qzdoom/src/win32/win32video.cpp

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2016-03-01 15:47:10 +00:00
/*
** win32video.cpp
** Code to let ZDoom draw to the screen
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifdef _DEBUG
#define D3D_DEBUG_INFO
#endif
#define DIRECTDRAW_VERSION 0x0300
#define DIRECT3D_VERSION 0x0900
#define _WIN32_WINNT 0x0501
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <ddraw.h>
#include <d3d9.h>
// HEADER FILES ------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <ddraw.h>
#include <d3d9.h>
#include <stdio.h>
#include <ctype.h>
#define USE_WINDOWS_DWORD
#include "doomtype.h"
#include "c_dispatch.h"
#include "templates.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "v_pfx.h"
#include "stats.h"
#include "doomerrors.h"
#include "m_argv.h"
#include "r_defs.h"
#include "v_text.h"
#include "r_swrenderer.h"
#include "version.h"
#include "win32iface.h"
#include "optwin32.h"
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// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
IMPLEMENT_CLASS(BaseWinFB, true, false)
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typedef IDirect3D9 *(WINAPI *DIRECT3DCREATE9FUNC)(UINT SDKVersion);
typedef HRESULT (WINAPI *DIRECTDRAWCREATEFUNC)(GUID FAR *lpGUID, LPDIRECTDRAW FAR *lplpDD, IUnknown FAR *pUnkOuter);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void StopFPSLimit();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern HWND Window;
extern IVideo *Video;
extern BOOL AppActive;
extern int SessionState;
extern bool FullscreenReset;
extern bool VidResizing;
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Float, Gamma)
EXTERN_CVAR (Bool, cl_capfps)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static HMODULE D3D9_dll;
static HMODULE DDraw_dll;
static UINT FPSLimitTimer;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
IDirectDraw2 *DDraw;
IDirect3D9 *D3D;
IDirect3DDevice9 *D3Device;
HANDLE FPSLimitEvent;
CVAR (Bool, vid_forceddraw, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR (Int, vid_adapter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (vid_maxfps < TICRATE && vid_maxfps != 0)
{
vid_maxfps = TICRATE;
}
else if (vid_maxfps > 1000)
{
vid_maxfps = 1000;
}
else if (cl_capfps == 0)
{
I_SetFPSLimit(vid_maxfps);
}
}
#if VID_FILE_DEBUG
FILE *dbg;
#endif
// CODE --------------------------------------------------------------------
Win32Video::Win32Video (int parm)
: m_Modes (NULL),
m_IsFullscreen (false),
m_Adapter (D3DADAPTER_DEFAULT)
{
I_SetWndProc();
if (!InitD3D9())
{
InitDDraw();
}
}
Win32Video::~Win32Video ()
{
FreeModes ();
if (DDraw != NULL)
{
if (m_IsFullscreen)
{
DDraw->SetCooperativeLevel (NULL, DDSCL_NORMAL);
}
DDraw->Release();
DDraw = NULL;
}
if (D3D != NULL)
{
D3D->Release();
D3D = NULL;
}
STOPLOG;
}
bool Win32Video::InitD3D9 ()
{
DIRECT3DCREATE9FUNC direct3d_create_9;
if (vid_forceddraw)
{
return false;
}
// Load the Direct3D 9 library.
if ((D3D9_dll = LoadLibraryA ("d3d9.dll")) == NULL)
{
return false;
}
// Obtain an IDirect3D interface.
if ((direct3d_create_9 = (DIRECT3DCREATE9FUNC)GetProcAddress (D3D9_dll, "Direct3DCreate9")) == NULL)
{
goto closelib;
}
if ((D3D = direct3d_create_9 (D3D_SDK_VERSION)) == NULL)
{
goto closelib;
}
// Select adapter.
m_Adapter = (vid_adapter < 1 || (UINT)vid_adapter > D3D->GetAdapterCount())
? D3DADAPTER_DEFAULT : (UINT)vid_adapter - 1u;
// Check that we have at least PS 1.4 available.
D3DCAPS9 devcaps;
if (FAILED(D3D->GetDeviceCaps (m_Adapter, D3DDEVTYPE_HAL, &devcaps)))
{
goto d3drelease;
}
if ((devcaps.PixelShaderVersion & 0xFFFF) < 0x104)
{
goto d3drelease;
}
if (!(devcaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES))
{
goto d3drelease;
}
// Enumerate available display modes.
FreeModes ();
AddD3DModes (m_Adapter, D3DFMT_X8R8G8B8);
AddD3DModes (m_Adapter, D3DFMT_R5G6B5);
if (Args->CheckParm ("-2"))
{ // Force all modes to be pixel-doubled.
ScaleModes (1);
}
else if (Args->CheckParm ("-4"))
{ // Force all modes to be pixel-quadrupled.
ScaleModes (2);
}
else
{
AddLowResModes ();
}
AddLetterboxModes ();
if (m_Modes == NULL)
{ // Too bad. We didn't find any modes for D3D9. We probably won't find any
// for DDraw either...
goto d3drelease;
}
return true;
d3drelease:
D3D->Release();
D3D = NULL;
closelib:
FreeLibrary (D3D9_dll);
return false;
}
void Win32Video::InitDDraw ()
{
DIRECTDRAWCREATEFUNC directdraw_create;
LPDIRECTDRAW ddraw1;
STARTLOG;
HRESULT dderr;
// Load the DirectDraw library.
if ((DDraw_dll = LoadLibraryA ("ddraw.dll")) == NULL)
{
I_FatalError ("Could not load ddraw.dll");
}
// Obtain an IDirectDraw interface.
if ((directdraw_create = (DIRECTDRAWCREATEFUNC)GetProcAddress (DDraw_dll, "DirectDrawCreate")) == NULL)
{
I_FatalError ("The system file ddraw.dll is missing the DirectDrawCreate export");
}
dderr = directdraw_create (NULL, &ddraw1, NULL);
if (FAILED(dderr))
I_FatalError ("Could not create DirectDraw object: %08lx", dderr);
dderr = ddraw1->QueryInterface (IID_IDirectDraw2, (LPVOID*)&DDraw);
if (FAILED(dderr))
{
ddraw1->Release ();
DDraw = NULL;
I_FatalError ("Could not initialize IDirectDraw2 interface: %08lx", dderr);
}
// Okay, we have the IDirectDraw2 interface now, so we can release the
// really old-fashioned IDirectDraw one.
ddraw1->Release ();
DDraw->SetCooperativeLevel (Window, DDSCL_NORMAL);
FreeModes ();
dderr = DDraw->EnumDisplayModes (0, NULL, this, EnumDDModesCB);
if (FAILED(dderr))
{
DDraw->Release ();
DDraw = NULL;
I_FatalError ("Could not enumerate display modes: %08lx", dderr);
}
if (m_Modes == NULL)
{
DDraw->Release ();
DDraw = NULL;
I_FatalError ("DirectDraw returned no display modes.\n\n"
"If you started " GAMENAME " from a fullscreen DOS box, run it from "
"a DOS window instead. If that does not work, you may need to reboot.");
}
if (Args->CheckParm ("-2"))
{ // Force all modes to be pixel-doubled.
ScaleModes(1);
}
else if (Args->CheckParm ("-4"))
{ // Force all modes to be pixel-quadrupled.
ScaleModes(2);
}
else
{
if (OSPlatform == os_Win95)
{
// Windows 95 will let us use Mode X. If we didn't find any linear
// modes in the loop above, add the Mode X modes here.
AddMode (320, 200, 8, 200, 0);
AddMode (320, 240, 8, 240, 0);
}
AddLowResModes ();
}
AddLetterboxModes ();
}
// Returns true if fullscreen, false otherwise
bool Win32Video::GoFullscreen (bool yes)
{
static const char *const yestypes[2] = { "windowed", "fullscreen" };
HRESULT hr[2];
int count;
// FIXME: Do this right for D3D. (This function is only called by the movie player when using D3D.)
if (D3D != NULL)
{
return yes;
}
if (m_IsFullscreen == yes)
return yes;
for (count = 0; count < 2; ++count)
{
LOG1 ("fullscreen: %d\n", yes);
hr[count] = DDraw->SetCooperativeLevel (Window, !yes ? DDSCL_NORMAL :
DDSCL_ALLOWMODEX | DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
if (SUCCEEDED(hr[count]))
{
if (count != 0)
{
// Ack! Cannot print because the screen does not exist right now.
// Printf ("Setting %s mode failed. Error %08lx\n",
// yestypes[!yes], hr[0]);
}
m_IsFullscreen = yes;
return yes;
}
yes = !yes;
}
I_FatalError ("Could not set %s mode: %08lx\n"
"Could not set %s mode: %08lx\n",
yestypes[yes], hr[0], yestypes[!yes], hr[1]);
// Appease the compiler, even though we never return if we get here.
return false;
}
// Flips to the GDI surface and clears it; used by the movie player
void Win32Video::BlankForGDI ()
{
static_cast<BaseWinFB *> (screen)->Blank ();
}
//==========================================================================
//
// Win32Video :: DumpAdapters
//
// Dumps the list of display adapters to the console. Only meaningful for
// Direct3D.
//
//==========================================================================
void Win32Video::DumpAdapters()
{
using OptWin32::GetMonitorInfoA;
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if (D3D == NULL)
{
Printf("Multi-monitor support requires Direct3D.\n");
return;
}
UINT num_adapters = D3D->GetAdapterCount();
for (UINT i = 0; i < num_adapters; ++i)
{
D3DADAPTER_IDENTIFIER9 ai;
char moreinfo[64] = "";
if (FAILED(D3D->GetAdapterIdentifier(i, 0, &ai)))
{
continue;
}
// Strip trailing whitespace from adapter description.
for (char *p = ai.Description + strlen(ai.Description) - 1;
p >= ai.Description && isspace(*p);
--p)
{
*p = '\0';
}
HMONITOR hm = D3D->GetAdapterMonitor(i);
MONITORINFOEX mi;
mi.cbSize = sizeof(mi);
assert(GetMonitorInfo); // Missing in NT4, but so is D3D
if (GetMonitorInfo(hm, &mi))
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{
mysnprintf(moreinfo, countof(moreinfo), " [%ldx%ld @ (%ld,%ld)]%s",
mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
mi.rcMonitor.left, mi.rcMonitor.top,
mi.dwFlags & MONITORINFOF_PRIMARY ? " (Primary)" : "");
}
Printf("%s%u. %s%s\n",
i == m_Adapter ? TEXTCOLOR_BOLD : "",
i + 1, ai.Description, moreinfo);
}
}
// Mode enumeration --------------------------------------------------------
HRESULT WINAPI Win32Video::EnumDDModesCB (LPDDSURFACEDESC desc, void *data)
{
((Win32Video *)data)->AddMode (desc->dwWidth, desc->dwHeight, 8, desc->dwHeight, 0);
return DDENUMRET_OK;
}
void Win32Video::AddD3DModes (UINT adapter, D3DFORMAT format)
{
UINT modecount, i;
D3DDISPLAYMODE mode;
modecount = D3D->GetAdapterModeCount (adapter, format);
for (i = 0; i < modecount; ++i)
{
if (D3D_OK == D3D->EnumAdapterModes (adapter, format, i, &mode))
{
AddMode (mode.Width, mode.Height, 8, mode.Height, 0);
}
}
}
//==========================================================================
//
// Win32Video :: AddLowResModes
//
// Recent NVidia drivers no longer support resolutions below 640x480, even
// if you try to add them as a custom resolution. With D3DFB, pixel doubling
// is quite easy to do and hardware-accelerated. If you have 1280x800, then
// you can have 320x200, but don't be surprised if it shows up as widescreen
// on a widescreen monitor, since that's what it is.
//
//==========================================================================
void Win32Video::AddLowResModes()
{
ModeInfo *mode, *nextmode;
for (mode = m_Modes; mode != NULL; mode = nextmode)
{
nextmode = mode->next;
if (mode->realheight == mode->height &&
mode->doubling == 0 &&
mode->height >= 200*2 &&
mode->height <= 480*2 &&
mode->width >= 320*2 &&
mode->width <= 640*2)
{
AddMode (mode->width / 2, mode->height / 2, mode->bits, mode->height / 2, 1);
}
}
for (mode = m_Modes; mode != NULL; mode = nextmode)
{
nextmode = mode->next;
if (mode->realheight == mode->height &&
mode->doubling == 0 &&
mode->height >= 200*4 &&
mode->height <= 480*4 &&
mode->width >= 320*4 &&
mode->width <= 640*4)
{
AddMode (mode->width / 4, mode->height / 4, mode->bits, mode->height / 4, 2);
}
}
}
// Add 16:9 and 16:10 resolutions you can use in a window or letterboxed
void Win32Video::AddLetterboxModes ()
{
ModeInfo *mode, *nextmode;
for (mode = m_Modes; mode != NULL; mode = nextmode)
{
nextmode = mode->next;
if (mode->realheight == mode->height && mode->height * 4/3 == mode->width)
{
if (mode->width >= 360)
{
AddMode (mode->width, mode->width * 9/16, mode->bits, mode->height, mode->doubling);
}
if (mode->width > 640)
{
AddMode (mode->width, mode->width * 10/16, mode->bits, mode->height, mode->doubling);
}
}
}
}
void Win32Video::AddMode (int x, int y, int bits, int y2, int doubling)
{
// Reject modes that do not meet certain criteria.
if ((x & 1) != 0 ||
y > MAXHEIGHT ||
x > MAXWIDTH ||
y < 200 ||
x < 320)
{
return;
}
ModeInfo **probep = &m_Modes;
ModeInfo *probe = m_Modes;
// This mode may have been already added to the list because it is
// enumerated multiple times at different refresh rates. If it's
// not present, add it to the right spot in the list; otherwise, do nothing.
// Modes are sorted first by width, then by height, then by depth. In each
// case the order is ascending.
for (; probe != 0; probep = &probe->next, probe = probe->next)
{
if (probe->width > x) break;
if (probe->width < x) continue;
// Width is equal
if (probe->height > y) break;
if (probe->height < y) continue;
// Height is equal
if (probe->bits > bits) break;
if (probe->bits < bits) continue;
// Bits is equal
return;
}
*probep = new ModeInfo (x, y, bits, y2, doubling);
(*probep)->next = probe;
}
void Win32Video::FreeModes ()
{
ModeInfo *mode = m_Modes;
while (mode)
{
ModeInfo *tempmode = mode;
mode = mode->next;
delete tempmode;
}
m_Modes = NULL;
}
// For every mode, set its scaling factor. Modes that end up with too
// small a display area are discarded.
void Win32Video::ScaleModes (int doubling)
{
ModeInfo *mode, **prev;
prev = &m_Modes;
mode = m_Modes;
while (mode != NULL)
{
assert(mode->doubling == 0);
mode->width >>= doubling;
mode->height >>= doubling;
mode->realheight >>= doubling;
mode->doubling = doubling;
if ((mode->width & 7) != 0 || mode->width < 320 || mode->height < 200)
{ // Mode became too small. Delete it.
*prev = mode->next;
delete mode;
}
else
{
prev = &mode->next;
}
mode = *prev;
}
}
void Win32Video::StartModeIterator (int bits, bool fs)
{
m_IteratorMode = m_Modes;
m_IteratorBits = bits;
m_IteratorFS = fs;
}
bool Win32Video::NextMode (int *width, int *height, bool *letterbox)
{
if (m_IteratorMode)
{
while (m_IteratorMode && m_IteratorMode->bits != m_IteratorBits)
{
m_IteratorMode = m_IteratorMode->next;
}
if (m_IteratorMode)
{
*width = m_IteratorMode->width;
*height = m_IteratorMode->height;
if (letterbox != NULL) *letterbox = m_IteratorMode->realheight != m_IteratorMode->height;
m_IteratorMode = m_IteratorMode->next;
return true;
}
}
return false;
}
DFrameBuffer *Win32Video::CreateFrameBuffer (int width, int height, bool fullscreen, DFrameBuffer *old)
{
static int retry = 0;
static int owidth, oheight;
BaseWinFB *fb;
PalEntry flashColor;
int flashAmount;
LOG4 ("CreateFB %d %d %d %p\n", width, height, fullscreen, old);
if (old != NULL)
{ // Reuse the old framebuffer if its attributes are the same
BaseWinFB *fb = static_cast<BaseWinFB *> (old);
if (fb->Width == width &&
fb->Height == height &&
fb->Windowed == !fullscreen)
{
return old;
}
old->GetFlash (flashColor, flashAmount);
old->ObjectFlags |= OF_YesReallyDelete;
if (old == screen) screen = NULL;
delete old;
}
else
{
flashColor = 0;
flashAmount = 0;
}
if (D3D != NULL)
{
fb = new D3DFB (m_Adapter, width, height, fullscreen);
}
else
{
fb = new DDrawFB (width, height, fullscreen);
}
LOG1 ("New fb created @ %p\n", fb);
// If we could not create the framebuffer, try again with slightly
// different parameters in this order:
// 1. Try with the closest size
// 2. Try in the opposite screen mode with the original size
// 3. Try in the opposite screen mode with the closest size
// This is a somewhat confusing mass of recursion here.
while (fb == NULL || !fb->IsValid ())
{
static HRESULT hr;
if (fb != NULL)
{
if (retry == 0)
{
hr = fb->GetHR ();
}
fb->ObjectFlags |= OF_YesReallyDelete;
delete fb;
LOG1 ("fb is bad: %08lx\n", hr);
}
else
{
LOG ("Could not create fb at all\n");
}
screen = NULL;
LOG1 ("Retry number %d\n", retry);
switch (retry)
{
case 0:
owidth = width;
oheight = height;
case 2:
// Try a different resolution. Hopefully that will work.
I_ClosestResolution (&width, &height, 8);
LOG2 ("Retry with size %d,%d\n", width, height);
break;
case 1:
// Try changing fullscreen mode. Maybe that will work.
width = owidth;
height = oheight;
fullscreen = !fullscreen;
LOG1 ("Retry with fullscreen %d\n", fullscreen);
break;
default:
// I give up!
LOG3 ("Could not create new screen (%d x %d): %08lx", owidth, oheight, hr);
I_FatalError ("Could not create new screen (%d x %d): %08lx", owidth, oheight, hr);
}
++retry;
fb = static_cast<DDrawFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
}
retry = 0;
fb->SetFlash (flashColor, flashAmount);
return fb;
}
void Win32Video::SetWindowedScale (float scale)
{
// FIXME
}
//==========================================================================
//
// BaseWinFB :: ScaleCoordsFromWindow
//
// Given coordinates in window space, return coordinates in what the game
// thinks screen space is.
//
//==========================================================================
void BaseWinFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
{
RECT rect;
int TrueHeight = GetTrueHeight();
if (GetClientRect(Window, &rect))
{
x = SWORD(x * Width / (rect.right - rect.left));
y = SWORD(y * TrueHeight / (rect.bottom - rect.top));
}
// Subtract letterboxing borders
y -= (TrueHeight - Height) / 2;
}
//==========================================================================
//
// SetFPSLimit
//
// Initializes an event timer to fire at a rate of <limit>/sec. The video
// update will wait for this timer to trigger before updating.
//
// Pass 0 as the limit for unlimited.
// Pass a negative value for the limit to use the value of vid_maxfps.
//
//==========================================================================
void I_SetFPSLimit(int limit)
{
if (limit < 0)
{
limit = vid_maxfps;
}
// Kill any leftover timer.
if (FPSLimitTimer != 0)
{
timeKillEvent(FPSLimitTimer);
FPSLimitTimer = 0;
}
if (limit == 0)
{ // no limit
if (FPSLimitEvent != NULL)
{
CloseHandle(FPSLimitEvent);
FPSLimitEvent = NULL;
}
DPrintf(DMSG_NOTIFY, "FPS timer disabled\n");
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}
else
{
if (FPSLimitEvent == NULL)
{
FPSLimitEvent = CreateEvent(NULL, FALSE, TRUE, NULL);
if (FPSLimitEvent == NULL)
{ // Could not create event, so cannot use timer.
Printf(DMSG_WARNING, "Failed to create FPS limitter event\n");
2016-03-01 15:47:10 +00:00
return;
}
}
atterm(StopFPSLimit);
// Set timer event as close as we can to limit/sec, in milliseconds.
UINT period = 1000 / limit;
FPSLimitTimer = timeSetEvent(period, 0, (LPTIMECALLBACK)FPSLimitEvent, 0, TIME_PERIODIC | TIME_CALLBACK_EVENT_SET);
if (FPSLimitTimer == 0)
{
CloseHandle(FPSLimitEvent);
FPSLimitEvent = NULL;
Printf("Failed to create FPS limitter timer\n");
return;
}
DPrintf(DMSG_NOTIFY, "FPS timer set to %u ms\n", period);
2016-03-01 15:47:10 +00:00
}
}
//==========================================================================
//
// StopFPSLimit
//
// Used for cleanup during application shutdown.
//
//==========================================================================
static void StopFPSLimit()
{
I_SetFPSLimit(0);
}