_index = 0;
722
723 #ifdef VG_DEVWINDOW
724 vg.window_x = 1600;
725 vg.window_y = 1000;
726 #else
727
728 SDL_DisplayMode video_mode;
729 if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
730 vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
731 SDL_Quit();
732 exit(0);
733 }
734
735 vg.display_refresh_rate = video_mode.refresh_rate;
736 vg.window_x = video_mode.w;
737 vg.window_y = video_mode.h;
738 #endif
739
740 #ifndef _WIN32
741 SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
742 SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
743 SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
744 #endif
745
746 vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
747 vg.display_refresh_rate );
748
749 /* TODO: Allow selecting closest video mode from launch opts */
750 if((vg.window = SDL_CreateWindow( window_name,
751
752 #ifdef VG_DEVWINDOW
753 0, 0, vg.window_x, vg.window_y,
754 SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
755 ))){}
756 #else
757 0, 0,
758 vg.window_x, vg.window_y,
759
760 SDL_WINDOW_FULLSCREEN_DESKTOP |
761 SDL_WINDOW_OPENGL |
762 SDL_WINDOW_INPUT_GRABBED
763 )))
764 {
765 if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
766 vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
767 SDL_Quit();
768 exit(0);
769 }
770 }
771 #endif
772 else{
773 vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
774 exit(0);
775 }
776
777 SDL_RaiseWindow( vg.window );
778
779 vg_info( "CreateContext\n" );
780
781 /* ????? */
782 if( SDL_IsTextInputActive() ) SDL_StopTextInput();
783
784 /*
785 * OpenGL loading
786 */
787 if( (vg.gl_context = SDL_GL_CreateContext(vg.window) )){
788 SDL_GL_GetDrawableSize( vg.window, &vg.window_x, &vg.window_y );
789 vg_success( "Window created (%dx%d)\n", vg.window_x, vg.window_y );
790 }
791 else{
792 vg_error( "SDL_GL_CreateContext failed: %s\n", SDL_GetError() );
793 SDL_Quit();
794 exit(0);
795 }
796
797 if( !gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress) ) {
798 vg_error( "Glad Failed to initialize\n" );
799 SDL_GL_DeleteContext( vg.gl_context );
800 SDL_Quit();
801 exit(0);
802 }
803
804 const unsigned char* glver = glGetString( GL_VERSION );
805 vg_success( "Load setup complete, OpenGL version: %s\n", glver );
806
807 SDL_GL_SetSwapInterval(0); /* disable vsync while loading */
808
809 SDL_DisplayMode dispmode;
810 if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){
811 if( dispmode.refresh_rate ){
812 vg.display_refresh_rate = dispmode.refresh_rate;
813 }
814 }
815
816 if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){
817 vg.display_refresh_rate = 60;
818 }
819
820 vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
821
822 #if defined(_WIN32) || defined(VG_DEVWINDOW)
823 vg.fps_limit = vg.display_refresh_rate;
824 #else
825 vg.fps_limit = 0;
826 #endif
827 }
828
829 VG_STATIC void _vg_terminate(void)
830 {
831 /* Shutdown */
832 _vg_console_write_persistent();
833
834 SDL_AtomicLock( &vg.sl_status );
835 vg.engine_status = k_engine_status_none;
836 SDL_AtomicUnlock( &vg.sl_status );
837
838 _vg_loader_free();
839
840 vg_success( "If you see this it means everything went.. \"well\".....\n" );
841
842 SDL_GL_DeleteContext( vg.gl_context );
843 SDL_Quit();
844 exit(0);
845 }
846
847 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
848 {
849 vg_rand_seed( 461 );
850 _vg_process_launch_opts_internal( argc, argv );
851
852 /* Systems init */
853 vg_alloc_quota();
854 _vg_console_init();
855
856 vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
857 _vg_init_window( window_name );
858
859 vg_async_init();
860 SDL_SetRelativeMouseMode(1);
861
862 vg.thread_id_main = SDL_GetThreadID(NULL);
863
864 /* Opengl-required systems */
865 _vg_ui_init();
866 _vg_loader_init();
867
868 vg.engine_status = k_engine_status_load_internal;
869
870 _vg_opengl_sync_init();
871 vg_loader_start( _vg_load_full, NULL );
872 _vg_gameloop();
873 _vg_terminate();
874 }
875
876 VG_STATIC void vg_fatal_error( const char *fmt, ... )
877 {
878 va_list args;
879 va_start( args, fmt );
880 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
881 va_end( args );
882
883 vg_print_backtrace();
884
885 SDL_AtomicLock( &vg.sl_status );
886 vg.engine_status = k_engine_status_crashed;
887 SDL_AtomicUnlock( &vg.sl_status );
888
889 if( vg_thread_purpose() == k_thread_purpose_loader ){
890 longjmp( vg.env_loader_exit, 1 );
891 }
892 else{
893 vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
894 _vg_terminate();
895 }
896 }
897
898 #else /* VG_GAME */
899
900 #include "vg_log.h"
901 VG_STATIC void vg_fatal_error( const char *fmt, ... )
902 {
903 va_list args;
904 va_start( args, fmt );
905 _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
906 va_end( args );
907 exit(0);
908 }
909
910 #endif /* VG_GAME */
911
912 /*
913 * Graphic cards will check these to force it to use the GPU
914 */
915 u32 NvOptimusEnablement = 0x00000001;
916 int AmdPowerXpressRequestHighPerformance = 1;
917
918 #endif /* VG_HEADER_H */