app: avoid relocking contexts every frame

Signed-off-by: Joe Julian <me@joejulian.name>
This commit is contained in:
Joe Julian
2026-04-20 16:52:33 -07:00
parent b9aa9e59f7
commit fb19cd6043
2 changed files with 59 additions and 19 deletions
+33 -15
View File
@@ -46,6 +46,10 @@ type Window struct {
ctx context
gpu gpu.GPU
// ctxNeedsLock tracks whether the rendering context must be made
// current again before the next GPU operation. Refresh paths, surface
// loss, and explicit unlocks all invalidate the current binding.
ctxNeedsLock bool
// timer tracks the delayed invalidate goroutine.
timer struct {
// quit is shuts down the goroutine.
@@ -146,15 +150,10 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
if err != nil {
return err
}
w.ctxNeedsLock = true
sync = true
}
}
if w.ctx != nil {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
}
if sync && w.ctx != nil {
if err := w.ctx.Refresh(); err != nil {
if errors.Is(err, errOutOfDate) {
@@ -168,11 +167,19 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
}
return err
}
w.ctxNeedsLock = true
}
if w.ctx != nil && w.ctxNeedsLock {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
w.ctxNeedsLock = false
}
if w.gpu == nil && !w.nocontext {
gpu, err := gpu.New(w.ctx.API())
if err != nil {
w.ctx.Unlock()
w.unlockContext()
w.destroyGPU()
return err
}
@@ -180,7 +187,7 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
}
if w.gpu != nil {
if err := w.frame(frame, size); err != nil {
w.ctx.Unlock()
w.unlockContext()
if errors.Is(err, errOutOfDate) {
// GPU surface needs refreshing.
sync = true
@@ -200,7 +207,6 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
var err error
if w.gpu != nil {
err = w.ctx.Present()
w.ctx.Unlock()
}
return err
}
@@ -503,16 +509,26 @@ func (c *callbacks) ActionAt(p f32.Point) (system.Action, bool) {
return c.w.queue.ActionAt(p)
}
func (w *Window) unlockContext() {
if w.ctx == nil || w.ctxNeedsLock {
return
}
w.ctx.Unlock()
w.ctxNeedsLock = true
}
func (w *Window) destroyGPU() {
if w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
w.ctx.Unlock()
if err := w.ctx.Lock(); err == nil {
w.gpu.Release()
w.ctx.Unlock()
}
w.gpu = nil
}
if w.ctx != nil {
w.ctx.Release()
w.ctx = nil
w.ctxNeedsLock = false
}
}
@@ -655,10 +671,12 @@ func (w *Window) processEvent(e event.Event) bool {
w.coalesced.destroy = &e2
case ViewEvent:
if !e2.Valid() && w.gpu != nil {
w.ctx.Lock()
w.gpu.Release()
if err := w.ctx.Lock(); err == nil {
w.gpu.Release()
w.ctx.Unlock()
}
w.gpu = nil
w.ctx.Unlock()
w.ctxNeedsLock = true
}
w.coalesced.view = &e2
case ConfigEvent:
+26 -4
View File
@@ -11,18 +11,40 @@ import (
"gioui.org/op"
)
func TestValidateAndProcessLocksBeforeRefresh(t *testing.T) {
func TestValidateAndProcessRelocksAfterRefresh(t *testing.T) {
ctx := &testContext{}
w := &Window{
ctx: ctx,
gpu: &testGPU{},
ctx: ctx,
gpu: &testGPU{},
ctxNeedsLock: false,
}
if err := w.validateAndProcess(image.Pt(320, 240), true, new(op.Ops), nil); err != nil {
t.Fatalf("validateAndProcess returned error: %v", err)
}
want := []string{"lock", "refresh", "render-target", "present", "unlock"}
want := []string{"refresh", "lock", "render-target", "present"}
if got := ctx.ops; !equalStringSlices(got, want) {
t.Fatalf("unexpected call order:\n got %v\n want %v", got, want)
}
if w.ctxNeedsLock {
t.Fatalf("context should remain current after a successful frame")
}
}
func TestValidateAndProcessSkipsRedundantRelock(t *testing.T) {
ctx := &testContext{}
w := &Window{
ctx: ctx,
gpu: &testGPU{},
ctxNeedsLock: false,
}
if err := w.validateAndProcess(image.Pt(320, 240), false, new(op.Ops), nil); err != nil {
t.Fatalf("validateAndProcess returned error: %v", err)
}
want := []string{"render-target", "present"}
if got := ctx.ops; !equalStringSlices(got, want) {
t.Fatalf("unexpected call order:\n got %v\n want %v", got, want)
}