forked from joejulian/gio
84b586ae6c
Gio UI may be overlaid on top of custom graphics such as in the glfw example. That will only work if Gio doesn't clear the screen (to white). Signed-off-by: Elias Naur <mail@eliasnaur.com>
161 lines
3.0 KiB
Go
161 lines
3.0 KiB
Go
// 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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"runtime"
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"gioui.org/app/internal/window"
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"gioui.org/gpu"
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"gioui.org/op"
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)
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type renderLoop struct {
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summary string
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drawing bool
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err error
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frames chan frame
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results chan frameResult
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refresh chan struct{}
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refreshErr chan error
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ack chan struct{}
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stop chan struct{}
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stopped chan struct{}
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}
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type frame struct {
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viewport image.Point
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ops *op.Ops
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}
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type frameResult struct {
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profile string
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err error
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}
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func newLoop(ctx window.Context) (*renderLoop, error) {
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l := &renderLoop{
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frames: make(chan frame),
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results: make(chan frameResult),
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refresh: make(chan struct{}),
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refreshErr: make(chan error),
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// Ack is buffered so GPU commands can be issued after
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// ack'ing the frame.
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ack: make(chan struct{}, 1),
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stop: make(chan struct{}),
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stopped: make(chan struct{}),
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}
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if err := l.renderLoop(ctx); err != nil {
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return nil, err
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}
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return l, nil
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}
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func (l *renderLoop) renderLoop(ctx window.Context) error {
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// GL Operations must happen on a single OS thread, so
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// pass initialization result through a channel.
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initErr := make(chan error)
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go func() {
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defer close(l.stopped)
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runtime.LockOSThread()
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// Don't UnlockOSThread to avoid reuse by the Go runtime.
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if err := ctx.MakeCurrent(); err != nil {
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initErr <- err
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return
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}
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b, err := ctx.Backend()
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if err != nil {
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initErr <- err
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return
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}
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g, err := gpu.New(b)
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if err != nil {
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initErr <- err
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return
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}
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defer g.Release()
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initErr <- nil
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loop:
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for {
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select {
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case <-l.refresh:
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l.refreshErr <- ctx.MakeCurrent()
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case frame := <-l.frames:
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ctx.Lock()
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g.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
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g.Collect(frame.viewport, frame.ops)
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// Signal that we're done with the frame ops.
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l.ack <- struct{}{}
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var res frameResult
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res.err = g.Frame()
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if res.err == nil {
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res.err = ctx.Present()
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}
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res.profile = g.Profile()
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ctx.Unlock()
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l.results <- res
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case <-l.stop:
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break loop
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}
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}
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}()
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return <-initErr
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}
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func (l *renderLoop) Release() {
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// Flush error.
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l.Flush()
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close(l.stop)
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<-l.stopped
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l.stop = nil
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}
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func (l *renderLoop) Flush() error {
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if l.drawing {
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st := <-l.results
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l.setErr(st.err)
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if st.profile != "" {
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l.summary = st.profile
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}
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l.drawing = false
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}
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return l.err
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}
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func (l *renderLoop) Summary() string {
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return l.summary
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}
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func (l *renderLoop) Refresh() {
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if l.err != nil {
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return
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}
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// Make sure any pending frame is complete.
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l.Flush()
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l.refresh <- struct{}{}
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l.setErr(<-l.refreshErr)
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}
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// Draw initiates a draw of a frame. It returns a channel
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// than signals when the frame is no longer being accessed.
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func (l *renderLoop) Draw(viewport image.Point, frameOps *op.Ops) <-chan struct{} {
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if l.err != nil {
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l.ack <- struct{}{}
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return l.ack
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}
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l.Flush()
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l.frames <- frame{viewport, frameOps}
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l.drawing = true
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return l.ack
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}
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func (l *renderLoop) setErr(err error) {
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if l.err == nil {
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l.err = err
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}
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}
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