PsychError SCREENWaitBlanking(void) 
{
    PsychWindowRecordType *windowRecord;
    int waitFrames, framesWaited;
    double tvbl, ifi;
    long screenwidth, screenheight;
    int vbl_startline, beampos, lastline;
    psych_uint64 vblCount, vblRefCount;
    CGDirectDisplayID	cgDisplayID;
    GLint read_buffer, draw_buffer;
    
    // All subfunctions should have these two lines.  
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
    
    PsychErrorExit(PsychCapNumInputArgs(2));     //The maximum number of inputs
    PsychErrorExit(PsychRequireNumInputArgs(1)); //The required number of inputs	
    PsychErrorExit(PsychCapNumOutputArgs(1));    //The maximum number of outputs
    
    // Get the window record from the window record argument and get info from the window record
    PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
    
    if(!PsychIsOnscreenWindow(windowRecord))
        PsychErrorExitMsg(PsychError_user, "Tried to call 'WaitBlanking' on something else than an onscreen window!");
    
    // Get the number of frames to wait:
    waitFrames = 0;
    PsychCopyInIntegerArg(2, FALSE, &waitFrames);

	// We default to wait at least one interval if no argument supplied:
    waitFrames = (waitFrames < 1) ? 1 : waitFrames;
    
    // Enable this windowRecords framebuffer as current drawingtarget:
    // This is needed to make sure that Offscreen windows work propely.
    PsychSetDrawingTarget(windowRecord);
    
    // Retrieve display handle for beamposition queries:
    PsychGetCGDisplayIDFromScreenNumber(&cgDisplayID, windowRecord->screenNumber);
    
    // Retrieve final vbl_startline, aka physical height of the display in pixels:
    PsychGetScreenSize(windowRecord->screenNumber, &screenwidth, &screenheight);
    vbl_startline = (int) screenheight;
    
    // Query duration of a monitor refresh interval: We try to use the measured interval,
	// but fallback of the nominal value reported by the operating system if necessary:
    if ((ifi = windowRecord->VideoRefreshInterval)<=0) {
        if (PsychGetNominalFramerate(windowRecord->screenNumber) > 0) {
            // Valid nominal framerate returned by OS: Calculate nominal IFI from it.
            ifi = 1.0 / ((double) PsychGetNominalFramerate(windowRecord->screenNumber));        
        }
        else {
            // No reasonable value available! We fallback to an assumed 60 Hz refresh...
            ifi = 1.0 / 60.0;
        }
    }
    
    // Query vblcount to test if this method works correctly:
    PsychOSGetVBLTimeAndCount(windowRecord, &vblRefCount);
    
    // Check if beamposition queries are supported by this OS and working properly:
    if (-1 != PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber) && windowRecord->VBL_Endline >= 0) {
        // Beamposition queries supported and fine. We can wait for VBL without bufferswap-tricks:
        // This is the OS-X way of doing things. We query the rasterbeamposition and compare it
        // to the known values for the VBL area. If we enter VBL, we take a timestamp and return -
        // or wait for the next VBL if waitFrames>0
        
        // Query current beamposition when entering WaitBlanking:
        beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
        // Are we in VBL when entering WaitBlanking? If so, we should wait for one additional frame,
        // because by definition, WaitBlanking should always wait for at least one monitor refresh
        // interval...
        if ((beampos<=windowRecord->VBL_Endline) && (beampos>=vbl_startline)) waitFrames++;
        
        while(waitFrames > 0) {
            // Enough time for a sleep? If the beam is far away from VBL area, we try to sleep to
            // yield some CPU time to other processes in the system -- we are nice citizens ;)
            beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
            while (( ((float)(vbl_startline - beampos)) / (float) windowRecord->VBL_Endline * ifi) > 0.003) {
                // At least 3 milliseconds left until retrace. We sleep for 1 millisecond.
                PsychWaitIntervalSeconds(0.001);
                beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
            }
            
            // Less than 3 ms away from retrace. Busy-Wait for retrace...
			lastline = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
			beampos = lastline;
			while ((beampos < vbl_startline) && (beampos >= lastline)) {
				lastline = beampos;
				beampos = (long) PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
			} 
			
            // Retrace! Take system timestamp of VBL onset:
            PsychGetAdjustedPrecisionTimerSeconds(&tvbl);
            
            // If this wasn't the last frame to wait, we need to wait for end of retrace before
            // repeating the loop, because otherwise we would detect the same VBL and skip frames.
            // If it is the last frame, we skip it and return as quickly as possible to save the
            // Matlab script some extra Millisecond for drawing...
            if (waitFrames>1) { 
                beampos = vbl_startline;
                while ((beampos<=windowRecord->VBL_Endline) && (beampos>=vbl_startline)) { beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber); };
            }
            
            // Done with this refresh interval...
            // Decrement remaining number of frames to wait:
            waitFrames--;
        }
    }
    else if (vblRefCount > 0) {
        // Display beamposition queries unsupported, but vblank count queries seem to work. Try those.
        // Should work on Linux and OS/X:
        while(waitFrames > 0) {
            vblCount = vblRefCount;

            // Wait for next vblank counter increment - aka start of next frame (its vblank):
            while (vblCount == vblRefCount) {
                // Requery:
                PsychOSGetVBLTimeAndCount(windowRecord, &vblCount);
                // Yield at least 100 usecs. This is accurate as this code-path
                // only executes on OS/X and Linux, never on Windows (as of 01/06/2011):
                PsychYieldIntervalSeconds(0.000100);
            }

            vblRefCount = vblCount;
            
            // Done with this refresh interval...
            // Decrement remaining number of frames to wait:
            waitFrames--;
        }
    }
    else {            
        // Other methods unsupported. We use the doublebuffer swap method of waiting for retrace.
        //
        // Working principle: On each frame, we first copy the content of the (user visible) frontbuffer into the backbuffer.
        // Then we ask the OS to perform a front-backbuffer swap on next vertical retrace and go to sleep via glFinish() et al.
        // until the OS signals swap-completion. This way PTB's/Matlabs execution will stall until VBL, when swap happens and
        // we get woken up. We repeat this procedure 'waitFrames' times, then we take a high precision timestamp and exit the
        // Waitblanking loop. As backbuffer and frontbuffer are identical (due to the copy) at swap time, the visual display
        // won't change at all for the subject.
        // This method should work reliably, but it has one drawback: A random wakeup delay (scheduling jitter) is added after
        // retrace has been entered, so Waitblanking returns only after the beam has left retrace state on older hardware.
        // This means a bit less time (1 ms?) for stimulus drawing on Windows than on OS-X where Waitblanking returns faster. 
        
        // Child protection:
        if (windowRecord->windowType != kPsychDoubleBufferOnscreen) {
            PsychErrorExitMsg(PsychError_internal, "WaitBlanking tried to perform swap-waiting on a single buffered window!");
        }
        
        // Setup buffers for front->back copy op:
        
        // Backup old read- writebuffer assignments:
        glGetIntegerv(GL_READ_BUFFER, &read_buffer);
        glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
        
        // Set read- and writebuffer properly:
        glReadBuffer(GL_FRONT);
        glDrawBuffer(GL_BACK);
        
        // Reset viewport to full-screen default:
        glViewport(0, 0, screenwidth, screenheight);                
        glScissor(0, 0, screenwidth, screenheight);                
        
        // Reset color buffer writemask to "All enabled":
        glColorMask(TRUE, TRUE, TRUE, TRUE);
        glDisable(GL_BLEND);
        glPixelZoom(1,1);

		// Disable draw shader:
		PsychSetShader(windowRecord, 0);

        // Swap-Waiting loop for 'waitFrames' frames:
        while(waitFrames > 0) {
            // Copy current content of front buffer into backbuffer:
            glRasterPos2i(0, screenheight);
            glCopyPixels(0, 0, screenwidth, screenheight, GL_COLOR);            
            
            // Ok, front- and backbuffer are now identical, so a bufferswap
            // will be a visual no-op.
            
            // Enable beamsyncing of bufferswaps to VBL:
            PsychOSSetVBLSyncLevel(windowRecord, 1);                
            
            // Trigger bufferswap in sync with retrace:
            PsychOSFlipWindowBuffers(windowRecord);
            
            // Wait for swap-completion, aka beginning of VBL:
            PsychWaitPixelSyncToken(windowRecord);
            
            // VBL happened - Take system timestamp:
            PsychGetAdjustedPrecisionTimerSeconds(&tvbl);
            
            // This code-chunk is an alternate way of syncing, only used for debugging:
            if (false) {
                // Disable beamsyncing of bufferswaps to VBL:
                PsychOSSetVBLSyncLevel(windowRecord, 0);                
                // Swap buffers immediately without vsync:
                PsychOSFlipWindowBuffers(windowRecord);
            }
            
            // Decrement remaining number of frames to wait:
            waitFrames--;
        } // Do it again...
        
        // Enable beamsyncing of bufferswaps to VBL:
        PsychOSSetVBLSyncLevel(windowRecord, 1);                
        
        // Restore assignment of read- writebuffers and such:
        glEnable(GL_BLEND);
        glReadBuffer(read_buffer);
        glDrawBuffer(draw_buffer);        
        // Done with Windows waitblanking...
    }
    
    // Compute number of frames waited: It is timestamp of return of this waitblanking minus
    // timestamp of return of last waitblanking, divided by duration of a monitor refresh
    // interval, mathematically rounded to an integral number:
    framesWaited = (int) (((tvbl - windowRecord->time_at_last_vbl) / ifi) + 0.5f);
    
    // Update timestamp for next invocation of Waitblanking:
    windowRecord->time_at_last_vbl = tvbl;
    
    // Return optional number of frames waited:
    PsychCopyOutDoubleArg(1, FALSE, (double) framesWaited);
    
    // Done.
    return(PsychError_none);
}
PsychError SCREENGetWindowInfo(void) 
{
    const char *FieldNames[]={ "Beamposition", "LastVBLTimeOfFlip", "LastVBLTime", "VBLCount", "TimeAtSwapRequest", "TimePostSwapRequest", "RawSwapTimeOfFlip",
							   "VBLTimePostFlip", "OSSwapTimestamp", "GPULastFrameRenderTime", "StereoMode", "ImagingMode", "MultiSampling", "MissedDeadlines", "FlipCount", "StereoDrawBuffer",
							   "GuesstimatedMemoryUsageMB", "VBLStartline", "VBLEndline", "VideoRefreshFromBeamposition", "GLVendor", "GLRenderer", "GLVersion", "GPUCoreId", 
							   "GLSupportsFBOUpToBpc", "GLSupportsBlendingUpToBpc", "GLSupportsTexturesUpToBpc", "GLSupportsFilteringUpToBpc", "GLSupportsPrecisionColors",
							   "GLSupportsFP32Shading", "BitsPerColorComponent", "IsFullscreen", "SpecialFlags", "SwapGroup", "SwapBarrier" };
							   
	const int  fieldCount = 35;
	PsychGenericScriptType	*s;

    PsychWindowRecordType *windowRecord;
    double beamposition, lastvbl;
	int infoType = 0, retIntArg;
	double auxArg1, auxArg2, auxArg3;
	CGDirectDisplayID displayId;
	psych_uint64 postflip_vblcount;
	double vbl_startline;
	long scw, sch;
	psych_bool onscreen;
    
    //all subfunctions should have these two lines.  
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
    
    PsychErrorExit(PsychCapNumInputArgs(5));     //The maximum number of inputs
    PsychErrorExit(PsychRequireNumInputArgs(1)); //The required number of inputs	
    PsychErrorExit(PsychCapNumOutputArgs(1));    //The maximum number of outputs

    // Query infoType flag: Defaults to zero.
    PsychCopyInIntegerArg(2, FALSE, &infoType);
	if (infoType < 0 || infoType > 5) PsychErrorExitMsg(PsychError_user, "Invalid 'infoType' argument specified! Valid are 0, 1, 2, 3, 4 and 5.");

	// Windowserver info requested?
	if (infoType == 2 || infoType == 3) {
		// Return info about WindowServer:
		#if PSYCH_SYSTEM == PSYCH_OSX

		const char *CoreGraphicsFieldNames[]={ "CGSFps", "CGSValue1", "CGSValue2", "CGSValue3", "CGSDebugOptions" };
		const int CoreGraphicsFieldCount = 5;
		float cgsFPS, val1, val2, val3;
		
		// This (undocumented) Apple call retrieves information about performance statistics of
		// the Core graphics server, also known as WindowServer or Quartz compositor:
		CGSGetPerformanceData(_CGSDefaultConnection(), &cgsFPS, &val1, &val2, &val3);
		if (CGSGetDebugOptions(&retIntArg)) {
			if (PsychPrefStateGet_Verbosity() > 1) printf("PTB-WARNING: GetWindowInfo: Call to CGSGetDebugOptions() failed!\n");
		}
		
		PsychAllocOutStructArray(1, FALSE, 1, CoreGraphicsFieldCount, CoreGraphicsFieldNames, &s);
		PsychSetStructArrayDoubleElement("CGSFps", 0   , cgsFPS, s);
		PsychSetStructArrayDoubleElement("CGSValue1", 0, val1, s);
		PsychSetStructArrayDoubleElement("CGSValue2", 0, val2, s);
		PsychSetStructArrayDoubleElement("CGSValue3", 0, val3, s);
		PsychSetStructArrayDoubleElement("CGSDebugOptions", 0, (double) retIntArg, s);
		
		if ( (infoType == 3) && PsychCopyInDoubleArg(3, FALSE, &auxArg1) ) {
			// Type 3 setup request with auxArg1 provided. Apple auxArg1 as debugFlag setting
			// for the CoreGraphics server: DANGEROUS!
			if (CGSSetDebugOptions((unsigned int) auxArg1)) {
				if (PsychPrefStateGet_Verbosity() > 1) printf("PTB-WARNING: GetWindowInfo: Call to CGSSetDebugOptions() failed!\n");
			}
		}

		#endif
		
		#if PSYCH_SYSTEM == PSYCH_WINDOWS
		psych_uint64 onsetVBLCount, frameId;
		double onsetVBLTime, compositionRate;
		psych_uint64 targetVBL;
		
		PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
		// Query all DWM presentation timing info, return full info as struct in optional return argument '1':
		if (PsychOSGetPresentationTimingInfo(windowRecord, TRUE, 0, &onsetVBLCount, &onsetVBLTime, &frameId, &compositionRate, 1)) {
			// Query success: Info struct has been created and returned by PsychOSGetPresentationTimingInfo()...
			auxArg1 = auxArg2 = 0;
			auxArg3 = 2;
			
			// Want us to change settings?
			if ( (infoType == 3) && PsychCopyInDoubleArg(3, FALSE, &auxArg1) && PsychCopyInDoubleArg(4, FALSE, &auxArg2) && PsychCopyInDoubleArg(5, FALSE, &auxArg3)) {
				if (auxArg1 < 0) auxArg1 = 0;
				targetVBL = auxArg1;
				if (PsychOSSetPresentParameters(windowRecord, targetVBL, (int) auxArg3, auxArg2)) {
					if (PsychPrefStateGet_Verbosity() > 5) printf("PTB-DEBUG: GetWindowInfo: Call to PsychOSSetPresentParameters(%i, %i, %f) SUCCESS!\n", (int) auxArg1, (int) auxArg3, auxArg2);
				}
				else {
					if (PsychPrefStateGet_Verbosity() > 1) printf("PTB-WARNING: GetWindowInfo: Call to PsychOSSetPresentParameters() failed!\n");
				}
			}
		}
		else {
			// Unsupported / Failed:
			PsychCopyOutDoubleArg(1, FALSE, -1);
		}

		#endif

		#if PSYCH_SYSTEM == PSYCH_LINUX
			if (infoType == 2) {
				// MMIO register Read for screenid "auxArg1", register offset "auxArg2":
				PsychCopyInDoubleArg(3, TRUE, &auxArg1);
				PsychCopyInDoubleArg(4, TRUE, &auxArg2);
				PsychCopyOutDoubleArg(1, FALSE, (double) PsychOSKDReadRegister((int) auxArg1, (unsigned int) auxArg2, NULL));
			}
			
			if (infoType == 3) {
				// MMIO register Write for screenid "auxArg1", register offset "auxArg2", to value "auxArg3":
				PsychCopyInDoubleArg(3, TRUE, &auxArg1);
				PsychCopyInDoubleArg(4, TRUE, &auxArg2);
				PsychCopyInDoubleArg(5, TRUE, &auxArg3);
				PsychOSKDWriteRegister((int) auxArg1, (unsigned int) auxArg2, (unsigned int) auxArg3, NULL);
			}
		#endif

		// Done.
		return(PsychError_none);
	}

    // Get the window record:
    PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
	onscreen = PsychIsOnscreenWindow(windowRecord);

	if (onscreen) {
		// Query rasterbeam position: Will return -1 if unsupported.
		PsychGetCGDisplayIDFromScreenNumber(&displayId, windowRecord->screenNumber);
		beamposition = (double) PsychGetDisplayBeamPosition(displayId, windowRecord->screenNumber);
	}
	else {
		beamposition = -1;
	}
	
	if (infoType == 1) {
		// Return the measured beamposition:
		PsychCopyOutDoubleArg(1, FALSE, beamposition);
	}
    else if (infoType == 4) {
        // Return async flip state: 1 = Active, 0 = Inactive.
        PsychCopyOutDoubleArg(1, FALSE, (((NULL != windowRecord->flipInfo) && (0 != windowRecord->flipInfo->asyncstate)) ? 1 : 0));
    }
	else if (infoType == 5) {
		// Create a GL_EXT_timer_query object for this window:
		if (glewIsSupported("GL_EXT_timer_query")) {
			// Pending queries finished?
			if (windowRecord->gpuRenderTimeQuery > 0) {
				PsychErrorExitMsg(PsychError_user, "Tried to create a new GPU rendertime query, but last query not yet finished! Call Screen('Flip') first!");
			}
			
			// Enable our rendering context by selecting this window as drawing target:
			PsychSetDrawingTarget(windowRecord);
			
			// Generate Query object:
			glGenQueries(1, &windowRecord->gpuRenderTimeQuery);
			
			// Emit Query: GPU will measure elapsed processing time in Nanoseconds, starting
			// with the first GL command executed after this command:
			glBeginQuery(GL_TIME_ELAPSED_EXT, windowRecord->gpuRenderTimeQuery);
			
			// Reset last measurement:
			windowRecord->gpuRenderTime = 0;
		}
		else {
			if (PsychPrefStateGet_Verbosity() > 4) printf("PTB-INFO: GetWindowInfo for infoType 5: GPU timer query objects are unsupported on this platform and GPU. Call ignored!\n");
		}
	}
	else {
		// Return all information:
		PsychAllocOutStructArray(1, FALSE, 1, fieldCount, FieldNames, &s);

		// Rasterbeam position:
		PsychSetStructArrayDoubleElement("Beamposition", 0, beamposition, s);

		// Time of last vertical blank when a double-buffer swap occured:
		if ((windowRecord->flipCount > 0) && (windowRecord->time_at_last_vbl == 0) && (PsychPrefStateGet_VBLTimestampingMode() == 4)) {
			// If time_at_last_vbl for an already finished or at least pending flip isn't available and
			// we have support for OS-Builtin timestamping enabled, we try to employ OS-Builtin timestamping
			// to get a timestamp for the most recent pending or finished flip. If this fails or is unsupported,
			// it will have no effect:
			PsychOSGetSwapCompletionTimestamp(windowRecord, 0, &(windowRecord->time_at_last_vbl));
		}

		// Return it - or the value zero if it is (still) undefined/unavailable:
		PsychSetStructArrayDoubleElement("LastVBLTimeOfFlip", 0, windowRecord->time_at_last_vbl, s);

		// Uncorrected timestamp of flip swap completion:
		PsychSetStructArrayDoubleElement("RawSwapTimeOfFlip", 0, windowRecord->rawtime_at_swapcompletion, s);

		// Timestamp immediately prior to call to PsychOSFlipWindowBuffers(), i.e., time at swap request submission:
		PsychSetStructArrayDoubleElement("TimeAtSwapRequest", 0, windowRecord->time_at_swaprequest, s);

		// Timestamp immediately after call to PsychOSFlipWindowBuffers() returns, i.e., time at swap request submission completion:
		PsychSetStructArrayDoubleElement("TimePostSwapRequest", 0, windowRecord->time_post_swaprequest, s);

		// Timestamp immediately after call to PsychOSFlipWindowBuffers() returns, i.e., time at swap request submission completion:
		PsychSetStructArrayDoubleElement("VBLTimePostFlip", 0, windowRecord->postflip_vbltimestamp, s);

		// Swap completion timestamp for most recently completed swap, according to OS-builtin PsychOSGetSwapCompletionTimestamp() method:
		PsychSetStructArrayDoubleElement("OSSwapTimestamp", 0, windowRecord->osbuiltin_swaptime, s);

		// Result from last GPU rendertime query as triggered by infoType 5: Zero if undefined.
		PsychSetStructArrayDoubleElement("GPULastFrameRenderTime", 0, windowRecord->gpuRenderTime, s);

		// Try to determine system time of last VBL on display, independent of any
		// flips / bufferswaps.
		lastvbl = -1;
		postflip_vblcount = 0;
		
		// On supported systems, we can query the OS for the system time of last VBL, so we can
		// use the most recent VBL timestamp as baseline for timing calculations, 
		// instead of one far in the past.
		if (onscreen) { lastvbl = PsychOSGetVBLTimeAndCount(windowRecord, &postflip_vblcount); }

		// If we couldn't determine this information we just set lastvbl to the last known
		// vbl timestamp of last flip -- better than nothing...
		if (lastvbl < 0) lastvbl = windowRecord->time_at_last_vbl;
		PsychSetStructArrayDoubleElement("LastVBLTime", 0, lastvbl, s);
		PsychSetStructArrayDoubleElement("VBLCount", 0, (double) (psych_int64) postflip_vblcount, s);
        
		// Misc. window parameters:
		PsychSetStructArrayDoubleElement("StereoMode", 0, windowRecord->stereomode, s);
		PsychSetStructArrayDoubleElement("ImagingMode", 0, windowRecord->imagingMode, s);
		PsychSetStructArrayDoubleElement("SpecialFlags", 0, windowRecord->specialflags, s);
		PsychSetStructArrayDoubleElement("IsFullscreen", 0, (windowRecord->specialflags & kPsychIsFullscreenWindow) ? 1 : 0, s);
		PsychSetStructArrayDoubleElement("MultiSampling", 0, windowRecord->multiSample, s);
		PsychSetStructArrayDoubleElement("MissedDeadlines", 0, windowRecord->nr_missed_deadlines, s);
		PsychSetStructArrayDoubleElement("FlipCount", 0, windowRecord->flipCount, s);
		PsychSetStructArrayDoubleElement("StereoDrawBuffer", 0, windowRecord->stereodrawbuffer, s);
		PsychSetStructArrayDoubleElement("GuesstimatedMemoryUsageMB", 0, (double) windowRecord->surfaceSizeBytes / 1024 / 1024, s);
		PsychSetStructArrayDoubleElement("BitsPerColorComponent", 0, (double) windowRecord->bpc, s);
		
		// Query real size of the underlying display in order to define the vbl_startline:
		PsychGetScreenSize(windowRecord->screenNumber, &scw, &sch);
		vbl_startline = (double) sch;
		PsychSetStructArrayDoubleElement("VBLStartline", 0, vbl_startline, s);

		// And VBL endline:
		PsychSetStructArrayDoubleElement("VBLEndline", 0, windowRecord->VBL_Endline, s);

		// Video refresh interval duration from beamposition method:
		PsychSetStructArrayDoubleElement("VideoRefreshFromBeamposition", 0, windowRecord->ifi_beamestimate, s);
    
		// Swap group assignment and swap barrier assignment, if any:
		PsychSetStructArrayDoubleElement("SwapGroup", 0, windowRecord->swapGroup, s);
		PsychSetStructArrayDoubleElement("SwapBarrier", 0, windowRecord->swapBarrier, s);
	
        // Which basic GPU architecture is this?
		PsychSetStructArrayStringElement("GPUCoreId", 0, windowRecord->gpuCoreId, s);
		
		// FBO's supported, and how deep?
		if (windowRecord->gfxcaps & kPsychGfxCapFBO) {
			if (windowRecord->gfxcaps & kPsychGfxCapFPFBO32) {
				PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 32, s);
			} else
			if (windowRecord->gfxcaps & kPsychGfxCapFPFBO16) {
				PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 16, s);
			} else PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 8, s);
		}
		else {
			PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 0, s);
		}

		// How deep is alpha blending supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPBlend32) {
			PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPBlend16) {
			PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 8, s);
		
		// How deep is texture mapping supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPTex32) {
			PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPTex16) {
			PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 8, s);
		
		// How deep is texture filtering supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPFilter32) {
			PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPFilter16) {
			PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 8, s);

		if (windowRecord->gfxcaps & kPsychGfxCapVCGood) {
			PsychSetStructArrayDoubleElement("GLSupportsPrecisionColors", 0, 1, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsPrecisionColors", 0, 0, s);

		if (windowRecord->gfxcaps & kPsychGfxCapFP32Shading) {
			PsychSetStructArrayDoubleElement("GLSupportsFP32Shading", 0, 1, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsFP32Shading", 0, 0, s);

		// Renderer information: This comes last, and would fail if async flips
        // are active, because it needs PsychSetDrawingTarget, which in turn needs async
        // flips to be inactive:
        PsychSetDrawingTarget(windowRecord);
        PsychSetStructArrayStringElement("GLVendor", 0, (char*) glGetString(GL_VENDOR), s);
        PsychSetStructArrayStringElement("GLRenderer", 0, (char*) glGetString(GL_RENDERER), s);
        PsychSetStructArrayStringElement("GLVersion", 0, (char*) glGetString(GL_VERSION), s);
    }
    
    // Done.
    return(PsychError_none);
}
PsychError SCREENGetWindowInfo(void) 
{
    const char *FieldNames[]={ "Beamposition", "LastVBLTimeOfFlip", "LastVBLTime", "VBLCount", "StereoMode", "ImagingMode", "MultiSampling", "MissedDeadlines", "StereoDrawBuffer",
							   "GuesstimatedMemoryUsageMB", "VBLStartline", "VBLEndline", "VideoRefreshFromBeamposition", "GLVendor", "GLRenderer", "GLVersion",
							   "GLSupportsFBOUpToBpc", "GLSupportsBlendingUpToBpc", "GLSupportsTexturesUpToBpc", "GLSupportsFilteringUpToBpc", "GLSupportsPrecisionColors",
							   "GLSupportsFP32Shading", "BitsPerColorComponent" };
							   
	const int  fieldCount = 23;
	PsychGenericScriptType	*s;
	
    PsychWindowRecordType *windowRecord;
    double beamposition, lastvbl;
	int beamposonly = 0;
	CGDirectDisplayID displayId;
	psych_uint64 postflip_vblcount;
	double vbl_startline;
	long scw, sch;
	bool onscreen;

    //all subfunctions should have these two lines.  
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
    
    PsychErrorExit(PsychCapNumInputArgs(2));     //The maximum number of inputs
    PsychErrorExit(PsychRequireNumInputArgs(1)); //The required number of inputs	
    PsychErrorExit(PsychCapNumOutputArgs(1));    //The maximum number of outputs
    
    // Get the window record:
    PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
	onscreen = PsychIsOnscreenWindow(windowRecord);
    
    // Query beamposonly flag: Defaults to zero.
    PsychCopyInIntegerArg(2, FALSE, &beamposonly);

	if (onscreen) {
		// Query rasterbeam position: Will return -1 if unsupported.
		PsychGetCGDisplayIDFromScreenNumber(&displayId, windowRecord->screenNumber);
		beamposition = (double) PsychGetDisplayBeamPosition(displayId, windowRecord->screenNumber);
	}
	else {
		beamposition = -1;
	}
	
	if (beamposonly) {
		// Return the measured beamposition:
		PsychCopyOutDoubleArg(1, FALSE, beamposition);
	}
	else {
		// Return all information:
		PsychAllocOutStructArray(1, FALSE, 1, fieldCount, FieldNames, &s);

		// Rasterbeam position:
		PsychSetStructArrayDoubleElement("Beamposition", 0, beamposition, s);

		// Time of last vertical blank when a double-buffer swap occured:
		PsychSetStructArrayDoubleElement("LastVBLTimeOfFlip", 0, windowRecord->time_at_last_vbl, s);

		// Try to determine system time of last VBL on display, independent of any
		// flips / bufferswaps.
		lastvbl = -1;
		postflip_vblcount = 0;
		
		#if PSYCH_SYSTEM == PSYCH_OSX
			// On OS/X we can query the OS for the system time of last VBL, so we can
			// use the most recent VBL timestamp as baseline for timing calculations, 
			// instead of one far in the past.
			if (onscreen) { lastvbl = PsychOSGetVBLTimeAndCount(windowRecord->screenNumber, &postflip_vblcount); }
		#endif

		// If we couldn't determine this information we just set lastvbl to the last known
		// vbl timestamp of last flip -- better than nothing...
		if (lastvbl < 0) lastvbl = windowRecord->time_at_last_vbl;
		PsychSetStructArrayDoubleElement("LastVBLTime", 0, lastvbl, s);
		PsychSetStructArrayDoubleElement("VBLCount", 0, (double) postflip_vblcount, s);

		// Misc. window parameters:
		PsychSetStructArrayDoubleElement("StereoMode", 0, windowRecord->stereomode, s);
		PsychSetStructArrayDoubleElement("ImagingMode", 0, windowRecord->imagingMode, s);
		PsychSetStructArrayDoubleElement("MultiSampling", 0, windowRecord->multiSample, s);
		PsychSetStructArrayDoubleElement("MissedDeadlines", 0, windowRecord->nr_missed_deadlines, s);
		PsychSetStructArrayDoubleElement("StereoDrawBuffer", 0, windowRecord->stereodrawbuffer, s);
		PsychSetStructArrayDoubleElement("GuesstimatedMemoryUsageMB", 0, (double) windowRecord->surfaceSizeBytes / 1024 / 1024, s);
		PsychSetStructArrayDoubleElement("BitsPerColorComponent", 0, (double) windowRecord->bpc, s);
		
		// Query real size of the underlying display in order to define the vbl_startline:
		PsychGetScreenSize(windowRecord->screenNumber, &scw, &sch);
		vbl_startline = (double) sch;
		PsychSetStructArrayDoubleElement("VBLStartline", 0, vbl_startline, s);

		// And VBL endline:
		PsychSetStructArrayDoubleElement("VBLEndline", 0, windowRecord->VBL_Endline, s);

		// Video refresh interval duration from beamposition method:
		PsychSetStructArrayDoubleElement("VideoRefreshFromBeamposition", 0, windowRecord->ifi_beamestimate, s);
		
		// Renderer information:
		PsychSetDrawingTarget(windowRecord);
		PsychSetStructArrayStringElement("GLVendor", 0, glGetString(GL_VENDOR), s);
		PsychSetStructArrayStringElement("GLRenderer", 0, glGetString(GL_RENDERER), s);
		PsychSetStructArrayStringElement("GLVersion", 0, glGetString(GL_VERSION), s);

		// FBO's supported, and how deep?
		if (windowRecord->gfxcaps & kPsychGfxCapFBO) {
			if (windowRecord->gfxcaps & kPsychGfxCapFPFBO32) {
				PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 32, s);
			} else
			if (windowRecord->gfxcaps & kPsychGfxCapFPFBO16) {
				PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 16, s);
			} else PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 8, s);
		}
		else {
			PsychSetStructArrayDoubleElement("GLSupportsFBOUpToBpc", 0, 0, s);
		}

		// How deep is alpha blending supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPBlend32) {
			PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPBlend16) {
			PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsBlendingUpToBpc", 0, 8, s);
		
		// How deep is texture mapping supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPTex32) {
			PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPTex16) {
			PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsTexturesUpToBpc", 0, 8, s);
		
		// How deep is texture filtering supported?
		if (windowRecord->gfxcaps & kPsychGfxCapFPFilter32) {
			PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 32, s);
		} else if (windowRecord->gfxcaps & kPsychGfxCapFPFilter16) {
			PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 16, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsFilteringUpToBpc", 0, 8, s);

		if (windowRecord->gfxcaps & kPsychGfxCapVCGood) {
			PsychSetStructArrayDoubleElement("GLSupportsPrecisionColors", 0, 1, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsPrecisionColors", 0, 0, s);

		if (windowRecord->gfxcaps & kPsychGfxCapFP32Shading) {
			PsychSetStructArrayDoubleElement("GLSupportsFP32Shading", 0, 1, s);
		} else PsychSetStructArrayDoubleElement("GLSupportsFP32Shading", 0, 0, s);
	}

    // Done.
    return(PsychError_none);
}