app,app/internal/gpu: split render loop from GPU

The policy of rendering on a separate goroutine is separate from
the actual rendering. Reflect that by introducing the RenderLoop
type for driving a GPU from a separate goroutine.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-11-29 19:42:29 +01:00
parent 8cec7d1a40
commit 5fa3dbc70d
4 changed files with 255 additions and 205 deletions
+2 -2
View File
@@ -32,9 +32,9 @@ type textureTriple struct {
typ gl.Enum
}
func newContext(glctx gl.Context) (*context, error) {
func newContext(glctx *gl.Functions) (*context, error) {
ctx := &context{
Functions: glctx.Functions(),
Functions: glctx,
}
exts := strings.Split(ctx.GetString(gl.EXTENSIONS), " ")
glVer := ctx.GetString(gl.VERSION)
+82 -183
View File
@@ -8,7 +8,6 @@ import (
"image"
"image/color"
"math"
"runtime"
"strings"
"time"
"unsafe"
@@ -23,31 +22,15 @@ import (
)
type GPU struct {
drawing bool
summary string
err error
pathCache *opCache
cache *resourceCache
frames chan frame
results chan frameResult
refresh chan struct{}
refreshErr chan error
ack chan struct{}
stop chan struct{}
stopped chan struct{}
}
type frame struct {
collectStats bool
viewport image.Point
ops *op.Ops
}
type frameResult struct {
summary string
err error
timers *timers
frameStart time.Time
zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
drawOps drawOps
ctx *context
renderer *renderer
}
type renderer struct {
@@ -239,187 +222,103 @@ var (
attribUV gl.Attrib = 1
)
func New(ctx gl.Context) (*GPU, error) {
func New(ctx *gl.Functions) (*GPU, error) {
g := &GPU{
frames: make(chan frame),
results: make(chan frameResult),
refresh: make(chan struct{}),
refreshErr: make(chan error),
// Ack is buffered so GPU commands can be issued after
// ack'ing the frame.
ack: make(chan struct{}, 1),
stop: make(chan struct{}),
stopped: make(chan struct{}),
pathCache: newOpCache(),
cache: newResourceCache(),
}
if err := g.renderLoop(ctx); err != nil {
if err := g.init(ctx); err != nil {
return nil, err
}
return g, nil
}
func (g *GPU) renderLoop(glctx gl.Context) error {
// GL Operations must happen on a single OS thread, so
// pass initialization result through a channel.
initErr := make(chan error)
go func() {
runtime.LockOSThread()
// Don't UnlockOSThread to avoid reuse by the Go runtime.
defer close(g.stopped)
if err := glctx.MakeCurrent(); err != nil {
initErr <- err
return
}
ctx, err := newContext(glctx)
if err != nil {
initErr <- err
return
}
initErr <- nil
defer glctx.Release()
defer g.cache.release(ctx)
defer g.pathCache.release(ctx)
r := newRenderer(ctx)
defer r.release()
var timers *timers
var zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
var drawOps drawOps
loop:
for {
select {
case <-g.refresh:
g.refreshErr <- glctx.MakeCurrent()
case frame := <-g.frames:
drawOps.reset(g.cache, frame.viewport)
drawOps.collect(g.cache, frame.ops, frame.viewport)
glctx.Lock()
frameStart := time.Now()
if frame.collectStats && timers == nil && ctx.caps.EXT_disjoint_timer_query {
timers = newTimers(ctx)
zopsTimer = timers.newTimer()
stencilTimer = timers.newTimer()
coverTimer = timers.newTimer()
cleanupTimer = timers.newTimer()
defer timers.release()
}
// Upload path data to GPU before ack'ing the frame
// ops for re-use.
for _, p := range drawOps.pathOps {
if _, exists := g.pathCache.get(p.pathKey); !exists {
data := buildPath(r.ctx, p.pathVerts)
g.pathCache.put(p.pathKey, data)
}
p.pathVerts = nil
}
// Signal that we're done with the frame ops.
g.ack <- struct{}{}
r.blitter.viewport = frame.viewport
r.pather.viewport = frame.viewport
for _, img := range drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
if frame.collectStats {
zopsTimer.begin()
}
ctx.DepthFunc(gl.GREATER)
ctx.ClearColor(drawOps.clearColor[0], drawOps.clearColor[1], drawOps.clearColor[2], 1.0)
ctx.ClearDepthf(0.0)
ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
r.drawZOps(drawOps.zimageOps)
zopsTimer.end()
stencilTimer.begin()
ctx.Enable(gl.BLEND)
r.packStencils(&drawOps.pathOps)
r.stencilClips(g.pathCache, drawOps.pathOps)
r.packIntersections(drawOps.imageOps)
r.intersect(drawOps.imageOps)
stencilTimer.end()
coverTimer.begin()
ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
r.drawOps(drawOps.imageOps)
ctx.Disable(gl.BLEND)
r.pather.stenciler.invalidateFBO()
coverTimer.end()
err := glctx.Present()
cleanupTimer.begin()
g.cache.frame(ctx)
g.pathCache.frame(ctx)
cleanupTimer.end()
var res frameResult
if frame.collectStats && timers.ready() {
zt, st, covt, cleant := zopsTimer.Elapsed, stencilTimer.Elapsed, coverTimer.Elapsed, cleanupTimer.Elapsed
ft := zt + st + covt + cleant
q := 100 * time.Microsecond
zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
frameDur := time.Since(frameStart).Round(q)
ft = ft.Round(q)
res.summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
}
res.err = err
glctx.Unlock()
g.results <- res
case <-g.stop:
break loop
}
}
}()
return <-initErr
func (g *GPU) init(glctx *gl.Functions) error {
ctx, err := newContext(glctx)
if err != nil {
return err
}
g.ctx = ctx
g.renderer = newRenderer(ctx)
return nil
}
func (g *GPU) Release() {
// Flush error.
g.Flush()
close(g.stop)
<-g.stopped
g.stop = nil
g.renderer.release()
g.pathCache.release(g.ctx)
g.cache.release(g.ctx)
if g.timers != nil {
g.timers.release()
}
}
func (g *GPU) Flush() error {
if g.drawing {
st := <-g.results
g.setErr(st.err)
if st.summary != "" {
g.summary = st.summary
func (g *GPU) Collect(profile bool, viewport image.Point, frameOps *op.Ops) {
g.drawOps.reset(g.cache, viewport)
g.drawOps.collect(g.cache, frameOps, viewport)
g.frameStart = time.Now()
if profile && g.timers == nil && g.ctx.caps.EXT_disjoint_timer_query {
g.timers = newTimers(g.ctx)
g.zopsTimer = g.timers.newTimer()
g.stencilTimer = g.timers.newTimer()
g.coverTimer = g.timers.newTimer()
g.cleanupTimer = g.timers.newTimer()
}
for _, p := range g.drawOps.pathOps {
if _, exists := g.pathCache.get(p.pathKey); !exists {
data := buildPath(g.ctx, p.pathVerts)
g.pathCache.put(p.pathKey, data)
}
g.drawing = false
p.pathVerts = nil
}
return g.err
}
func (g *GPU) Timings() string {
return g.summary
func (g *GPU) Frame(profile bool, viewport image.Point) {
g.renderer.blitter.viewport = viewport
g.renderer.pather.viewport = viewport
for _, img := range g.drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
if profile {
g.zopsTimer.begin()
}
g.ctx.DepthFunc(gl.GREATER)
g.ctx.ClearColor(g.drawOps.clearColor[0], g.drawOps.clearColor[1], g.drawOps.clearColor[2], 1.0)
g.ctx.ClearDepthf(0.0)
g.ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawZOps(g.drawOps.zimageOps)
g.zopsTimer.end()
g.stencilTimer.begin()
g.ctx.Enable(gl.BLEND)
g.renderer.packStencils(&g.drawOps.pathOps)
g.renderer.stencilClips(g.pathCache, g.drawOps.pathOps)
g.renderer.packIntersections(g.drawOps.imageOps)
g.renderer.intersect(g.drawOps.imageOps)
g.stencilTimer.end()
g.coverTimer.begin()
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawOps(g.drawOps.imageOps)
g.ctx.Disable(gl.BLEND)
g.renderer.pather.stenciler.invalidateFBO()
g.coverTimer.end()
}
func (g *GPU) Refresh() {
if g.err != nil {
return
}
// Make sure any pending frame is complete.
g.Flush()
g.refresh <- struct{}{}
g.setErr(<-g.refreshErr)
}
// Draw initiates a draw of a frame. It returns a channel
// than signals when the frame is no longer being accessed.
func (g *GPU) Draw(profile bool, viewport image.Point, frameOps *op.Ops) <-chan struct{} {
if g.err != nil {
g.ack <- struct{}{}
return g.ack
}
g.Flush()
g.frames <- frame{profile, viewport, frameOps}
g.drawing = true
return g.ack
}
func (g *GPU) setErr(err error) {
if g.err == nil {
g.err = err
func (g *GPU) EndFrame(profile bool) string {
g.cleanupTimer.begin()
g.cache.frame(g.ctx)
g.pathCache.frame(g.ctx)
g.cleanupTimer.end()
var summary string
if profile && g.timers.ready() {
zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
ft := zt + st + covt + cleant
q := 100 * time.Microsecond
zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
frameDur := time.Since(g.frameStart).Round(q)
ft = ft.Round(q)
summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
}
return summary
}
func (r *renderer) texHandle(t *texture) gl.Texture {
+152
View File
@@ -0,0 +1,152 @@
// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"image"
"runtime"
"gioui.org/app/internal/gl"
"gioui.org/app/internal/gpu"
"gioui.org/op"
)
type renderLoop struct {
summary string
drawing bool
err error
frames chan frame
results chan frameResult
refresh chan struct{}
refreshErr chan error
ack chan struct{}
stop chan struct{}
stopped chan struct{}
}
type frame struct {
collectStats bool
viewport image.Point
ops *op.Ops
}
type frameResult struct {
summary string
err error
}
func newLoop(ctx gl.Context) (*renderLoop, error) {
l := &renderLoop{
frames: make(chan frame),
results: make(chan frameResult),
refresh: make(chan struct{}),
refreshErr: make(chan error),
// Ack is buffered so GPU commands can be issued after
// ack'ing the frame.
ack: make(chan struct{}, 1),
stop: make(chan struct{}),
stopped: make(chan struct{}),
}
if err := l.renderLoop(ctx); err != nil {
return nil, err
}
return l, nil
}
func (l *renderLoop) renderLoop(glctx gl.Context) error {
// GL Operations must happen on a single OS thread, so
// pass initialization result through a channel.
initErr := make(chan error)
go func() {
defer close(l.stopped)
runtime.LockOSThread()
// Don't UnlockOSThread to avoid reuse by the Go runtime.
if err := glctx.MakeCurrent(); err != nil {
initErr <- err
return
}
g, err := gpu.New(glctx.Functions())
if err != nil {
initErr <- err
return
}
defer glctx.Release()
initErr <- nil
loop:
for {
select {
case <-l.refresh:
l.refreshErr <- glctx.MakeCurrent()
case frame := <-l.frames:
glctx.Lock()
g.Collect(frame.collectStats, frame.viewport, frame.ops)
// Signal that we're done with the frame ops.
l.ack <- struct{}{}
g.Frame(frame.collectStats, frame.viewport)
var res frameResult
res.err = glctx.Present()
res.summary = g.EndFrame(frame.collectStats)
glctx.Unlock()
l.results <- res
case <-l.stop:
break loop
}
}
}()
return <-initErr
}
func (l *renderLoop) Release() {
// Flush error.
l.Flush()
close(l.stop)
<-l.stopped
l.stop = nil
}
func (l *renderLoop) Flush() error {
if l.drawing {
st := <-l.results
l.setErr(st.err)
if st.summary != "" {
l.summary = st.summary
}
l.drawing = false
}
return l.err
}
func (l *renderLoop) Summary() string {
return l.summary
}
func (l *renderLoop) Refresh() {
if l.err != nil {
return
}
// Make sure any pending frame is complete.
l.Flush()
l.refresh <- struct{}{}
l.setErr(<-l.refreshErr)
}
// Draw initiates a draw of a frame. It returns a channel
// than signals when the frame is no longer being accessed.
func (l *renderLoop) Draw(profile bool, viewport image.Point, frameOps *op.Ops) <-chan struct{} {
if l.err != nil {
l.ack <- struct{}{}
return l.ack
}
l.Flush()
l.frames <- frame{profile, viewport, frameOps}
l.drawing = true
return l.ack
}
func (l *renderLoop) setErr(err error) {
if l.err == nil {
l.err = err
}
}
+19 -20
View File
@@ -9,7 +9,6 @@ import (
"time"
"gioui.org/app/internal/gl"
"gioui.org/app/internal/gpu"
"gioui.org/app/internal/input"
"gioui.org/app/internal/window"
"gioui.org/io/event"
@@ -27,7 +26,7 @@ type Option func(opts *window.Options)
// Window represents an operating system window.
type Window struct {
driver window.Driver
gpu *gpu.GPU
loop *renderLoop
// driverFuncs is a channel of functions to run when
// the Window has a valid driver.
@@ -127,7 +126,7 @@ func (w *Window) update(frame *op.Ops) {
}
func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame)
sync := w.loop.Draw(w.queue.q.Profiling(), size, frame)
w.queue.q.Frame(frame)
switch w.queue.q.TextInputState() {
case input.TextInputOpen:
@@ -139,7 +138,7 @@ func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
frameDur := time.Since(frameStart)
frameDur = frameDur.Truncate(100 * time.Microsecond)
q := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Timings())
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.loop.Summary())
w.queue.q.AddProfile(profile.Event{Timings: timings})
}
if t, ok := w.queue.q.WakeupTime(); ok {
@@ -218,9 +217,9 @@ func (w *Window) destroy(err error) {
}
func (w *Window) destroyGPU() {
if w.gpu != nil {
w.gpu.Release()
w.gpu = nil
if w.loop != nil {
w.loop.Release()
w.loop = nil
}
}
@@ -252,12 +251,12 @@ func (w *Window) run(opts *window.Options) {
case e := <-w.in:
switch e2 := e.(type) {
case system.StageEvent:
if w.gpu != nil {
if w.loop != nil {
if e2.Stage < system.StageRunning {
w.gpu.Release()
w.gpu = nil
w.loop.Release()
w.loop = nil
} else {
w.gpu.Refresh()
w.loop.Refresh()
}
}
w.stage = e2.Stage
@@ -277,19 +276,19 @@ func (w *Window) run(opts *window.Options) {
e2.Frame = w.update
w.out <- e2.FrameEvent
var err error
if w.gpu != nil {
if w.loop != nil {
if e2.Sync {
w.gpu.Refresh()
w.loop.Refresh()
}
if err = w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
if err = w.loop.Flush(); err != nil {
w.loop.Release()
w.loop = nil
}
} else {
var ctx gl.Context
ctx, err = w.driver.NewContext()
if err == nil {
w.gpu, err = gpu.New(ctx)
w.loop, err = newLoop(ctx)
if err != nil {
ctx.Release()
}
@@ -318,9 +317,9 @@ func (w *Window) run(opts *window.Options) {
w.frameAck <- struct{}{}
}
if e2.Sync {
if err := w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
if err := w.loop.Flush(); err != nil {
w.loop.Release()
w.loop = nil
w.destroy(err)
return
}