forked from joejulian/gio
app: relock contexts after refresh
This fixes an Android regression introduced by
3e601e73c4
app: optimize window context locking
On Android, that change can leave the app window visible but unrendered:
the screen stays black instead of drawing the UI.
The regression is in app/window.go: Refresh can update the underlying
surface state without guaranteeing a subsequent Lock before rendering.
That is a problem for Android, where Refresh and Lock have distinct
roles:
- androidContext.Refresh stages the native window for the EGL surface
- androidContext.Lock performs CreateSurface, when needed, and MakeCurrent
In other words, after Refresh, Android may require another Lock before
GPU work can proceed correctly.
This patch keeps explicit locking, but avoids unconditional per-frame
Lock/Unlock calls. It adds a small amount of state to Window:
- ctxNeedsLock is set when creating a context
- ctxNeedsLock is set after Refresh
- ctxNeedsLock is set after explicit unlock/release paths
- Lock is called before GPU work only when ctxNeedsLock is true
That keeps the optimized steady-state path while restoring the required
Refresh -> Lock sequencing.
I also added a regression test for validateAndProcess that checks:
- Refresh forces a re-lock before drawing/present
- steady-state frames do not re-lock redundantly
Verification:
- go test ./app
Signed-off-by: Joe Julian <me@joejulian.name>
This commit is contained in:
+28
-10
@@ -46,6 +46,10 @@ type Window struct {
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ctx context
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gpu gpu.GPU
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// ctxNeedsLock tracks whether the rendering context must be made
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// current again before the next GPU operation. Refresh paths, surface
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// loss, and explicit unlocks all invalidate the current binding.
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ctxNeedsLock bool
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// timer tracks the delayed invalidate goroutine.
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timer struct {
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// quit is shuts down the goroutine.
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@@ -146,6 +150,7 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
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if err != nil {
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return err
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}
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w.ctxNeedsLock = true
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sync = true
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}
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}
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@@ -162,17 +167,19 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
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}
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return err
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}
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w.ctxNeedsLock = true
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}
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if w.ctx != nil {
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if w.ctx != nil && w.ctxNeedsLock {
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if err := w.ctx.Lock(); err != nil {
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w.destroyGPU()
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return err
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}
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w.ctxNeedsLock = false
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}
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if w.gpu == nil && !w.nocontext {
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gpu, err := gpu.New(w.ctx.API())
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if err != nil {
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w.ctx.Unlock()
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w.unlockContext()
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w.destroyGPU()
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return err
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}
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@@ -180,7 +187,7 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
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}
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if w.gpu != nil {
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if err := w.frame(frame, size); err != nil {
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w.ctx.Unlock()
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w.unlockContext()
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if errors.Is(err, errOutOfDate) {
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// GPU surface needs refreshing.
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sync = true
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@@ -200,7 +207,6 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
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var err error
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if w.gpu != nil {
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err = w.ctx.Present()
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w.ctx.Unlock()
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}
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return err
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}
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@@ -503,16 +509,26 @@ func (c *callbacks) ActionAt(p f32.Point) (system.Action, bool) {
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return c.w.queue.ActionAt(p)
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}
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func (w *Window) unlockContext() {
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if w.ctx == nil || w.ctxNeedsLock {
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return
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}
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w.ctx.Unlock()
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w.ctxNeedsLock = true
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}
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func (w *Window) destroyGPU() {
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if w.gpu != nil {
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w.ctx.Lock()
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w.gpu.Release()
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w.ctx.Unlock()
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if err := w.ctx.Lock(); err == nil {
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w.gpu.Release()
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w.ctx.Unlock()
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}
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w.gpu = nil
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}
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if w.ctx != nil {
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w.ctx.Release()
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w.ctx = nil
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w.ctxNeedsLock = false
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}
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}
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@@ -655,10 +671,12 @@ func (w *Window) processEvent(e event.Event) bool {
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w.coalesced.destroy = &e2
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case ViewEvent:
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if !e2.Valid() && w.gpu != nil {
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w.ctx.Lock()
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w.gpu.Release()
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if err := w.ctx.Lock(); err == nil {
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w.gpu.Release()
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w.ctx.Unlock()
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}
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w.gpu = nil
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w.ctx.Unlock()
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w.ctxNeedsLock = true
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}
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w.coalesced.view = &e2
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case ConfigEvent:
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@@ -0,0 +1,107 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package app
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import (
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"image"
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"image/color"
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"testing"
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"gioui.org/gpu"
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"gioui.org/op"
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)
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func TestValidateAndProcessRelocksAfterRefresh(t *testing.T) {
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ctx := &testContext{}
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w := &Window{
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ctx: ctx,
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gpu: &testGPU{},
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ctxNeedsLock: false,
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}
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if err := w.validateAndProcess(image.Pt(320, 240), true, new(op.Ops), nil); err != nil {
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t.Fatalf("validateAndProcess returned error: %v", err)
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}
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want := []string{"refresh", "lock", "render-target", "present"}
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if got := ctx.ops; !equalStringSlices(got, want) {
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t.Fatalf("unexpected call order:\n got %v\n want %v", got, want)
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}
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if w.ctxNeedsLock {
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t.Fatalf("context should remain current after a successful frame")
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}
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}
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func TestValidateAndProcessSkipsRedundantRelock(t *testing.T) {
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ctx := &testContext{}
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w := &Window{
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ctx: ctx,
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gpu: &testGPU{},
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ctxNeedsLock: false,
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}
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if err := w.validateAndProcess(image.Pt(320, 240), false, new(op.Ops), nil); err != nil {
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t.Fatalf("validateAndProcess returned error: %v", err)
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}
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want := []string{"render-target", "present"}
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if got := ctx.ops; !equalStringSlices(got, want) {
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t.Fatalf("unexpected call order:\n got %v\n want %v", got, want)
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}
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}
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type testContext struct {
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ops []string
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}
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func (c *testContext) API() gpu.API {
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return nil
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}
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func (c *testContext) RenderTarget() (gpu.RenderTarget, error) {
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c.ops = append(c.ops, "render-target")
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return gpu.OpenGLRenderTarget{}, nil
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}
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func (c *testContext) Present() error {
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c.ops = append(c.ops, "present")
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return nil
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}
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func (c *testContext) Refresh() error {
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c.ops = append(c.ops, "refresh")
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return nil
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}
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func (c *testContext) Release() {}
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func (c *testContext) Lock() error {
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c.ops = append(c.ops, "lock")
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return nil
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}
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func (c *testContext) Unlock() {
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c.ops = append(c.ops, "unlock")
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}
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type testGPU struct{}
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func (g *testGPU) Release() {}
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func (g *testGPU) Clear(color.NRGBA) {}
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func (g *testGPU) Frame(*op.Ops, gpu.RenderTarget, image.Point) error {
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return nil
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}
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func equalStringSlices(a, b []string) bool {
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if len(a) != len(b) {
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return false
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}
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for i := range a {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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