예제 #1
0
파일: plugin.c 프로젝트: Kilvas/lioneditor
void ResetPlugins() {
	int ret;

	CDR_shutdown();
	GPU_shutdown();
	SPU_shutdown();
	PAD1_shutdown();
	PAD2_shutdown();
	if (Config.UseNet) NET_shutdown(); 

	ret = CDR_init();
	if (ret != 0) { SysMessage (_("CDRinit error: %d"), ret); return; }
	ret = GPU_init();
	if (ret != 0) { SysMessage (_("GPUinit error: %d"), ret); return; }
	ret = SPU_init();
	if (ret != 0) { SysMessage (_("SPUinit error: %d"), ret); return; }
	ret = PAD1_init(1);
	if (ret != 0) { SysMessage (_("PAD1init error: %d"), ret); return; }
	ret = PAD2_init(2);
	if (ret != 0) { SysMessage (_("PAD2init error: %d"), ret); return; }
	if (Config.UseNet) {
		ret = NET_init();
		if (ret < 0) { SysMessage (_("NETinit error: %d"), ret); return; }
	}

	NetOpened = 0;
}
예제 #2
0
파일: Plugin.c 프로젝트: Asmodean-/PCSXR
void ResetPlugins() {
	long ret;

	CDR_shutdown();
	GPU_shutdown();
	SPU_shutdown();
	PAD1_shutdown();
	PAD2_shutdown();
#ifdef ENABLE_SIO1API
	SIO1_shutdown();
#endif
	if (Config.UseNet) NET_shutdown();

	ret = CDR_init();
	if (ret < 0) { SysMessage(_("CDRinit error: %d"), ret); return; }
	ret = GPU_init();
	if (ret < 0) { SysMessage(_("GPUinit error: %d"), ret); return; }
	ret = SPU_init();
	if (ret < 0) { SysMessage(_("SPUinit error: %d"), ret); return; }
	ret = PAD1_init(1);
	if (ret < 0) { SysMessage(_("PAD1init error: %d"), ret); return; }
	ret = PAD2_init(2);
	if (ret < 0) { SysMessage(_("PAD2init error: %d"), ret); return; }
#ifdef ENABLE_SIO1API
	ret = SIO1_init();
	if (ret < 0) { SysMessage(_("SIO1init error: %d!"), ret); return; }
#endif

	if (Config.UseNet) {
		ret = NET_init();
		if (ret < 0) { SysMessage(_("NETinit error: %d"), ret); return; }
	}

	NetOpened = FALSE;
}
예제 #3
0
파일: computer.c 프로젝트: GOMF/virtbit
struct Computer *createComputer() {
	struct Computer *computer = (struct Computer *) malloc(sizeof(struct Computer));

	// REFERENCES

	computer->screen = NULL;

	// OBJECTS
	
	CPU_init(&computer->cpu);
	computer->cpu.clockRate = 6000; // 6 Khz
	computer->cpu.interruptVectorTable = computer->ram.buffer + INT_VECTOR_TABLE_ADDR;
	computer->cpu.ram = &computer->ram;
	
	GPU_init(&computer->gpu);
	computer->gpu.refreshRate = 60; // 60 Hz
	computer->gpu.vram = computer->ram.buffer + VRAM_ADDR;
	
	RAM_init(&computer->ram);
	RAM_setAccess(&computer->ram, 0, RAM_SIZE, RAM_READ | RAM_WRITE);

	DMA_init(&computer->dma);
	computer->dma.ptrIO = computer->ram.buffer + IO_DMA_ADDR;
	computer->dma.ram = &computer->ram;
		
	return computer;
}
예제 #4
0
파일: Plugin.c 프로젝트: AlexBu/pcsx
void ResetPlugins() {
	int ret;

	CDR_shutdown();
	GPU_shutdown();
	SPU_shutdown();
	PAD1_shutdown();
	PAD2_shutdown();

	ret = CDR_init();
	if (ret != 0) { SysMessage ("CDRinit error : %d\n",ret); exit(1); }
	ret = GPU_init();
	if (ret != 0) { SysMessage ("GPUinit error : %d\n",ret); exit(1); }
	ret = SPU_init();
	if (ret != 0) { SysMessage ("SPUinit error : %d\n",ret); exit(1); }
	ret = PAD1_init(1);
	if (ret != 0) { SysMessage ("PAD1init error : %d\n",ret); exit(1); }
	ret = PAD2_init(2);
	if (ret != 0) { SysMessage ("PAD2init error : %d\n",ret); exit(1); }
}
예제 #5
0
파일: plugins.cpp 프로젝트: zear/pcsx4all
int LoadPlugins(void) {
	int ret;
	const char *cdrfilename=NULL;

	ReleasePlugins();

	LoadMcds(Config.Mcd1, Config.Mcd2);

	ret = CDR_init();
	if (ret < 0) { printf ("Error initializing CD-ROM plugin: %d\n", ret); return -1; }

	ret = GPU_init();
	if (ret < 0) { printf ("Error initializing GPU plugin: %d\n", ret); return -1; }

	ret = SPU_init();
	if (ret < 0) { printf ("Error initializing SPU plugin: %d\n", ret); return -1; }

#ifdef spu_pcsxrearmed
	//senquack - NOTE: this is an important function to call, as SPU
	// IRQs will not be acknowledged otherwise, leading to repeating sound
	// problems in games like NFS3, Grandia, Fifa98, and some games will
	// lack music like Chrono Cross FMV music, THPS2 etc.
	// Only spu_pcsxrearmed supports this (older SPU plugins all had
	// problems with sound in these games.. TODO: add support?)
	SPU_registerCallback(AcknowledgeSPUIRQ);

	//senquack - pcsx_rearmed SPU plugin schedules its own updates:
	SPU_registerScheduleCb(ScheduleSPUUpdate);
#endif

	cdrfilename=GetIsoFile();
	if (cdrfilename[0] != '\0') {
		ret=CDR_open();
		if (ret < 0) { printf ("Error opening CD-ROM: %s\n", cdrfilename); return -1; }
	}
	
	printf("Plugins loaded.\n");
	return 0;
}
예제 #6
0
void ResetPlugins() {
    int ret;

    CDR_shutdown();
    GPU_shutdown();
    SPU_shutdown();
    PAD1_shutdown();
    PAD2_shutdown();

    ret = CDR_init();
    if (ret != 0) {
        SysMessage(_("CDRinit error: %d"), ret);
        return;
    }
    ret = GPU_init();
    if (ret != 0) {
        SysMessage(_("GPUinit error: %d"), ret);
        return;
    }
    ret = SPU_init();
    if (ret != 0) {
        SysMessage(_("SPUinit error: %d"), ret);
        return;
    }
    ret = PAD1_init(1);
    if (ret != 0) {
        SysMessage(_("PAD1init error: %d"), ret);
        return;
    }
    ret = PAD2_init(2);
    if (ret != 0) {
        SysMessage(_("PAD2init error: %d"), ret);
        return;
    }
    NetOpened = FALSE;
}
예제 #7
0
파일: main.c 프로젝트: SeanAmadio/GameBoyC
void init() {
    Z80_init();
    MMU_init();
    GPU_init();
    printf("=Init");
}
예제 #8
0
/* only called once, for startup */
void WM_init(bContext *C, int argc, const char **argv)
{

	if (!G.background) {
		wm_ghost_init(C);   /* note: it assigns C to ghost! */
		wm_init_cursor_data();
	}
	GHOST_CreateSystemPaths();

	BKE_addon_pref_type_init();

	wm_operatortype_init();
	wm_operatortypes_register();

	WM_menutype_init();
	WM_uilisttype_init();

	ED_undosys_type_init();

	BKE_library_callback_free_window_manager_set(wm_close_and_free);   /* library.c */
	BKE_library_callback_free_notifier_reference_set(WM_main_remove_notifier_reference);   /* library.c */
	BKE_library_callback_remap_editor_id_reference_set(WM_main_remap_editor_id_reference);   /* library.c */
	BKE_blender_callback_test_break_set(wm_window_testbreak); /* blender.c */
	BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap); /* screen.c */
	DAG_editors_update_cb(ED_render_id_flush_update,
	                      ED_render_scene_update,
	                      ED_render_scene_update_pre); /* depsgraph.c */

	ED_spacetypes_init();   /* editors/space_api/spacetype.c */

	ED_file_init();         /* for fsmenu */
	ED_node_init_butfuncs();

	BLF_init(); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */

	BLT_lang_init();
	/* Must call first before doing any .blend file reading, since versionning code may create new IDs... See T57066. */
	BLT_lang_set(NULL);

	/* reports cant be initialized before the wm,
	 * but keep before file reading, since that may report errors */
	wm_init_reports(C);

	/* get the default database, plus a wm */
	wm_homefile_read(C, NULL, G.factory_startup, false, true, NULL, WM_init_state_app_template_get());

	/* Call again to set from userpreferences... */
	BLT_lang_set(NULL);

	if (!G.background) {

#ifdef WITH_INPUT_NDOF
		/* sets 3D mouse deadzone */
		WM_ndof_deadzone_set(U.ndof_deadzone);
#endif

		GPU_init();

		GPU_set_mipmap(G_MAIN, !(U.gameflags & USER_DISABLE_MIPMAP));
		GPU_set_linear_mipmap(true);
		GPU_set_anisotropic(G_MAIN, U.anisotropic_filter);
		GPU_set_gpu_mipmapping(G_MAIN, U.use_gpu_mipmap);

#ifdef WITH_OPENSUBDIV
		BKE_subsurf_osd_init();
#endif

		UI_init();
	}
	else {
		/* Note: Currently only inits icons, which we now want in background mode too
		 * (scripts could use those in background processing...).
		 * In case we do more later, we may need to pass a 'background' flag.
		 * Called from 'UI_init' above */
		BKE_icons_init(1);
	}


	ED_spacemacros_init();

	/* note: there is a bug where python needs initializing before loading the
	 * startup.blend because it may contain PyDrivers. It also needs to be after
	 * initializing space types and other internal data.
	 *
	 * However cant redo this at the moment. Solution is to load python
	 * before wm_homefile_read() or make py-drivers check if python is running.
	 * Will try fix when the crash can be repeated. - campbell. */

#ifdef WITH_PYTHON
	BPY_context_set(C); /* necessary evil */
	BPY_python_start(argc, argv);

	BPY_python_reset(C);
#else
	(void)argc; /* unused */
	(void)argv; /* unused */
#endif

	if (!G.background && !wm_start_with_console)
		GHOST_toggleConsole(3);

	clear_matcopybuf();
	ED_render_clear_mtex_copybuf();

	// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	wm_history_file_read();

	/* allow a path of "", this is what happens when making a new file */
#if 0
	if (BKE_main_blendfile_path_from_global()[0] == '\0')
		BLI_make_file_string("/", G_MAIN->name, BKE_appdir_folder_default(), "untitled.blend");
#endif

	BLI_strncpy(G.lib, BKE_main_blendfile_path_from_global(), sizeof(G.lib));

#ifdef WITH_COMPOSITOR
	if (1) {
		extern void *COM_linker_hack;
		COM_linker_hack = COM_execute;
	}
#endif

	/* load last session, uses regular file reading so it has to be in end (after init py etc) */
	if (U.uiflag2 & USER_KEEP_SESSION) {
		/* calling WM_recover_last_session(C, NULL) has been moved to creator.c */
		/* that prevents loading both the kept session, and the file on the command line */
	}
	else {
		Main *bmain = CTX_data_main(C);
		/* note, logic here is from wm_file_read_post,
		 * call functions that depend on Python being initialized. */

		/* normally 'wm_homefile_read' will do this,
		 * however python is not initialized when called from this function.
		 *
		 * unlikely any handlers are set but its possible,
		 * note that recovering the last session does its own callbacks. */
		CTX_wm_window_set(C, CTX_wm_manager(C)->windows.first);

		BLI_callback_exec(bmain, NULL, BLI_CB_EVT_VERSION_UPDATE);
		BLI_callback_exec(bmain, NULL, BLI_CB_EVT_LOAD_POST);

		wm_file_read_report(C, bmain);

		if (!G.background) {
			CTX_wm_window_set(C, NULL);
		}
	}
}
bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
	if (!m_engineInitialized)
	{
		GPU_init();
		bgl::InitExtensions(true);

		// get and set the preferences
		SYS_SystemHandle syshandle = SYS_GetSystem();
		if (!syshandle)
			return false;
		
		// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
		// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
		GameData *gm= &m_startScene->gm;
		bool properties	= (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
		bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);

		bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS);
		SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);

		bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixedtime", (gm->flag & GAME_ENABLE_ALL_FRAMES)) != 0);
		bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
		bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0) && GPU_display_list_support();
		bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
		bool restrictAnimFPS = (gm->flag & GAME_RESTRICT_ANIM_UPDATES) != 0;

		if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
			m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);

		if (GPU_glsl_support())
			m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
		else if (m_globalSettings->matmode == GAME_MAT_GLSL)
			m_blendermat = false;

		// create the canvas, rasterizer and rendertools
		m_canvas = new GPG_Canvas(window);
		if (!m_canvas)
			return false;

		if (gm->vsync == VSYNC_ADAPTIVE)
			m_canvas->SetSwapInterval(-1);
		else
			m_canvas->SetSwapInterval((gm->vsync == VSYNC_ON) ? 1 : 0);

		m_canvas->Init();
		if (gm->flag & GAME_SHOW_MOUSE)
			m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
		
		//Don't use displaylists with VBOs
		//If auto starts using VBOs, make sure to check for that here
		if (useLists && gm->raster_storage != RAS_STORE_VBO)
			m_rasterizer = new RAS_ListRasterizer(m_canvas, false, gm->raster_storage);
		else
			m_rasterizer = new RAS_OpenGLRasterizer(m_canvas, gm->raster_storage);

		/* Stereo parameters - Eye Separation from the UI - stereomode from the command-line/UI */
		m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode);
		m_rasterizer->SetEyeSeparation(m_startScene->gm.eyeseparation);
		
		if (!m_rasterizer)
			goto initFailed;
						
		// create the inputdevices
		m_keyboard = new GPG_KeyboardDevice();
		if (!m_keyboard)
			goto initFailed;
			
		m_mouse = new GPC_MouseDevice();
		if (!m_mouse)
			goto initFailed;
			
		// create a networkdevice
		m_networkdevice = new NG_LoopBackNetworkDeviceInterface();
		if (!m_networkdevice)
			goto initFailed;
			
		BKE_sound_init(m_maggie);

		// create a ketsjisystem (only needed for timing and stuff)
		m_kxsystem = new GPG_System (m_system);
		if (!m_kxsystem)
			goto initFailed;
		
		// create the ketsjiengine
		m_ketsjiengine = new KX_KetsjiEngine(m_kxsystem);
		
		// set the devices
		m_ketsjiengine->SetKeyboardDevice(m_keyboard);
		m_ketsjiengine->SetMouseDevice(m_mouse);
		m_ketsjiengine->SetNetworkDevice(m_networkdevice);
		m_ketsjiengine->SetCanvas(m_canvas);
		m_ketsjiengine->SetRasterizer(m_rasterizer);

		KX_KetsjiEngine::SetExitKey(ConvertKeyCode(gm->exitkey));
#ifdef WITH_PYTHON
		CValue::SetDeprecationWarnings(nodepwarnings);
#else
		(void)nodepwarnings;
#endif

		m_ketsjiengine->SetUseFixedTime(fixed_framerate);
		m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
		m_ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);

		//set the global settings (carried over if restart/load new files)
		m_ketsjiengine->SetGlobalSettings(m_globalSettings);

		m_engineInitialized = true;
	}

	return m_engineInitialized;
initFailed:
	BKE_sound_exit();
	delete m_kxsystem;
	delete m_networkdevice;
	delete m_mouse;
	delete m_keyboard;
	delete m_rasterizer;
	delete m_canvas;
	m_canvas = NULL;
	m_rasterizer = NULL;
	m_keyboard = NULL;
	m_mouse = NULL;
	m_networkdevice = NULL;
	m_kxsystem = NULL;
	return false;
}
예제 #10
0
/* only called once, for startup */
void WM_init(bContext *C, int argc, const char **argv)
{
	
	if (!G.background) {
		wm_ghost_init(C);   /* note: it assigns C to ghost! */
		wm_init_cursor_data();
	}
	GHOST_CreateSystemPaths();

	BKE_addon_pref_type_init();

	wm_operatortype_init();
	WM_menutype_init();
	WM_uilisttype_init();

	set_free_windowmanager_cb(wm_close_and_free);   /* library.c */
	set_free_notifier_reference_cb(WM_main_remove_notifier_reference);   /* library.c */
	set_blender_test_break_cb(wm_window_testbreak); /* blender.c */
	DAG_editors_update_cb(ED_render_id_flush_update, ED_render_scene_update); /* depsgraph.c */
	
	ED_spacetypes_init();   /* editors/space_api/spacetype.c */
	
	ED_file_init();         /* for fsmenu */
	ED_node_init_butfuncs();
	
	BLF_init(11, U.dpi); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */
	BLF_lang_init();

	/* Enforce loading the UI for the initial homefile */
	G.fileflags &= ~G_FILE_NO_UI;

	/* get the default database, plus a wm */
	wm_homefile_read(C, NULL, G.factory_startup, NULL);
	
	BLF_lang_set(NULL);

	/* note: there is a bug where python needs initializing before loading the
	 * startup.blend because it may contain PyDrivers. It also needs to be after
	 * initializing space types and other internal data.
	 *
	 * However cant redo this at the moment. Solution is to load python
	 * before wm_homefile_read() or make py-drivers check if python is running.
	 * Will try fix when the crash can be repeated. - campbell. */

#ifdef WITH_PYTHON
	BPY_context_set(C); /* necessary evil */
	BPY_python_start(argc, argv);

	BPY_python_reset(C);
#else
	(void)argc; /* unused */
	(void)argv; /* unused */
#endif

	ED_spacemacros_init();

	if (!G.background && !wm_start_with_console)
		GHOST_toggleConsole(3);

	wm_init_reports(C); /* reports cant be initialized before the wm */

	if (!G.background) {
		GPU_init();

		GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
		GPU_set_anisotropic(U.anisotropic_filter);
		GPU_set_gpu_mipmapping(U.use_gpu_mipmap);

		UI_init();
	}
	
	clear_matcopybuf();
	ED_render_clear_mtex_copybuf();

	// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		
	ED_preview_init_dbase();
	
	wm_read_history();

	/* allow a path of "", this is what happens when making a new file */
#if 0
	if (G.main->name[0] == 0)
		BLI_make_file_string("/", G.main->name, BLI_getDefaultDocumentFolder(), "untitled.blend");
#endif

	BLI_strncpy(G.lib, G.main->name, FILE_MAX);

#ifdef WITH_COMPOSITOR
	if (1) {
		extern void *COM_linker_hack;
		COM_linker_hack = COM_execute;
	}
#endif
	
	/* load last session, uses regular file reading so it has to be in end (after init py etc) */
	if (U.uiflag2 & USER_KEEP_SESSION) {
		/* calling WM_recover_last_session(C, NULL) has been moved to creator.c */
		/* that prevents loading both the kept session, and the file on the command line */
	}
	else {
		/* normally 'wm_homefile_read' will do this,
		 * however python is not initialized when called from this function.
		 *
		 * unlikely any handlers are set but its possible,
		 * note that recovering the last session does its own callbacks. */
		BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_VERSION_UPDATE);
		BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
	}
}
예제 #11
0
/* belongs to below */
static void wm_window_add_ghostwindow(wmWindowManager *wm, const char *title, wmWindow *win)
{
    GHOST_WindowHandle ghostwin;
    GHOST_GLSettings glSettings = {0};
    static int multisamples = -1;
    int scr_w, scr_h, posy;

    /* force setting multisamples only once, it requires restart - and you cannot
     * mix it, either all windows have it, or none (tested in OSX opengl) */
    if (multisamples == -1)
        multisamples = U.ogl_multisamples;

    glSettings.numOfAASamples = multisamples;

    /* a new window is created when pageflip mode is required for a window */
    if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP)
        glSettings.flags |= GHOST_glStereoVisual;

    if (G.debug & G_DEBUG_GPU) {
        glSettings.flags |= GHOST_glDebugContext;
    }

    if (!(U.uiflag2 & USER_OPENGL_NO_WARN_SUPPORT))
        glSettings.flags |= GHOST_glWarnSupport;

    wm_get_screensize(&scr_w, &scr_h);
    posy = (scr_h - win->posy - win->sizey);

    ghostwin = GHOST_CreateWindow(g_system, title,
                                  win->posx, posy, win->sizex, win->sizey,
                                  (GHOST_TWindowState)win->windowstate,
                                  GHOST_kDrawingContextTypeOpenGL,
                                  glSettings);

    if (ghostwin) {
        GHOST_RectangleHandle bounds;

        /* the new window has already been made drawable upon creation */
        wm->windrawable = win;

        /* needed so we can detect the graphics card below */
        GPU_init();

        win->ghostwin = ghostwin;
        GHOST_SetWindowUserData(ghostwin, win); /* pointer back */

        if (win->eventstate == NULL)
            win->eventstate = MEM_callocN(sizeof(wmEvent), "window event state");

#ifdef __APPLE__
        /* set the state here, else OSX would not recognize changed screen resolution */
        /* we agreed to not set any fullscreen or iconized state on startup */
        GHOST_SetWindowState(ghostwin, GHOST_kWindowStateNormal);
#endif
        /* store actual window size in blender window */
        bounds = GHOST_GetClientBounds(win->ghostwin);
        win->sizex = GHOST_GetWidthRectangle(bounds);
        win->sizey = GHOST_GetHeightRectangle(bounds);
        GHOST_DisposeRectangle(bounds);

#ifndef __APPLE__
        /* set the state here, so minimized state comes up correct on windows */
        GHOST_SetWindowState(ghostwin, (GHOST_TWindowState)win->windowstate);
#endif
        /* until screens get drawn, make it nice gray */
        glClearColor(0.55, 0.55, 0.55, 0.0);
        /* Crash on OSS ATI: bugs.launchpad.net/ubuntu/+source/mesa/+bug/656100 */
        if (!GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE)) {
            glClear(GL_COLOR_BUFFER_BIT);
        }

        /* displays with larger native pixels, like Macbook. Used to scale dpi with */
        /* needed here, because it's used before it reads userdef */
        U.pixelsize = wm_window_pixelsize(win);
        BKE_userdef_state();

        wm_window_swap_buffers(win);

        //GHOST_SetWindowState(ghostwin, GHOST_kWindowStateModified);

        /* standard state vars for window */
        glEnable(GL_SCISSOR_TEST);
        GPU_state_init();
    }
}