- vg_info( " -> %p\n", step->fn_free );
- step->fn_free();
- }
-}
-
-VG_STATIC void _vg_render_log(void)
-{
-#if 0
- ui_begin( vg.window_x, vg.window_y );
- SDL_AtomicLock( &log_print_sl );
-
- int const fh = 14;
- int lines_screen_max = ((vg.window_y/fh)-2),
- lines_max_draw = VG_MIN( lines_screen_max, vg_list_size(vg_log.buffer) ),
- lines_to_draw = VG_MIN( lines_max_draw, vg_log.buffer_line_count );
-
- int ptr = vg_log.buffer_line_current;
-
- 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 ++ ){
- ptr --;
-
- if( ptr < 0 )
- ptr = vg_list_size( vg_log.buffer )-1;
-
- ui_text( vg_uictx.cursor, vg_log.buffer[ptr], 1, 0 );
- vg_uictx.cursor[1] -= fh;
- }
-
- SDL_AtomicUnlock( &log_print_sl );
-
- ui_resolve();
- ui_draw( NULL );
-#endif
-}
-
-VG_STATIC void _vg_loader_render_ring( float opacity )
-{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- glUseProgram( _shader_loader.id );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
- float ratio = (float)vg.window_x / (float)vg.window_y;
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uOpacity"), opacity );
- glBindVertexArray( vg_loader.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-}
-
-VG_STATIC void _vg_loader_render(void)
-{
- glViewport( 0,0, vg.window_x, vg.window_y );
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
- _vg_render_log();
- vg.loader_ring = 1.0f;
-}
-
-
-VG_STATIC void vg_load_full(void);
-
-VG_STATIC int _vg_loader_thread( void *pfn ){
- if( setjmp( vg.env_loader_exit ) )
- return 0;
-
- /* Run client loader */
- vg_info( "Starting client loader thread @%p\n", pfn );
- void (*call_func)(void *data) = pfn;
- call_func( vg.thread_data );
-
- SDL_SemPost( vg.sem_loader );
- vg.thread_id_loader = 0;
-
- return 0;
-}
-
-static int vg_loader_availible(void){
- if( SDL_SemValue( vg.sem_loader ) ){
- if( !(vg_async.start) )
- return 1;
- }
-
- return 0;
-}
-
-VG_STATIC void vg_loader_start( void(*pfn)(void *data), void *data )
-{
- SDL_SemWait( vg.sem_loader );
-
- vg.thread_data = data;
- SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
-}
-
-/*
- * Schedule something to be ran now, freed later. Checks in with engine status
- */
-VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) )
-{
- if( fn_load )
- fn_load();
-
- if( fn_free ){
- struct loader_free_step step;
- step.fn_free = fn_free;
-
- if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
- vg_fatal_error( "Too many free steps" );
-
- vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
- }
-
- /* TODO: There was a quit checker here, re-add this? */
-}