sync clean up
[vg.git] / vg.h
diff --git a/vg.h b/vg.h
index 806202090074b323137058295832c3a6a91d1669..02c778810680e6be35f49350a6d889d44e19a6c1 100644 (file)
--- a/vg.h
+++ b/vg.h
 |IMP| |        |.------------- vg_start(void) ---------------'
 |   | |        |
 |   | |        v
-|IMP| |   vg_update( int loaded )
+|IMP| |   vg_update(void)
 |   | |        |                                     
 |   | |  .-----+. 
 |   | | |        |
 |   | | |        v
-|IMP| |  '- vg_update_fixed( int loaded )
+|IMP| |  '- vg_update_fixed(void)
 |   | |          |
 |   | |       .-'
 |   | |      |
@@ -77,9 +77,9 @@ VG_STATIC void vg_launch_opt(void);
 VG_STATIC void vg_start(void);
 
 VG_STATIC void vg_framebuffer_resize(int w, int h);
-VG_STATIC void vg_update(int loaded);
-VG_STATIC void vg_update_fixed(int loaded);
-VG_STATIC void vg_update_post(int loaded);
+VG_STATIC void vg_update(void);
+VG_STATIC void vg_update_fixed(void);
+VG_STATIC void vg_update_post(void);
 
 VG_STATIC void vg_render(void);
 VG_STATIC void vg_ui(void);
@@ -128,7 +128,7 @@ struct vg
    SDL_threadID  thread_id_main,
                  thread_id_loader,
                  thread_id_with_opengl_context;
-   int           context_ownership_refcount;
+   int           context_ownership_depth;
 
    int exec_context;
 
@@ -186,95 +186,87 @@ struct vg
 }
 VG_STATIC vg = { .time_rate = 1.0 };
 
-struct vg_thread_info
+enum vg_thread_purpose
 {
-   enum vg_thread_purpose
-   {
-      k_thread_purpose_nothing,
-      k_thread_purpose_main,
-      k_thread_purpose_loader
-   }
-   purpose;
-
-   int gl_context_level;
+   k_thread_purpose_nothing,
+   k_thread_purpose_main,
+   k_thread_purpose_loader
 };
 
 VG_STATIC void vg_fatal_exit_loop( const char *error );
 
-VG_STATIC void vg_ensure_engine_running(void)
+/*
+ * Checks if the engine is running
+ */
+VG_STATIC void _vg_ensure_engine_running(void)
 {
-   VG_SYNC_LOG( "[%d] Checks if engine is running\n" );
-
    /* Check if the engine is no longer running */
    SDL_AtomicLock( &vg.sl_context );
+   enum engine_status status = vg.engine_status;
+   SDL_AtomicUnlock( &vg.sl_context );
 
-   if( vg.engine_status != k_engine_status_running )
+   if( status != k_engine_status_running )
    {
-      VG_SYNC_LOG( "[%d] Engine is no longer running\n");
-
-      /* Safe to disregard loader thread from this point on, elswhere */
-      if( vg.thread_id_loader == SDL_GetThreadID(NULL) )
+      while(1) 
       {
-         SDL_SemPost( vg.sem_loader );
+         VG_SYNC_LOG( "[%d] No longer running...\n");
+         SDL_Delay(1000);
       }
-
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      VG_SYNC_LOG( "[%d] is just going to hang around and wait to die\n");
-      while(1) SDL_Delay(1000);
    }
-
-   SDL_AtomicUnlock( &vg.sl_context );
 }
 
-/*
- * 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)
+VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
 {
-   VG_SYNC_LOG( "[%d] Starts acquiring sync\n" );
-
-   /* We dont want to do anything if this is the main thread */
    SDL_AtomicLock( &vg.sl_context );
+
    if( vg.thread_id_main == SDL_GetThreadID(NULL) )
    {
       SDL_AtomicUnlock( &vg.sl_context );
-      return;
+      return k_thread_purpose_main;
    }
-   SDL_AtomicUnlock( &vg.sl_context );
-
-   vg_ensure_engine_running();
-
-   /* Check if thread already has the context */
-   SDL_AtomicLock( &vg.sl_context );
-   if( vg.thread_id_with_opengl_context == SDL_GetThreadID(NULL) )
+   else
    {
-      vg.context_ownership_refcount ++;
       SDL_AtomicUnlock( &vg.sl_context );
-
-      VG_SYNC_LOG( "[%d] We already have sync here\n" );
-      return;
+      return k_thread_purpose_loader;
    }
+}
 
-   VG_SYNC_LOG( "[%d] Signal to sync.\n" );
-   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 );
-   SDL_GL_MakeCurrent( vg.window, vg.gl_context );
+/*
+ * 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 */
 
-   VG_SYNC_LOG( "[%d] Allow exec passed\n" );
+   if( vg_thread_purpose() == k_thread_purpose_loader )
+   {
+      VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" );
+      _vg_ensure_engine_running();
 
-   /* context now valid to work in while we hold up main thread */
-   SDL_AtomicLock( &vg.sl_context );
-   vg.context_ownership_refcount ++;
-   SDL_AtomicUnlock( &vg.sl_context );
+      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();
 
-   VG_SYNC_LOG( "[%d] Context acquired.\n" );
+         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 );
+      }
+   }
 }
 
 /*
@@ -283,37 +275,32 @@ VG_STATIC void vg_acquire_thread_sync(void)
  */
 VG_STATIC void vg_release_thread_sync(void)
 {
-   VG_SYNC_LOG( "[%d] Releases sync\n" );
-
-   SDL_AtomicLock( &vg.sl_context );
-   if( vg.thread_id_main == SDL_GetThreadID(NULL) )
-   {
-      SDL_AtomicUnlock( &vg.sl_context );
-      return;
-   }
-
-   /* signal that we are done */
-   vg.context_ownership_refcount --;
-   if( !vg.context_ownership_refcount )
+   if( vg_thread_purpose() == k_thread_purpose_loader )
    {
-      SDL_AtomicUnlock( &vg.sl_context );
+      VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" );
 
-      VG_SYNC_LOG( "[%d] Releasing context.\n" );
+      SDL_AtomicLock( &vg.sl_context );
+      vg.context_ownership_depth --;
 
-      SDL_GL_MakeCurrent( NULL, NULL );
-      SDL_SemPost( vg.sem_exec_finished );
+      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 );
    }
-   else
-      SDL_AtomicUnlock( &vg.sl_context );
 }
 
-VG_STATIC void vg_run_synced_content(void)
+VG_STATIC void _vg_run_synced(void)
 {
    SDL_AtomicLock( &vg.sl_context );
 
    if( vg.exec_context != 0 )
    {
-      VG_SYNC_LOG( "[%d] Allowing content (%d).\n", vg.exec_context );
+      VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context );
       vg.exec_context = 0;
       SDL_AtomicUnlock( &vg.sl_context );
 
@@ -326,17 +313,20 @@ VG_STATIC void vg_run_synced_content(void)
       SDL_SemWait( vg.sem_exec_finished );
       
       /* check if we killed the engine */
-      vg_ensure_engine_running();
+      _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_STATIC void _vg_opengl_sync_init(void)
 {
    vg.sem_allow_exec = SDL_CreateSemaphore(0);
    vg.sem_exec_finished = SDL_CreateSemaphore(0);
@@ -393,25 +383,21 @@ VG_STATIC void vg_bake_shaders(void)
    vg_release_thread_sync();
 }
 
-VG_STATIC void vg_load_full(void)
+VG_STATIC void _vg_load_full(void)
 {
    vg_preload();
 
    /* internal */
-   vg_loader_highwater( vg_input_init, vg_input_free, NULL );
-   vg_loader_highwater( vg_lines_init, NULL, NULL );
-   vg_loader_highwater( vg_audio_init, vg_audio_free, NULL );
-   vg_loader_highwater( vg_profiler_init, NULL, NULL );
+   vg_loader_step( vg_input_init, vg_input_free );
+   vg_loader_step( vg_lines_init, NULL );
+   vg_loader_step( vg_audio_init, vg_audio_free );
+   vg_loader_step( vg_profiler_init, NULL );
 
    /* client */
    vg_load();
-
-   vg_acquire_thread_sync();
-   vg.is_loaded = 1;
-   vg_release_thread_sync();
 }
 
-VG_STATIC void vg_process_events(void)
+VG_STATIC void _vg_process_events(void)
 {
    /* Update timers */
    vg.time_real_last = vg.time_real;
@@ -486,12 +472,12 @@ VG_STATIC void vg_process_events(void)
    vg_update_inputs();
 }
 
-VG_STATIC void vg_gameloop_update( int post_start )
+VG_STATIC void _vg_gameloop_update(void)
 {
    vg_profile_begin( &vg_prof_update );
 
    vg.engine_stage = k_engine_stage_update;
-   vg_update( post_start );
+   vg_update();
 
    /* Fixed update loop */
    vg.engine_stage = k_engine_stage_update_fixed;
@@ -501,7 +487,7 @@ VG_STATIC void vg_gameloop_update( int post_start )
    vg_lines.allow_input = 1;
    while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) )
    {
-      vg_update_fixed( post_start );
+      vg_update_fixed();
       vg_lines.allow_input = 0;
 
       vg.accumulator -= VG_TIMESTEP_FIXED;
@@ -516,15 +502,15 @@ VG_STATIC void vg_gameloop_update( int post_start )
    vg_lines.allow_input = 1;
 
    vg.engine_stage = k_engine_stage_update;
-   vg_update_post( post_start );
+   vg_update_post();
    vg_profile_end( &vg_prof_update );
 }
 
-VG_STATIC void vg_gameloop_render( int post_start )
+VG_STATIC void _vg_gameloop_render(void)
 {
    vg_profile_begin( &vg_prof_render );
 
-   if( post_start )
+   if( vg.is_loaded )
    {
       /* render */
       vg.engine_stage = k_engine_stage_rendering;
@@ -565,7 +551,7 @@ VG_STATIC void vg_gameloop_render( int post_start )
 
          audio_debug_ui( vg.pv );
          vg_ui();
-         vg_console_draw();
+         _vg_console_draw();
          
          ui_resolve();
          ui_draw( NULL );
@@ -575,14 +561,14 @@ VG_STATIC void vg_gameloop_render( int post_start )
    vg_profile_end( &vg_prof_render );
 }
 
-VG_STATIC void vg_gameloop(void)
+VG_STATIC void _vg_gameloop(void)
 {
    vg.accumulator = 0.75f * (1.0f/60.0f);
 
    int post_start = 0;
    while(1)
    {
-      vg_process_events();
+      _vg_process_events();
 
       if( vg.window_should_close )
          break;
@@ -601,18 +587,18 @@ VG_STATIC void vg_gameloop(void)
       }
       else
       {
-         vg_loader_render();
+         _vg_loader_render();
       }
 
-      vg_gameloop_update( post_start );
-      vg_gameloop_render( post_start );
+      _vg_gameloop_update();
+      _vg_gameloop_render();
 
       SDL_GL_SwapWindow( vg.window );
-      vg_run_synced_content();
+      _vg_run_synced();
    }
 }
 
-VG_STATIC void vg_process_launch_opts_internal( int argc, char *argv[] )
+VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
 {
    char *arg;
    while( vg_argp( argc, argv ) )
@@ -646,7 +632,7 @@ VG_STATIC void vg_process_launch_opts_internal( int argc, char *argv[] )
    }
 }
 
-VG_STATIC void vg_init_window( const char *window_name )
+VG_STATIC void _vg_init_window( const char *window_name )
 {
    if( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_GAMECONTROLLER) != 0  )
    {
@@ -702,7 +688,7 @@ VG_STATIC void vg_init_window( const char *window_name )
                                      SDL_WINDOWPOS_UNDEFINED,
                                      mode.w, mode.h,
 
-                                     SDL_WINDOW_FULLSCREEN | 
+                                     SDL_WINDOW_FULLSCREEN_DESKTOP | 
                                      SDL_WINDOW_OPENGL |
                                      SDL_WINDOW_INPUT_GRABBED )))
    {
@@ -742,37 +728,35 @@ VG_STATIC void vg_init_window( const char *window_name )
 
 VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
 {
-   vg_process_launch_opts_internal( argc, argv );
+   _vg_process_launch_opts_internal( argc, argv );
 
    /* Systems init */
    vg_alloc_quota();
-   vg_log_init();
-   vg_console_init();
-   vg_init_window( window_name );
+   _vg_log_init();
+   _vg_console_init();
+   _vg_init_window( window_name );
    
    SDL_SetRelativeMouseMode(1);
    vg.thread_id_main = SDL_GetThreadID(NULL);
    
    /* Opengl-required systems */
-   ui_init_context();
-   vg_loader_init();
+   _vg_ui_init();
+   _vg_loader_init();
 
    vg.engine_status = k_engine_status_running;
 
-   vg_opengl_sync_init();
-   vg_loader_start();
-   
-   /* main */
-   vg_gameloop();
+   _vg_opengl_sync_init();
+    vg_loader_start( _vg_load_full );
+   _vg_gameloop();
 
    /* Shutdown */
-   vg_console_write_persistent();
+   _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_loader_free();
 
    vg_success( "If you see this it means everything went.. \"well\".....\n" );
 
@@ -832,47 +816,30 @@ VG_STATIC void vg_fatal_exit_loop( const char *error )
    else
    {
       SDL_AtomicUnlock( &vg.sl_context );
-
-      /* 
-       * if main
-       *    if loader running
-       *       wait until loader checks in, it will die
-       *    else
-       *       pass immediately
-       * else
-       *    if have context
-       *       pass immediately
-       *    else
-       *       wait for main to get to us, it will never be used again
-       *
-       * undefined behaviour:
-       *    fatal_exit_loop is called in both threads, preventing an appropriate
-       *                    reaction to the crash. This *should* be made
-       *                    obvious by the assertion
-       */
+      
       vg_acquire_thread_sync();
 
-      SDL_AtomicUnlock( &vg.sl_context );
+      SDL_AtomicLock( &vg.sl_context );
       vg.engine_status = k_engine_status_crashed;
       vg.str_const_engine_err = error;
+      SDL_AtomicUnlock( &vg.sl_context );
 
-      /* 
-       * Wait for loader to finish what it was doing, if it was running.
-       * Then we can continue in our nice error screen
-       */
-      if( vg.thread_id_main == SDL_GetThreadID(NULL) )
+      /* 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 );
-         SDL_SemWait( vg.sem_loader );
       }
-      else
-         SDL_AtomicUnlock( &vg.sl_context );
 
-      vg_audio_free(NULL);
+      vg_audio_free();
 
       while(1)
       {
-         vg_process_events();
+         _vg_process_events();
          if( vg.window_should_close )
             break;
 
@@ -889,12 +856,12 @@ VG_STATIC void vg_fatal_exit_loop( const char *error )
          glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
          glViewport( 0,0, vg.window_x, vg.window_y );
 
-         vg_render_log();
+         _vg_render_log();
          SDL_GL_SwapWindow( vg.window );
       }
 
       /* Can now shutdown and EXIT */
-      vg_loader_free();
+      _vg_loader_free();
       SDL_GL_DeleteContext( vg.gl_context );
       SDL_Quit();
       exit(0);