Files
gio-patched/app/window.go
T
Elias Naur 1eaa5dd15e app,app/internal/gpu: process frame in parallel
A frame ops buffers is tracersed twice: once for GPU commands,
and once for everything else. There is already a GPU goroutine for
concurrentl issuing of GPU commands; move the frame ops processing
to the goroutine as well. Both frame ops passed can then proceed
in parallel.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-11-08 13:53:11 +01:00

353 lines
7.7 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"errors"
"fmt"
"image"
"time"
"gioui.org/app/internal/gl"
"gioui.org/app/internal/gpu"
"gioui.org/app/internal/input"
"gioui.org/app/internal/window"
"gioui.org/io/event"
"gioui.org/io/profile"
"gioui.org/io/system"
"gioui.org/op"
"gioui.org/unit"
_ "gioui.org/app/internal/log"
)
// WindowOption configures a Window.
type Option func(opts *window.Options)
// Window represents an operating system window.
type Window struct {
driver window.Driver
gpu *gpu.GPU
out chan event.Event
in chan event.Event
ack chan struct{}
invalidates chan struct{}
frames chan *op.Ops
frameAck chan struct{}
stage system.Stage
animating bool
hasNextFrame bool
nextFrame time.Time
delayedDraw *time.Timer
queue Queue
callbacks callbacks
}
type callbacks struct {
w *Window
}
// Queue is an event.Queue implementation that distributes system events
// to the input handlers declared in the most recent frame.
type Queue struct {
q input.Router
}
// driverEvent is sent when a new native driver
// is available for the Window.
type driverEvent struct {
driver window.Driver
}
// Pre-allocate the ack event to avoid garbage.
var ackEvent event.Event
// NewWindow creates a new window for a set of window
// options. The options are hints; the platform is free to
// ignore or adjust them.
//
// If opts are nil, a set of sensible defaults are used.
//
// If the current program is running on iOS and Android,
// NewWindow returns the window previously created by the
// platform.
//
// BUG: Calling NewWindow more than once is not yet supported.
func NewWindow(options ...Option) *Window {
opts := &window.Options{
Width: unit.Dp(800),
Height: unit.Dp(600),
Title: "Gio",
}
for _, o := range options {
o(opts)
}
w := &Window{
in: make(chan event.Event),
out: make(chan event.Event),
ack: make(chan struct{}),
invalidates: make(chan struct{}, 1),
frames: make(chan *op.Ops),
frameAck: make(chan struct{}),
}
w.callbacks.w = w
go w.run(opts)
return w
}
// Events returns the channel where events are delivered.
func (w *Window) Events() <-chan event.Event {
return w.out
}
// Queue returns the Window's event queue. The queue contains
// the events received since the last frame.
func (w *Window) Queue() *Queue {
return &w.queue
}
// update updates the Window. Paint operations updates the
// window contents, input operations declare input handlers,
// and so on. The supplied operations list completely replaces
// the window state from previous calls.
func (w *Window) update(frame *op.Ops) {
w.frames <- frame
<-w.frameAck
}
func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame)
w.queue.q.Frame(frame)
switch w.queue.q.TextInputState() {
case input.TextInputOpen:
w.driver.ShowTextInput(true)
case input.TextInputClose:
w.driver.ShowTextInput(false)
}
if w.queue.q.Profiling() {
frameDur := time.Since(frameStart)
frameDur = frameDur.Truncate(100 * time.Microsecond)
q := 100 * time.Microsecond
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.gpu.Timings())
w.queue.q.AddProfile(profile.Event{Timings: timings})
}
if t, ok := w.queue.q.WakeupTime(); ok {
w.setNextFrame(t)
}
w.updateAnimation()
// Wait for the GPU goroutine to finish processing frame.
<-sync
}
// Invalidate the window such that a FrameEvent will be generated
// immediately. If the window is inactive, the event is sent when the
// window becomes active.
// Invalidate is safe for concurrent use.
func (w *Window) Invalidate() {
select {
case w.invalidates <- struct{}{}:
default:
}
}
func (w *Window) updateAnimation() {
animate := false
if w.delayedDraw != nil {
w.delayedDraw.Stop()
w.delayedDraw = nil
}
if w.stage >= system.StageRunning && w.hasNextFrame {
if dt := time.Until(w.nextFrame); dt <= 0 {
animate = true
} else {
w.delayedDraw = time.NewTimer(dt)
}
}
if animate != w.animating {
w.animating = animate
w.driver.SetAnimating(animate)
}
}
func (w *Window) setNextFrame(at time.Time) {
if !w.hasNextFrame || at.Before(w.nextFrame) {
w.hasNextFrame = true
w.nextFrame = at
}
}
func (c *callbacks) SetDriver(d window.Driver) {
c.Event(driverEvent{d})
}
func (c *callbacks) Event(e event.Event) {
c.w.in <- e
<-c.w.ack
}
func (w *Window) waitAck() {
// Send a dummy event; when it gets through we
// know the application has processed the previous event.
w.out <- ackEvent
}
// Prematurely destroy the window and wait for the native window
// destroy event.
func (w *Window) destroy(err error) {
// Ack the current event.
w.ack <- struct{}{}
w.out <- system.DestroyEvent{Err: err}
for e := range w.in {
w.ack <- struct{}{}
if _, ok := e.(system.DestroyEvent); ok {
return
}
}
}
func (w *Window) run(opts *window.Options) {
defer close(w.in)
defer close(w.out)
if err := window.NewWindow(&w.callbacks, opts); err != nil {
w.out <- system.DestroyEvent{Err: err}
return
}
for {
var timer <-chan time.Time
if w.delayedDraw != nil {
timer = w.delayedDraw.C
}
select {
case <-timer:
w.setNextFrame(time.Time{})
w.updateAnimation()
case <-w.invalidates:
w.setNextFrame(time.Time{})
w.updateAnimation()
case e := <-w.in:
switch e2 := e.(type) {
case system.StageEvent:
if w.gpu != nil {
if e2.Stage < system.StageRunning {
w.gpu.Release()
w.gpu = nil
} else {
w.gpu.Refresh()
}
}
w.stage = e2.Stage
w.updateAnimation()
w.out <- e
w.waitAck()
case window.FrameEvent:
if e2.Size == (image.Point{}) {
panic(errors.New("internal error: zero-sized Draw"))
}
if w.stage < system.StageRunning {
// No drawing if not visible.
break
}
frameStart := time.Now()
w.hasNextFrame = false
e2.Frame = w.update
w.out <- e2.FrameEvent
var err error
if w.gpu != nil {
if e2.Sync {
w.gpu.Refresh()
}
if err = w.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
}
} else {
var ctx gl.Context
ctx, err = w.driver.NewContext()
if err == nil {
w.gpu, err = gpu.NewGPU(ctx)
}
}
var frame *op.Ops
// Wait for either a frame or an ack event to go
// through, which means that the client didn't give us
// a frame.
gotFrame := false
select {
case frame = <-w.frames:
gotFrame = true
case w.out <- ackEvent:
}
if err != nil {
if gotFrame {
w.frameAck <- struct{}{}
}
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.gpu.Flush(); err != nil {
w.gpu.Release()
w.gpu = nil
w.destroy(err)
return
}
}
case *system.CommandEvent:
w.out <- e
w.waitAck()
case driverEvent:
w.driver = e2.driver
case system.DestroyEvent:
w.out <- e2
w.ack <- struct{}{}
return
case event.Event:
if w.queue.q.Add(e2) {
w.setNextFrame(time.Time{})
w.updateAnimation()
}
w.out <- e
}
w.ack <- struct{}{}
}
}
}
func (q *Queue) Events(k event.Key) []event.Event {
return q.q.Events(k)
}
// Title sets the title of the window.
func Title(t string) Option {
return func(opts *window.Options) {
opts.Title = t
}
}
// Size sets the size of the window.
func Size(w, h unit.Value) Option {
if w.V <= 0 {
panic("width must be larger than or equal to 0")
}
if h.V <= 0 {
panic("height must be larger than or equal to 0")
}
return func(opts *window.Options) {
opts.Width = w
opts.Height = h
}
}
func (driverEvent) ImplementsEvent() {}