X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg.h;h=9ad04b1f659ca600fc9529fcd3399ef9f9dfea0b;hb=651edda3736812c89f43c11319c6b485ff14ea19;hp=7ddd04ef839871dc19b845c60a23d7a02043ec78;hpb=5324992ccec2857770963843fcdb6e44ce2c1a37;p=vg.git diff --git a/vg.h b/vg.h index 7ddd04e..9ad04b1 100644 --- a/vg.h +++ b/vg.h @@ -45,18 +45,6 @@ |IMP| | vg_ui(void) | | | | | | '----' -'___' - - .-. -| ? | -| | .-------------------------------------. -|API| | vg_fatal_exit_loop( const char *err ) | -| | '-------------------------------------' -| | | -| | .------+. -| | | | -| | | v -|IMP| '- vg_framebuffer_resize(void) '___' */ @@ -106,8 +94,8 @@ VG_STATIC void vg_print_backtrace(void) #include "vg_m.h" #include "vg_io.h" #include "vg_log.h" - #include "vg_async.h" #include "vg_steam.h" + #include //#define VG_SYNC_DEBUG #ifdef VG_SYNC_DEBUG @@ -142,27 +130,22 @@ struct vg 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, @@ -227,132 +210,33 @@ enum vg_thread_purpose 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); } @@ -387,21 +271,36 @@ VG_STATIC void vg_checkgl( const char *src_info ) } 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_shaders_compile(); - vg_release_thread_sync(); + vg_async_item *call = vg_async_alloc(0); + vg_async_dispatch( call, async_vg_bake_shaders ); } -void test_async_runner( void *payload, u32 size ) +void async_internal_complete( void *payload, u32 size ) { - vg_success( "Async call test (%p, %u)\n", payload, 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) @@ -414,16 +313,15 @@ 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_item *test_async = vg_async_alloc( 0 ); + vg_async_dispatch( test_async, async_internal_complete ); + /* client */ vg_load(); - - vg_async_item *test_async = vg_async_alloc( 0 ); - vg_async_dispatch( test_async, test_async_runner ); } VG_STATIC void _vg_process_events(void) { - /* Update timers */ v2_zero( vg.mouse_wheel ); v2_zero( vg.mouse_delta ); @@ -520,66 +418,64 @@ VG_STATIC void _vg_gameloop_render(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_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 ); } vg_profile_end( &vg_prof_render ); @@ -651,6 +547,29 @@ VG_STATIC int vg_framefilter( double dt ) return 0; } +VG_STATIC int _vg_crashscreen(void) +{ + if( vg.window_should_close ) + return 1; + + if( vg_getkey( SDLK_ESCAPE ) ) + return 1; + + 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); @@ -674,30 +593,32 @@ VG_STATIC void _vg_gameloop(void) vg_profile_begin( &vg_prof_swap ); SDL_GL_SwapWindow( vg.window ); - _vg_run_synced(); vg_profile_end( &vg_prof_swap ); - vg.time_delta = vg.time_frame_delta * vg.time_rate; - vg.time += vg.time_delta; - - vg_run_async_checked(); - _vg_process_events(); + enum engine_status status = _vg_engine_status(); - 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(); - } + vg.time_delta = vg.time_frame_delta * vg.time_rate; + vg.time += vg.time_delta; - _vg_gameloop_update(); - _vg_gameloop_render(); + vg_run_async_checked(); + _vg_process_events(); + + if( vg.window_should_close ) + break; + + if( status == k_engine_status_running ){ + _vg_gameloop_update(); + _vg_gameloop_render(); + } + else{ + _vg_loader_render(); + } + } vg.time_frame_delta = 0.0; vg.time_spinning = 0; @@ -872,6 +793,24 @@ VG_STATIC void _vg_init_window( const char *window_name ) #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 ); @@ -892,110 +831,45 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) _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); }