#endif
}
-static void _vg_loader_render_ring( float opacity )
-{
+static void _vg_loader_render_ring( f32 opacity ){
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
+ opacity *= opacity;
+
glUseProgram( _shader_loader.id );
glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- float ratio = (float)vg.window_x / (float)vg.window_y;
+ f32 ratio = (f32)vg.window_x / (f32)vg.window_y;
glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
glBindVertexArray( vg_loader.vao );
return 0;
/* Run client loader */
- vg_info( "Starting client loader thread @%p\n", pfn );
+ //vg_info( "Starting client loader thread @%p\n", pfn );
void (*call_func)(void *data) = pfn;
call_func( vg.thread_data );
SDL_SemWait( vg.sem_loader );
vg.thread_data = data;
- SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
+ SDL_CreateThread( _vg_loader_thread, "vg: loader", pfn );
}
/*
* Schedule something to be ran now, freed later. Checks in with engine status
*/
-static void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) )
-{
+static void _vg_loader_step( void( *fn_load )(void), void( *fn_free )(void),
+ const char *alias ){
+
+ u64 t0 = SDL_GetPerformanceCounter();
+ vg.time_hp_last = vg.time_hp;
+
if( fn_load )
fn_load();
+ u64 udt = SDL_GetPerformanceCounter() - t0;
+ double dt = (double)udt / (double)SDL_GetPerformanceFrequency();
+ vg_info( "ltime [%p] %s: %fs\n", fn_load, alias, dt );
+
if( fn_free ){
struct loader_free_step step;
step.fn_free = fn_free;
/* TODO: There was a quit checker here, re-add this? */
}
+#define vg_loader_step( FN, FN_FREE )\
+ _vg_loader_step( FN, FN_FREE, #FN )
+
#endif /* VG_LOADER_H */