/* ** hardware.cpp ** Somewhat OS-independant interface to the screen, mouse, keyboard, and stick ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ #define WIN32_LEAN_AND_MEAN #include #include #include "hardware.h" #include "c_dispatch.h" #include "v_text.h" #include "basics.h" #include "m_argv.h" #include "version.h" #include "printf.h" #include "win32glvideo.h" #ifdef HAVE_VULKAN #include "win32vulkanvideo.h" #endif #include "engineerrors.h" #include "i_system.h" #include "i_mainwindow.h" IVideo *Video; // do not include GL headers here, only declare the necessary functions. IVideo *gl_CreateVideo(); void I_RestartRenderer(); int currentcanvas = -1; int currentgpuswitch = -1; bool changerenderer; // Optimus/Hybrid switcher CUSTOM_CVAR(Int, vid_gpuswitch, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self != currentgpuswitch) { switch (self) { case 0: Printf("Selecting default GPU...\n"); break; case 1: Printf("Selecting high-performance dedicated GPU...\n"); break; case 2: Printf("Selecting power-saving integrated GPU...\n"); break; default: Printf("Unknown option (%d) - falling back to 'default'\n", *vid_gpuswitch); self = 0; break; } Printf("You must restart " GAMENAME " for this change to take effect.\n"); } } void I_ShutdownGraphics () { if (screen) { DFrameBuffer *s = screen; screen = NULL; delete s; } if (Video) delete Video, Video = NULL; } void I_InitGraphics () { // todo: implement ATI version of this. this only works for nvidia notebooks, for now. currentgpuswitch = vid_gpuswitch; if (currentgpuswitch == 1) _putenv("SHIM_MCCOMPAT=0x800000001"); // discrete else if (currentgpuswitch == 2) _putenv("SHIM_MCCOMPAT=0x800000000"); // integrated // If the focus window is destroyed, it doesn't go back to the active window. // (e.g. because the net pane was up, and a button on it had focus) if (GetFocus() == NULL && GetActiveWindow() == mainwindow.GetHandle()) { // Make sure it's in the foreground and focused. (It probably is // already foregrounded but may not be focused.) SetForegroundWindow(mainwindow.GetHandle()); SetFocus(mainwindow.GetHandle()); // Note that when I start a 2-player game on the same machine, the // window for the game that isn't focused, active, or foregrounded // still receives a WM_ACTIVATEAPP message telling it that it's the // active window. The window that is really the active window does // not receive a WM_ACTIVATEAPP message, so both games think they // are the active app. Huh? } #ifdef HAVE_VULKAN if (V_GetBackend() == 1) { // first try Vulkan, if that fails OpenGL try { Video = new Win32VulkanVideo(); } catch (CVulkanError &error) { Printf(TEXTCOLOR_RED "Initialization of Vulkan failed: %s\n", error.what()); Video = new Win32GLVideo(); } } else #endif { Video = new Win32GLVideo(); } // we somehow STILL don't have a display!! if (Video == NULL) I_FatalError ("Failed to initialize display"); }