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>