VG_CHECK_GL_ERR();
if( !vg_shader_compile( &_shader_loader ) )
- vg_fatal_exit_loop( "failed to compile shader" );
+ vg_fatal_error( "failed to compile shader" );
}
VG_STATIC void _vg_loader_free(void)
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 );
+ if( setjmp( vg.env_loader_exit ) )
+ return 0;
/* Run client loader */
+ vg_info( "Starting client loader thread @%p\n", pfn );
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(*pfn)(void) )
{
- vg.is_loaded = 0;
SDL_SemWait( vg.sem_loader );
SDL_CreateThread( _vg_loader_thread, "Loader thread", pfn );
}
if( fn_load )
fn_load();
- if( fn_free )
- {
+ 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_exit_loop( "Too many free steps" );
+ vg_fatal_error( "Too many free steps" );
vg_loader.step_buffer[ vg_loader.step_count ++ ] = step;
}
- _vg_ensure_engine_running();
+ /* TODO: There was a quit checker here, re-add this? */
}
#endif /* VG_LOADER_H */