#include "common.h"
+VG_STATIC void vg_loader_start( void(*pfn)(void) );
+VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) );
+
static struct vg_shader _shader_loader =
{
.name = "[vg] loader",
"void main()"
"{"
"float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
- "float grad = 1.0-(aUv.y*0.5+0.5);"
+ "float grad = 1.0-(aUv.y*0.5+0.5)*0.5;"
"float fmt1 = step( 0.5, grad+dither );"
"vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
- "FragColor = vec4(col*grad*fmt1,1.0);"
+ "FragColor = vec4(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);"
"}"
}
};
/* Shutdown steps */
struct loader_free_step
{
- void (*fn_free)(void *);
- void *data;
+ void (*fn_free)(void);
}
step_buffer[16];
u32 step_count, step_action;
}
vg_loader;
-VG_STATIC void vg_loader_init(void)
+VG_STATIC void _vg_loader_init(void)
{
float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
vg_fatal_exit_loop( "failed to compile shader" );
}
-VG_STATIC void vg_loader_free(void)
+VG_STATIC void _vg_loader_free(void)
{
vg_info( "vg_loader_free\n" );
glDeleteVertexArrays( 1, &vg_loader.vao );
&vg_loader.step_buffer[vg_loader.step_count -1 -i];
vg_info( " -> %p\n", step->fn_free );
- step->fn_free( step->data );
+ step->fn_free();
}
vg_info( "done\n" );
}
-VG_STATIC float hue_to_rgb( float p, float q, float t )
-{
- if(t < 0.0f) t += 1.0f;
- if(t > 1.0f) t -= 1.0f;
- if(t < 1.0f/6.0f) return p + (q - p) * 6.0f * t;
- if(t < 1.0f/2.0f) return q;
- if(t < 2.0f/3.0f) return p + (q - p) * (2.0f/3.0f - t) * 6.0f;
- return p;
-}
-
-VG_STATIC void vg_render_log(void)
+VG_STATIC void _vg_render_log(void)
{
ui_begin( vg.window_x, vg.window_y );
SDL_AtomicLock( &log_print_sl );
ui_draw( NULL );
}
-VG_STATIC void vg_loader_render(void)
+VG_STATIC void _vg_loader_render(void)
{
glViewport( 0,0, vg.window_x, vg.window_y );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindVertexArray( vg_loader.vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );
- vg_render_log();
+ _vg_render_log();
}
VG_STATIC void vg_load_full(void);
-VG_STATIC int vg_loader_thread(void * nothing)
+VG_STATIC int _vg_loader_thread(void *pfn)
{
SDL_AtomicLock( &vg.sl_context );
vg.thread_id_loader = SDL_GetThreadID(NULL);
+ VG_SYNC_LOG( "[%d] Loader thread begins\n" );
SDL_AtomicUnlock( &vg.sl_context );
/* Run client loader */
- vg_load_full();
+ void (*call_func)(void) = pfn;
+ call_func();
SDL_SemPost( vg.sem_loader );
vg.thread_id_loader = 0;
+ vg_acquire_thread_sync();
+ vg.is_loaded = 1;
+ vg_release_thread_sync();
+
return 0;
}
-VG_STATIC void vg_loader_start(void)
+VG_STATIC void vg_loader_start( void(*pfn)(void) )
{
+ vg.is_loaded = 0;
SDL_SemWait( vg.sem_loader );
- SDL_CreateThread( vg_loader_thread, "Loader thread", NULL );
-}
-
-/* this is maybe probably unused now */
-VG_STATIC void vg_free_libc_malloced( void *data )
-{
- free( data );
-}
-
-VG_STATIC void vg_loader_push_free_step( struct loader_free_step step )
-{
- if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
- vg_fatal_exit_loop( "Too many free steps" );
-
- vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
+ 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_highwater( void( *fn_load )(void),
- void( *fn_free )(void *), void *data )
+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.data = data;
step.fn_free = fn_free;
- vg_loader_push_free_step( step );
- }
- else
- {
- if( data )
- {
- struct loader_free_step step;
- step.data = data;
- step.fn_free = vg_free_libc_malloced;
-
- vg_loader_push_free_step( step );
- }
+ if( vg_loader.step_count == vg_list_size(vg_loader.step_buffer) )
+ vg_fatal_exit_loop( "Too many free steps" );
+
+ vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
- vg_ensure_engine_running();
+ _vg_ensure_engine_running();
}
#endif /* VG_LOADER_H */