#include "vg/vg.h"
#include "vg/vg_shader.h"
-VG_STATIC void vg_loader_start( void(*pfn)(void *data), void *data );
-VG_STATIC void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) );
+static void vg_loader_start( void(*pfn)(void *data), void *data );
+static void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) );
static struct vg_shader _shader_loader =
{
}
vg_loader;
-VG_STATIC void _vg_loader_init(void)
+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_error( "failed to compile shader" );
}
-VG_STATIC void _vg_loader_free(void)
+static void _vg_loader_free(void)
{
vg_info( "vg_loader_free\n" );
glDeleteVertexArrays( 1, &vg_loader.vao );
}
}
-VG_STATIC void _vg_render_log(void)
+static void _vg_render_log(void)
{
#if 0
ui_begin( vg.window_x, vg.window_y );
#endif
}
-VG_STATIC void _vg_loader_render_ring( float opacity )
+static void _vg_loader_render_ring( float opacity )
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays( GL_TRIANGLES, 0, 6 );
}
-VG_STATIC void _vg_loader_render(void)
+static void _vg_loader_render(void)
{
glViewport( 0,0, vg.window_x, vg.window_y );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
-VG_STATIC void vg_load_full(void);
+static void vg_load_full(void);
-VG_STATIC int _vg_loader_thread( void *pfn ){
+static int _vg_loader_thread( void *pfn ){
if( setjmp( vg.env_loader_exit ) )
return 0;
return 0;
}
-VG_STATIC void vg_loader_start( void(*pfn)(void *data), void *data )
+static void vg_loader_start( void(*pfn)(void *data), void *data )
{
SDL_SemWait( vg.sem_loader );
/*
* 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) )
+static void vg_loader_step( void( *fn_load )(void), void( *fn_free )(void) )
{
if( fn_load )
fn_load();