ui/app: replace locking with channels in Window implementation

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-07-14 20:37:27 +02:00
parent 619a90a646
commit 07622a295c
2 changed files with 139 additions and 143 deletions
+2 -1
View File
@@ -1035,8 +1035,9 @@ func (w *window) config() (int, int, Config) {
func (w *window) draw(sync bool) {
w.mu.Lock()
animating := w.animating
dead := w.dead
w.mu.Unlock()
if !animating && !sync {
if dead || (!animating && !sync) {
return
}
width, height, cfg := w.config()
+137 -142
View File
@@ -6,7 +6,6 @@ import (
"errors"
"fmt"
"image"
"sync"
"time"
"gioui.org/ui"
@@ -30,15 +29,13 @@ type Window struct {
gpu *gpu.GPU
inputState key.TextInputState
events chan Event
out chan Event
in chan Event
ack chan struct{}
redraws chan struct{}
frames chan *ui.Ops
eventLock sync.Mutex
mu sync.Mutex
stage Stage
dead bool
size image.Point
syncGPU bool
animating bool
hasNextFrame bool
nextFrame time.Time
@@ -63,6 +60,7 @@ var _ interface {
setTextInput(s key.TextInputState)
} = (*window)(nil)
// Pre-allocate zero-sized ack event to avoid garbage.
var ackEvent Event
// NewWindow creates a new window for a set of window
@@ -83,18 +81,18 @@ func NewWindow(opts *WindowOptions) *Window {
}
w := &Window{
events: make(chan Event),
}
if err := createWindow(w, opts); err != nil {
// For simplicity, NewWindow always succeeds. Send
// an immediate DestroyEvent instead of returning the error.
w.destroy(err)
in: make(chan Event),
out: make(chan Event),
ack: make(chan struct{}),
redraws: make(chan struct{}, 1),
frames: make(chan *ui.Ops),
}
go w.run(opts)
return w
}
func (w *Window) Events() <-chan Event {
return w.events
return w.out
}
func (w *Window) setTextInput(s key.TextInputState) {
@@ -112,48 +110,19 @@ func (w *Window) Queue() input.Queue {
return &w.router
}
func (w *Window) Draw(root *ui.Ops) {
w.mu.Lock()
func (w *Window) Draw(frame *ui.Ops) {
w.frames <- frame
}
func (w *Window) draw(size image.Point, frame *ui.Ops) {
var drawDur time.Duration
if !w.drawStart.IsZero() {
drawDur = time.Since(w.drawStart)
w.drawStart = time.Time{}
}
stage := w.stage
sync := w.syncGPU
w.syncGPU = false
dead := w.dead
size := w.size
driver := w.driver
w.mu.Unlock()
if dead || stage < StageRunning || driver == nil {
return
}
if w.gpu != nil {
if sync {
w.gpu.Refresh()
}
if err := w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
}
}
if w.gpu == nil {
ctx, err := newContext(driver)
if err != nil {
w.destroy(err)
return
}
w.gpu, err = gpu.NewGPU(ctx)
if err != nil {
w.destroy(err)
return
}
}
w.gpu.Draw(w.router.Profiling(), size, root)
w.router.Frame(root)
w.gpu.Draw(w.router.Profiling(), size, frame)
w.router.Frame(frame)
now := time.Now()
w.mu.Lock()
w.setTextInput(w.router.InputState())
frameDur := now.Sub(w.lastFrame)
frameDur = frameDur.Truncate(100 * time.Microsecond)
@@ -168,17 +137,13 @@ func (w *Window) Draw(root *ui.Ops) {
w.setNextFrame(t)
}
w.updateAnimation()
w.mu.Unlock()
}
func (w *Window) Redraw() {
w.mu.Lock()
defer w.mu.Unlock()
if w.dead {
return
select {
case w.redraws <- struct{}{}:
default:
}
w.setNextFrame(time.Time{})
w.updateAnimation()
}
func (w *Window) updateAnimation() {
@@ -187,9 +152,6 @@ func (w *Window) updateAnimation() {
w.delayedDraw.Stop()
w.delayedDraw = nil
}
if w.dead {
return
}
if w.stage >= StageRunning && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
@@ -210,91 +172,124 @@ func (w *Window) setNextFrame(at time.Time) {
}
}
func (w *Window) Stage() Stage {
w.mu.Lock()
defer w.mu.Unlock()
return w.stage
}
func (w *Window) contextDriver() interface{} {
return w.driver
}
func (w *Window) setDriver(d *window) {
w.mu.Lock()
defer w.mu.Unlock()
w.driver = d
}
func (w *Window) destroy(err error) {
w.setDriver(nil)
go func() {
w.event(DestroyEvent{err})
}()
w.event(driverEvent{d})
}
func (w *Window) event(e Event) {
w.eventLock.Lock()
defer w.eventLock.Unlock()
w.mu.Lock()
needAck := false
dead := w.dead
died := false
switch e := e.(type) {
case input.Event:
if w.router.Add(e) {
w.setNextFrame(time.Time{})
w.in <- e
<-w.ack
}
func (w *Window) waitAck() {
// Send a dummy event; when it gets through we
// know the application has processed the previous event.
w.out <- ackEvent
}
// Prematurely destroy the window and wait for the native window
// destroy event.
func (w *Window) destroy(err error) {
// Ack the current event.
w.ack <- struct{}{}
w.out <- DestroyEvent{err}
for e := range w.in {
w.ack <- struct{}{}
if _, ok := e.(DestroyEvent); ok {
return
}
case *CommandEvent:
needAck = true
case DestroyEvent:
w.driver = nil
w.dead = true
died = true
case StageEvent:
w.stage = e.Stage
needAck = true
w.syncGPU = true
case DrawEvent:
if e.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < StageRunning {
// No drawing if not visible.
break
}
w.drawStart = time.Now()
needAck = true
w.hasNextFrame = false
w.syncGPU = e.sync
w.size = e.Size
}
stage := w.stage
w.updateAnimation()
w.mu.Unlock()
if dead {
return
}
w.events <- e
if needAck {
// Send a dummy event; when it gets through we
// know the application has processed the actual event.
w.events <- ackEvent
}
if w.gpu != nil {
w.mu.Lock()
sync := w.syncGPU
w.syncGPU = false
w.mu.Unlock()
switch {
case stage < StageRunning:
w.gpu.Release()
w.gpu = nil
case sync:
w.gpu.Refresh()
}
}
if died {
close(w.events)
}
}
func (w *Window) run(opts *WindowOptions) {
defer close(w.in)
defer close(w.out)
if err := createWindow(w, opts); err != nil {
w.destroy(err)
return
}
for {
select {
case <-w.redraws:
w.setNextFrame(time.Time{})
w.updateAnimation()
case e := <-w.in:
switch e2 := e.(type) {
case StageEvent:
if w.gpu != nil {
if e2.Stage < StageRunning {
w.gpu.Release()
w.gpu = nil
} else {
w.gpu.Refresh()
}
}
w.stage = e2.Stage
w.updateAnimation()
w.out <- e
w.waitAck()
case DrawEvent:
if e2.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < StageRunning {
// No drawing if not visible.
break
}
w.drawStart = time.Now()
w.hasNextFrame = false
w.out <- e
frame := <-w.frames
if w.gpu != nil {
if e2.sync {
w.gpu.Refresh()
}
if err := w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
w.destroy(err)
return
}
} else {
ctx, err := newContext(w.driver)
if err != nil {
w.destroy(err)
return
}
w.gpu, err = gpu.NewGPU(ctx)
if err != nil {
w.destroy(err)
return
}
}
w.draw(e2.Size, frame)
if e2.sync {
if err := w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
w.destroy(err)
return
}
}
case *CommandEvent:
w.out <- e
w.waitAck()
case input.Event:
if w.router.Add(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.out <- e
case driverEvent:
w.driver = e2.driver
case DestroyEvent:
w.out <- e2
w.ack <- struct{}{}
return
}
w.ack <- struct{}{}
}
}
}
func (_ driverEvent) ImplementsEvent() {}