forked from joejulian/gio
app: recover from transient Present errors
Some GPU APIs such as Direct3D can return an error after drawing a frame indicating a transient device error. Recreate device and retry if it happens. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -40,6 +40,11 @@ type Context interface {
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Unlock()
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}
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// ErrDeviceLost is returned from Context.Present when
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// the underlying GPU device is gone and should be
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// recreated.
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var ErrDeviceLost = errors.New("GPU device lost")
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// Driver is the interface for the platform implementation
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// of a window.
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type Driver interface {
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+35
-29
@@ -252,8 +252,7 @@ func (w *Window) run(opts *window.Options) {
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case system.StageEvent:
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if w.loop != nil {
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if e2.Stage < system.StageRunning {
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w.loop.Release()
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w.loop = nil
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w.destroyGPU()
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} else {
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w.loop.Refresh()
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}
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@@ -274,24 +273,10 @@ func (w *Window) run(opts *window.Options) {
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w.hasNextFrame = false
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e2.Frame = w.update
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w.out <- e2.FrameEvent
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var err error
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if w.loop != nil {
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if e2.Sync {
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w.loop.Refresh()
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}
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if err = w.loop.Flush(); err != nil {
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w.loop.Release()
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w.loop = nil
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}
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} else {
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var ctx window.Context
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ctx, err = w.driver.NewContext()
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if err == nil {
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w.loop, err = newLoop(ctx)
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if err != nil {
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ctx.Release()
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}
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}
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}
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var frame *op.Ops
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// Wait for either a frame or an ack event to go
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@@ -303,25 +288,46 @@ func (w *Window) run(opts *window.Options) {
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gotFrame = true
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case w.out <- ackEvent:
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}
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if err != nil {
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if gotFrame {
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w.frameAck <- struct{}{}
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var err error
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for {
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if w.loop != nil {
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if err = w.loop.Flush(); err != nil {
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w.destroyGPU()
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if err != window.ErrDeviceLost {
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break
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}
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}
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}
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if w.loop == nil {
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var ctx window.Context
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ctx, err = w.driver.NewContext()
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if err != nil {
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break
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}
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w.loop, err = newLoop(ctx)
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if err != nil {
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ctx.Release()
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break
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}
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}
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w.draw(frameStart, e2.Size, frame)
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if e2.Sync {
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if err = w.loop.Flush(); err != nil {
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w.destroyGPU()
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}
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}
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if err != window.ErrDeviceLost {
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break
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}
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w.destroy(err)
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return
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}
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w.draw(frameStart, e2.Size, frame)
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if gotFrame {
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// We're done with frame, let the client continue.
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w.frameAck <- struct{}{}
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}
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if e2.Sync {
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if err := w.loop.Flush(); err != nil {
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w.loop.Release()
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w.loop = nil
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w.destroy(err)
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return
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}
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if err != nil {
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w.destroyGPU()
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w.destroy(err)
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return
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}
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case *system.CommandEvent:
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w.out <- e
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