void (*fn_free)(void *);
void *data;
}
- *step_buffer;
- u32 step_count, step_cap, step_action;
+ step_buffer[16];
+ u32 step_count, step_action;
GLuint vao, vbo;
}
vg_loader;
-static int vg_loader_init(void)
+VG_STATIC void vg_loader_init(void)
{
float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
glBindVertexArray( vg_loader.vao );
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
- sizeof(float)*2, (void*)0 );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, sizeof(float)*2, (void*)0 );
glEnableVertexAttribArray( 0 );
VG_CHECK_GL_ERR();
if( !vg_shader_compile( &_shader_loader ) )
- {
- glDeleteVertexArrays( 1, &vg_loader.vao );
- glDeleteBuffers( 1, &vg_loader.vbo );
- return 0;
- }
-
- return 1;
+ vg_fatal_exit_loop( "failed to compile shader" );
}
-static void vg_loader_free(void)
+VG_STATIC void vg_loader_free(void)
{
vg_info( "vg_loader_free\n" );
glDeleteVertexArrays( 1, &vg_loader.vao );
step->fn_free( step->data );
}
- vg_free( vg_loader.step_buffer );
vg_info( "done\n" );
}
-static float hue_to_rgb( float p, float q, float t )
+VG_STATIC float hue_to_rgb( float p, float q, float t )
{
if(t < 0.0f) t += 1.0f;
if(t > 1.0f) t -= 1.0f;
return p;
}
-static void vg_render_log(void)
+VG_STATIC void vg_render_log(void)
{
- ui_begin( &ui_global_ctx, vg.window_x, vg.window_y );
+ ui_begin( vg.window_x, vg.window_y );
int const fh = 14;
int lines_screen_max = ((vg.window_y/fh)-2),
int ptr = vg_log.buffer_line_current;
- ui_global_ctx.cursor[0] = 0;
- ui_global_ctx.cursor[1] = lines_to_draw*fh;
- ui_global_ctx.cursor[3] = fh;
- ui_fill_x( &ui_global_ctx );
+ vg_uictx.cursor[0] = 0;
+ vg_uictx.cursor[1] = lines_to_draw*fh;
+ vg_uictx.cursor[3] = fh;
+ ui_fill_x();
for( int i=0; i<lines_to_draw; i ++ )
{
if( ptr < 0 )
ptr = vg_list_size( vg_log.buffer )-1;
- ui_text( &ui_global_ctx, ui_global_ctx.cursor,
- vg_log.buffer[ptr], vg_console.scale, 0 );
-
- ui_global_ctx.cursor[1] -= fh*vg_console.scale;
+ ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
+ vg_uictx.cursor[1] -= fh;
}
- ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx, NULL );
+ ui_resolve();
+ ui_draw( NULL );
}
-static void vg_loader_render(void)
+VG_STATIC void vg_loader_render(void)
{
glViewport( 0,0, vg.window_x, vg.window_y );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-static void vg_load_full(void);
+VG_STATIC void vg_load_full(void);
-static void vg_loader_thread(void * nothing)
+VG_STATIC void vg_loader_thread(void * nothing)
{
vg_thread_info.gl_context_level = 0;
vg_thread_info.purpose = k_thread_purpose_loader;
vg_semaphore_post( &vg.sem_loader );
}
-static void vg_loader_start(void)
+VG_STATIC void vg_loader_start(void)
{
vg_semaphore_wait( &vg.sem_loader );
vg_thread_run( vg_loader_thread, NULL );
}
-static void vg_free_libc_malloced( void *data )
+/* this is maybe probably unused now */
+VG_STATIC void vg_free_libc_malloced( void *data )
{
- vg_free( data );
+ free( data );
}
-static void vg_loader_push_free_step( struct loader_free_step step )
+VG_STATIC void vg_loader_push_free_step( struct loader_free_step step )
{
- vg_loader.step_buffer =
- buffer_reserve( vg_loader.step_buffer, vg_loader.step_count,
- &vg_loader.step_cap, 1,
- sizeof( struct loader_free_step ) );
+ if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
+ vg_fatal_exit_loop( "Too many free steps" );
vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
/*
- * Schedule something to be ran now, freed later
+ * Schedule something to be ran now, freed later. Checks in with engine status
*/
-static void vg_loader_highwater( void( *fn_load )(void),
+VG_STATIC void vg_loader_highwater( void( *fn_load )(void),
void( *fn_free )(void *), void *data )
{
if( fn_load )