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:
Elias Naur
2020-02-26 22:50:05 +01:00
parent 29d36e11ee
commit 6213daa3e9
2 changed files with 40 additions and 29 deletions
+5
View File
@@ -40,6 +40,11 @@ type Context interface {
Unlock()
}
// ErrDeviceLost is returned from Context.Present when
// the underlying GPU device is gone and should be
// recreated.
var ErrDeviceLost = errors.New("GPU device lost")
// Driver is the interface for the platform implementation
// of a window.
type Driver interface {
+35 -29
View File
@@ -252,8 +252,7 @@ func (w *Window) run(opts *window.Options) {
case system.StageEvent:
if w.loop != nil {
if e2.Stage < system.StageRunning {
w.loop.Release()
w.loop = nil
w.destroyGPU()
} else {
w.loop.Refresh()
}
@@ -274,24 +273,10 @@ func (w *Window) run(opts *window.Options) {
w.hasNextFrame = false
e2.Frame = w.update
w.out <- e2.FrameEvent
var err error
if w.loop != nil {
if e2.Sync {
w.loop.Refresh()
}
if err = w.loop.Flush(); err != nil {
w.loop.Release()
w.loop = nil
}
} else {
var ctx window.Context
ctx, err = w.driver.NewContext()
if err == nil {
w.loop, err = newLoop(ctx)
if err != nil {
ctx.Release()
}
}
}
var frame *op.Ops
// Wait for either a frame or an ack event to go
@@ -303,25 +288,46 @@ func (w *Window) run(opts *window.Options) {
gotFrame = true
case w.out <- ackEvent:
}
if err != nil {
if gotFrame {
w.frameAck <- struct{}{}
var err error
for {
if w.loop != nil {
if err = w.loop.Flush(); err != nil {
w.destroyGPU()
if err != window.ErrDeviceLost {
break
}
}
}
if w.loop == nil {
var ctx window.Context
ctx, err = w.driver.NewContext()
if err != nil {
break
}
w.loop, err = newLoop(ctx)
if err != nil {
ctx.Release()
break
}
}
w.draw(frameStart, e2.Size, frame)
if e2.Sync {
if err = w.loop.Flush(); err != nil {
w.destroyGPU()
}
}
if err != window.ErrDeviceLost {
break
}
w.destroy(err)
return
}
w.draw(frameStart, e2.Size, frame)
if gotFrame {
// We're done with frame, let the client continue.
w.frameAck <- struct{}{}
}
if e2.Sync {
if err := w.loop.Flush(); err != nil {
w.loop.Release()
w.loop = nil
w.destroy(err)
return
}
if err != nil {
w.destroyGPU()
w.destroy(err)
return
}
case *system.CommandEvent:
w.out <- e