/***************************************************************************** ** ** Function btu_free_core ** ** Description Releases control block memory for each core component. ** ** ** Returns void ** ******************************************************************************/ void btu_free_core(void) { // Free the mandatory core stack components l2c_free(); #if BLE_INCLUDED == TRUE #if (defined(GATT_INCLUDED) && GATT_INCLUDED == true) gatt_free(); #endif btm_ble_free(); #endif btm_free(); #if SMP_INCLUDED == TRUE SMP_Free(); #endif }
void I_UpdateVideoMode(void) { int init_flags; if(screen) { // video capturing cannot be continued with new screen settings I_CaptureFinish(); #ifdef GL_DOOM if (V_GetMode() == VID_MODEGL) { gld_CleanMemory(); // hires patches gld_CleanStaticMemory(); } #endif I_InitScreenResolution(); SDL_FreeSurface(screen); screen = NULL; #ifdef GL_DOOM if (vid_8ingl.surface) { SDL_FreeSurface(vid_8ingl.surface); vid_8ingl.surface = NULL; } #endif SMP_Free(); } // e6y: initialisation of screen_multiply screen_multiply = render_screen_multiply; // Initialize SDL with this graphics mode if (V_GetMode() == VID_MODEGL) { init_flags = SDL_OPENGL; } else { if (use_doublebuffer) init_flags = SDL_DOUBLEBUF; else init_flags = SDL_SWSURFACE; #ifndef PRBOOM_DEBUG init_flags |= SDL_HWPALETTE; #endif } if ( desired_fullscreen ) init_flags |= SDL_FULLSCREEN; // In windowed mode, the window can be resized while the game is // running. This feature is disabled on OS X, as it adds an ugly // scroll handle to the corner of the screen. #ifndef MACOSX if (!desired_fullscreen) init_flags |= SDL_RESIZABLE; #endif if (sdl_video_window_pos && sdl_video_window_pos[0]) { char buf[80]; strcpy(buf, "SDL_VIDEO_WINDOW_POS="); strncat(buf, sdl_video_window_pos, sizeof(buf) - sizeof(buf[0]) - strlen(buf)); putenv(buf); } #ifdef GL_DOOM vid_8ingl.enabled = false; #endif if (V_GetMode() == VID_MODEGL) { #ifdef GL_DOOM SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, 0 ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, gl_colorbuffer_bits ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, gl_depthbuffer_bits ); SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 ); //e6y: vertical sync #if !SDL_VERSION_ATLEAST(1, 3, 0) SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (gl_vsync ? 1 : 0)); #endif //e6y: anti-aliasing gld_MultisamplingInit(); screen = SDL_SetVideoMode(REAL_SCREENWIDTH, REAL_SCREENHEIGHT, gl_colorbuffer_bits, init_flags); gld_CheckHardwareGamma(); #endif } else { #ifdef GL_DOOM if (use_gl_surface) { int flags = SDL_OPENGL; if ( desired_fullscreen ) flags |= SDL_FULLSCREEN; SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, gl_colorbuffer_bits ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, gl_depthbuffer_bits ); //e6y: vertical sync #if !SDL_VERSION_ATLEAST(1, 3, 0) SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (gl_vsync ? 1 : 0)); #endif vid_8ingl.surface = SDL_SetVideoMode( REAL_SCREENWIDTH, REAL_SCREENHEIGHT, gl_colorbuffer_bits, flags); if(vid_8ingl.surface == NULL) I_Error("Couldn't set %dx%d video mode [%s]", REAL_SCREENWIDTH, REAL_SCREENHEIGHT, SDL_GetError()); screen = SDL_CreateRGBSurface( init_flags & ~SDL_FULLSCREEN, REAL_SCREENWIDTH, REAL_SCREENHEIGHT, V_GetNumPixelBits(), 0, 0, 0, 0); vid_8ingl.screen = screen; vid_8ingl.enabled = true; } else #endif { screen = SDL_SetVideoMode(REAL_SCREENWIDTH, REAL_SCREENHEIGHT, V_GetNumPixelBits(), init_flags); } } if(screen == NULL) { I_Error("Couldn't set %dx%d video mode [%s]", REAL_SCREENWIDTH, REAL_SCREENHEIGHT, SDL_GetError()); } SMP_Init(); #if SDL_VERSION_ATLEAST(1, 3, 0) #ifdef GL_DOOM if (V_GetMode() == VID_MODEGL) { SDL_GL_SetSwapInterval((gl_vsync ? 1 : 0)); } #endif #endif #ifdef GL_DOOM /*if (V_GetMode() == VID_MODEGL) gld_MultisamplingCheck();*/ #endif lprintf(LO_INFO, "I_UpdateVideoMode: 0x%x, %s, %s\n", init_flags, screen->pixels ? "SDL buffer" : "own buffer", SDL_MUSTLOCK(screen) ? "lock-and-copy": "direct access"); // Get the info needed to render to the display if (screen_multiply==1 && !SDL_MUSTLOCK(screen)) { screens[0].not_on_heap = true; screens[0].data = (unsigned char *) (screen->pixels); screens[0].byte_pitch = screen->pitch; screens[0].short_pitch = screen->pitch / V_GetModePixelDepth(VID_MODE16); screens[0].int_pitch = screen->pitch / V_GetModePixelDepth(VID_MODE32); } else { screens[0].not_on_heap = false; } V_AllocScreens(); R_InitBuffer(SCREENWIDTH, SCREENHEIGHT); // e6y: wide-res // Need some initialisations before level precache R_ExecuteSetViewSize(); V_SetPalette(0); I_UploadNewPalette(0, true); ST_SetResolution(); AM_SetResolution(); #ifdef GL_DOOM if (V_GetMode() == VID_MODEGL) { int temp; lprintf(LO_INFO,"SDL OpenGL PixelFormat:\n"); SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_RED_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_GREEN_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_BLUE_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_STENCIL_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_ACCUM_RED_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_ACCUM_RED_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_ACCUM_GREEN_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_ACCUM_GREEN_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_ACCUM_BLUE_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_ACCUM_BLUE_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_ACCUM_ALPHA_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &temp ); lprintf(LO_INFO," SDL_GL_DOUBLEBUFFER: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_BUFFER_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_BUFFER_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_DEPTH_SIZE: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &temp ); lprintf(LO_INFO," SDL_GL_MULTISAMPLESAMPLES: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &temp ); lprintf(LO_INFO," SDL_GL_MULTISAMPLEBUFFERS: %i\n",temp); SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &temp ); lprintf(LO_INFO," SDL_GL_STENCIL_SIZE: %i\n",temp); gld_Init(SCREENWIDTH, SCREENHEIGHT); } if (vid_8ingl.enabled) { gld_Init8InGLMode(); } if (V_GetMode() == VID_MODEGL) { M_ChangeFOV(); M_ChangeRenderPrecise(); deh_changeCompTranslucency(); } #endif }