|IMP| | vg_ui(void)
| | | |
| | '----'
-'___'
-
- .-.
-| ? |
-| | .-------------------------------------.
-|API| | vg_fatal_exit_loop( const char *err ) |
-| | '-------------------------------------'
-| | |
-| | .------+.
-| | | |
-| | | v
-|IMP| '- vg_framebuffer_resize(void)
'___'
*/
#include "vg_io.h"
#include "vg_log.h"
#include "vg_steam.h"
+ #include <setjmp.h>
//#define VG_SYNC_DEBUG
#ifdef VG_SYNC_DEBUG
SDL_Window *window;
SDL_GLContext gl_context;
- SDL_SpinLock sl_context;
- SDL_sem *sem_allow_exec,
- *sem_exec_finished,
- *sem_loader;
+ SDL_sem *sem_loader; /* allows only one loader at a time */
- SDL_threadID thread_id_main,
- thread_id_loader,
- thread_id_with_opengl_context;
- int context_ownership_depth;
+ jmp_buf env_loader_exit;
- int exec_context;
+ SDL_threadID thread_id_main,
+ thread_id_loader;
+ SDL_SpinLock sl_status;
enum engine_status
{
k_engine_status_none,
+ k_engine_status_load_internal,
k_engine_status_running,
k_engine_status_crashed
}
engine_status;
- const char *str_const_engine_err;
- int is_loaded;
/* Window information */
int window_x,
k_quality_profile_low = 1,
}
quality_profile;
+
+ float loader_ring;
}
VG_STATIC vg = { .time_rate = 1.0 };
k_thread_purpose_loader
};
-VG_STATIC void vg_fatal_exit_loop( const char *error );
+#include "vg_async.h"
-/*
- * Checks if the engine is running
- */
-VG_STATIC void _vg_ensure_engine_running(void)
+VG_STATIC enum engine_status _vg_engine_status(void)
{
- /* Check if the engine is no longer running */
- SDL_AtomicLock( &vg.sl_context );
+ SDL_AtomicLock( &vg.sl_status );
enum engine_status status = vg.engine_status;
- SDL_AtomicUnlock( &vg.sl_context );
+ SDL_AtomicUnlock( &vg.sl_status );
- if( status != k_engine_status_running ){
- while(1) {
- VG_SYNC_LOG( "[%d] No longer running...\n");
- SDL_Delay(1000);
- }
- }
+ return status;
}
VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
{
- SDL_AtomicLock( &vg.sl_context );
+ SDL_AtomicLock( &vg.sl_status );
if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
- SDL_AtomicUnlock( &vg.sl_context );
+ SDL_AtomicUnlock( &vg.sl_status );
return k_thread_purpose_main;
}
else{
- SDL_AtomicUnlock( &vg.sl_context );
+ SDL_AtomicUnlock( &vg.sl_status );
return k_thread_purpose_loader;
}
}
-/*
- * Sync execution so that the OpenGL context is switched onto this thread.
- * Anything after this call will be in a valid context.
- */
-VG_STATIC void vg_acquire_thread_sync(void)
-{
- /* We dont want to do anything if this is the main thread */
-
- if( vg_thread_purpose() == k_thread_purpose_loader ){
- VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" );
- _vg_ensure_engine_running();
-
- SDL_AtomicLock( &vg.sl_context );
- if( vg.context_ownership_depth == 0 ){
- vg.context_ownership_depth ++;
- vg.exec_context = 1;
- SDL_AtomicUnlock( &vg.sl_context );
-
- /* wait until told we can go */
- VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
- SDL_SemWait( vg.sem_allow_exec );
-
- _vg_ensure_engine_running();
-
- SDL_GL_MakeCurrent( vg.window, vg.gl_context );
- VG_SYNC_LOG( "[%d] granted\n" );
- }
- else{
- vg.context_ownership_depth ++;
- VG_SYNC_LOG( "[%d] granted\n" );
- SDL_AtomicUnlock( &vg.sl_context );
- }
- }
-}
-
-/*
- * Signify that we are done with the OpenGL context in this thread.
- * Anything after this call will be in an undefined context.
- */
-VG_STATIC void vg_release_thread_sync(void)
-{
- if( vg_thread_purpose() == k_thread_purpose_loader ){
- VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" );
-
- SDL_AtomicLock( &vg.sl_context );
- vg.context_ownership_depth --;
-
- if( vg.context_ownership_depth == 0 ){
- SDL_AtomicUnlock( &vg.sl_context );
- VG_SYNC_LOG( "[%d] Releasing context.\n" );
- SDL_GL_MakeCurrent( NULL, NULL );
- SDL_SemPost( vg.sem_exec_finished );
- }
- else
- SDL_AtomicUnlock( &vg.sl_context );
- }
-}
-
-VG_STATIC void _vg_run_synced(void)
-{
- SDL_AtomicLock( &vg.sl_context );
-
- if( vg.exec_context != 0 ){
- VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context );
- vg.exec_context = 0;
- SDL_AtomicUnlock( &vg.sl_context );
-
- /* allow operations to go */
- SDL_GL_MakeCurrent( NULL, NULL );
- SDL_SemPost( vg.sem_allow_exec );
-
- /* wait for operations to complete */
- VG_SYNC_LOG( "[%d] Waiting for content.\n" );
- SDL_SemWait( vg.sem_exec_finished );
-
- /* check if we killed the engine */
- _vg_ensure_engine_running();
-
- /* re-engage main thread */
- VG_SYNC_LOG( "[%d] Re-engaging.\n" );
- SDL_GL_MakeCurrent( vg.window, vg.gl_context );
- }
- else{
- VG_SYNC_LOG( "[%d] Nothing to do.\n" );
- SDL_AtomicUnlock( &vg.sl_context );
- }
-}
-
VG_STATIC void _vg_opengl_sync_init(void)
{
- vg.sem_allow_exec = SDL_CreateSemaphore(0);
- vg.sem_exec_finished = SDL_CreateSemaphore(0);
vg.sem_loader = SDL_CreateSemaphore(1);
}
#include "vg_tex.h"
#include "vg_input.h"
#include "vg_ui.h"
+#include "vg_imgui.h"
#include "vg_lines.h"
#include "vg_loader.h"
#include "vg_opt.h"
}
if( fail )
- vg_fatal_exit_loop( "OpenGL Error" );
+ vg_fatal_error( "OpenGL Error" );
+}
+
+VG_STATIC void async_vg_bake_shaders( void *payload, u32 size )
+{
+ vg_shaders_compile();
}
VG_STATIC void vg_bake_shaders(void)
{
- vg_acquire_thread_sync();
vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
+ vg_async_call( async_vg_bake_shaders, NULL, 0 );
+}
- vg_shaders_compile();
- vg_release_thread_sync();
+void async_internal_complete( void *payload, u32 size )
+{
+ vg_success( "Internal async setup complete\n" );
+ SDL_AtomicLock( &vg.sl_status );
+
+ if( vg.engine_status == k_engine_status_crashed ){
+ SDL_AtomicUnlock( &vg.sl_status );
+ return;
+ }
+ else{
+ vg.engine_status = k_engine_status_running;
+ }
+
+ SDL_AtomicUnlock( &vg.sl_status );
}
VG_STATIC void _vg_load_full(void)
vg_loader_step( vg_audio_init, vg_audio_free );
vg_loader_step( vg_profiler_init, NULL );
+ vg_async_call( async_internal_complete, NULL, 0 );
+
/* client */
vg_load();
}
VG_STATIC void _vg_process_events(void)
{
- /* Update timers */
v2_zero( vg.mouse_wheel );
v2_zero( vg.mouse_delta );
+ /* Update input */
+ vg_process_inputs();
+
/* SDL event loop */
SDL_Event event;
while( SDL_PollEvent( &event ) ){
vg.mouse_wheel[0] += event.wheel.preciseX;
vg.mouse_wheel[1] += event.wheel.preciseY;
}
+ else if( event.type == SDL_CONTROLLERDEVICEADDED ||
+ event.type == SDL_CONTROLLERDEVICEREMOVED )
+ {
+ vg_input_device_event( &event );
+ }
else if( event.type == SDL_CONTROLLERAXISMOTION ||
event.type == SDL_CONTROLLERBUTTONDOWN ||
- event.type == SDL_CONTROLLERBUTTONUP ||
- event.type == SDL_CONTROLLERDEVICEADDED ||
- event.type == SDL_CONTROLLERDEVICEREMOVED
- )
+ event.type == SDL_CONTROLLERBUTTONUP )
{
vg_input_controller_event( &event );
}
vg.mouse_pos[0] += vg.mouse_delta[0];
vg.mouse_pos[1] += vg.mouse_delta[1];
-
- /* Update input */
- vg_update_inputs();
}
VG_STATIC void _vg_gameloop_update(void)
{
vg_profile_begin( &vg_prof_render );
- if( vg.is_loaded ){
- /* render */
- vg.engine_stage = k_engine_stage_rendering;
- vg_render();
+ /* render */
+ vg.engine_stage = k_engine_stage_rendering;
+ vg_render();
- /* ui */
- vg.engine_stage = k_engine_stage_ui;
- {
- ui_begin( vg.window_x, vg.window_y );
+ /* ui */
+ vg.engine_stage = k_engine_stage_ui;
+ {
+ ui_prerender();
+ vg_ui();
+ ui_postrender();
+#if 0
+ ui_begin( vg.window_x, vg.window_y );
- /* TODO */
- ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
+ /* TODO */
+ ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
- int frame_target = vg.display_refresh_rate;
+ int frame_target = vg.display_refresh_rate;
- if( vg.fps_limit > 0 ){
- frame_target = vg.fps_limit;
- }
+ if( vg.fps_limit > 0 ){
+ frame_target = vg.fps_limit;
+ }
+
+ vg_profile_drawn(
+ (struct vg_profile *[]){
+ &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
+ (1.0f/(float)frame_target)*1000.0f,
+ (ui_rect){ 4, 4, 250, 0 }, 0
+ );
+
+ if( vg_profiler ){
+ char perf[256];
- vg_profile_drawn(
- (struct vg_profile *[]){
- &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
- (1.0f/(float)frame_target)*1000.0f,
- (ui_rect){ 4, 4, 250, 0 }, 0
- );
-
- if( vg_profiler ){
- char perf[256];
-
- snprintf( perf, 255,
- "x: %d y: %d\n"
- "refresh: %d (%.1fms)\n"
- "samples: %d\n"
- "iterations: %d (acc: %.3fms%%)\n"
- "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
+ snprintf( perf, 255,
+ "x: %d y: %d\n"
+ "refresh: %d (%.1fms)\n"
+ "samples: %d\n"
+ "iterations: %d (acc: %.3fms%%)\n"
+ "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
#ifdef _WIN32
- " extrap(%.2f) frame(%.2f) spin( %llu )\n",
+ " extrap(%.2f) frame(%.2f) spin( %llu )\n",
#else
- " extrap(%.2f) frame(%.2f) spin( %lu )\n",
+ " extrap(%.2f) frame(%.2f) spin( %lu )\n",
#endif
- vg.window_x, vg.window_y,
- frame_target, (1.0f/(float)frame_target)*1000.0f,
- vg.samples,
- vg.fixed_iterations,
- (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
- vg.time, vg.time_delta, vg.time_rate,
- vg.time_fixed_extrapolate, vg.time_frame_delta,
- vg.time_spinning );
-
- ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
- }
-
- /* FIXME */
- audio_debug_ui( vg.pv );
- vg_ui();
- _vg_console_draw();
-
- ui_resolve();
- ui_draw( NULL );
+ vg.window_x, vg.window_y,
+ frame_target, (1.0f/(float)frame_target)*1000.0f,
+ vg.samples,
+ vg.fixed_iterations,
+ (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
+ vg.time, vg.time_delta, vg.time_rate,
+ vg.time_fixed_extrapolate, vg.time_frame_delta,
+ vg.time_spinning );
+
+ ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
}
+
+ /* FIXME */
+ audio_debug_ui( vg.pv );
+ vg_ui();
+ _vg_console_draw();
+
+ ui_resolve();
+ ui_draw( NULL );
+#endif
}
vg_profile_end( &vg_prof_render );
return 0;
}
+VG_STATIC int _vg_crashscreen(void)
+{
+#if 0
+ if( vg_getkey( SDLK_ESCAPE ) )
+ return 1;
+#endif
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
+ glClear( GL_COLOR_BUFFER_BIT );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+
+ _vg_render_log();
+
+ return 0;
+}
+
VG_STATIC void _vg_gameloop(void)
{
//vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
vg_profile_begin( &vg_prof_swap );
SDL_GL_SwapWindow( vg.window );
- _vg_run_synced();
vg_profile_end( &vg_prof_swap );
+ enum engine_status status = _vg_engine_status();
+
vg.time_delta = vg.time_frame_delta * vg.time_rate;
vg.time += vg.time_delta;
+ vg_run_async_checked();
_vg_process_events();
if( vg.window_should_close )
break;
-
- if( vg.is_loaded ){
- if( !post_start ){
- vg_start();
- post_start = 1;
- }
+
+ if( status == k_engine_status_crashed ){
+ if( _vg_crashscreen() )
+ break;
}
else{
- _vg_loader_render();
+ if( status == k_engine_status_running ){
+ _vg_gameloop_update();
+ _vg_gameloop_render();
+ }
+ else{
+ _vg_loader_render();
+ }
}
- _vg_gameloop_update();
- _vg_gameloop_render();
+ if( vg.loader_ring > 0.01f ){
+ vg.loader_ring -= vg.time_frame_delta * 0.5f;
+ _vg_loader_render_ring( vg.loader_ring );
+ }
vg.time_frame_delta = 0.0;
vg.time_spinning = 0;
mode_index = 0;
#ifdef VG_DEVWINDOW
- vg.window_x = 1000;
- vg.window_y = 800;
+ vg.window_x = 1600;
+ vg.window_y = 1000;
#else
SDL_DisplayMode video_mode;
#ifdef VG_DEVWINDOW
0, 0, vg.window_x, vg.window_y,
- SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
+ SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL
))){}
#else
0, 0,
#endif
}
+VG_STATIC void _vg_terminate(void)
+{
+ /* Shutdown */
+ _vg_console_write_persistent();
+
+ SDL_AtomicLock( &vg.sl_status );
+ vg.engine_status = k_engine_status_none;
+ SDL_AtomicUnlock( &vg.sl_status );
+
+ _vg_loader_free();
+
+ vg_success( "If you see this it means everything went.. \"well\".....\n" );
+
+ SDL_GL_DeleteContext( vg.gl_context );
+ SDL_Quit();
+ exit(0);
+}
+
VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
{
_vg_process_launch_opts_internal( argc, argv );
/* Systems init */
vg_alloc_quota();
- _vg_log_init();
_vg_console_init();
vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
-
_vg_init_window( window_name );
+
+ vg_async_init();
+#ifndef VG_DEVWINDOW
SDL_SetRelativeMouseMode(1);
+#endif
+
vg.thread_id_main = SDL_GetThreadID(NULL);
/* Opengl-required systems */
_vg_ui_init();
_vg_loader_init();
- vg.engine_status = k_engine_status_running;
+ vg.engine_status = k_engine_status_load_internal;
_vg_opengl_sync_init();
vg_loader_start( _vg_load_full );
_vg_gameloop();
-
- /* Shutdown */
- _vg_console_write_persistent();
-
- SDL_AtomicLock( &vg.sl_context );
- vg.engine_status = k_engine_status_none;
- SDL_AtomicUnlock( &vg.sl_context );
-
- _vg_loader_free();
-
- vg_success( "If you see this it means everything went.. \"well\".....\n" );
-
- SDL_GL_DeleteContext( vg.gl_context );
- SDL_Quit();
+ _vg_terminate();
}
-/*
- * Immediately transfer away from calling thread into a safe loop, signal for
- * others to shutdown, then free everything once the user closes the window.
- *
- * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, ONLY
- * when calling the program from outside its normal directory.
- */
-VG_STATIC void vg_fatal_exit_loop( const char *error )
+VG_STATIC void vg_fatal_error( const char *fmt, ... )
{
- /*
- * https://www.gnu.org/software/libc/manual/html_node/Backtraces.html
- * thanks gnu <3
- *
- * TODO: this on windows?
- */
+ va_list args;
+ va_start( args, fmt );
+ _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
+ va_end( args );
vg_print_backtrace();
- vg_error( "Fatal error: %s\n", error );
- SDL_AtomicLock( &vg.sl_context );
- if( vg.engine_status == k_engine_status_none ){
- SDL_AtomicUnlock( &vg.sl_context );
+ SDL_AtomicLock( &vg.sl_status );
+ vg.engine_status = k_engine_status_crashed;
+ SDL_AtomicUnlock( &vg.sl_status );
- /* TODO: Correct shutdown before other systems */
- exit(0);
+ if( vg_thread_purpose() == k_thread_purpose_loader ){
+ longjmp( vg.env_loader_exit, 1 );
}
else{
- SDL_AtomicUnlock( &vg.sl_context );
-
- vg_acquire_thread_sync();
-
- SDL_AtomicLock( &vg.sl_context );
- vg.engine_status = k_engine_status_crashed;
- vg.str_const_engine_err = error;
- SDL_AtomicUnlock( &vg.sl_context );
-
- /* Notify other thread for curtosey */
- if( vg_thread_purpose() == k_thread_purpose_main ){
- SDL_AtomicLock( &vg.sl_context );
-
- if( vg.exec_context != 0 )
- SDL_SemPost( vg.sem_allow_exec );
-
- SDL_AtomicUnlock( &vg.sl_context );
- }
-
- vg_audio_free();
-
- while(1){
- _vg_process_events();
- if( vg.window_should_close )
- break;
-
- if( vg_getkey( SDLK_ESCAPE ) )
- break;
-
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glEnable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
- glClear( GL_COLOR_BUFFER_BIT );
- glViewport( 0,0, vg.window_x, vg.window_y );
-
- _vg_render_log();
- SDL_GL_SwapWindow( vg.window );
- }
-
- /* Can now shutdown and EXIT */
- _vg_loader_free();
- SDL_GL_DeleteContext( vg.gl_context );
- SDL_Quit();
- exit(0);
+ vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
+ _vg_terminate();
}
}
#else /* VG_GAME */
-VG_STATIC void vg_fatal_exit_loop( const char *error )
+#include "vg_log.h"
+VG_STATIC void vg_fatal_error( const char *fmt, ... )
{
- vg_error( "Fatal error: %s\n", error );
+ va_list args;
+ va_start( args, fmt );
+ _vg_log_write( stderr, KRED " fatal" KWHT "| " KRED, fmt, args );
+ va_end( args );
exit(0);
}