mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
app,app/internal/wm: fold context MakeCurrent/ReleaseCurrent into Lock/Unlock
While here, make context Refresh useful and remove the redundant MakeCurrent from the window loop. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -72,16 +72,9 @@ func (c *d3d11Context) Present() error {
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}
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func (c *d3d11Context) Refresh() error {
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return nil
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}
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func (c *d3d11Context) MakeCurrent() error {
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var width, height int
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c.win.w.Run(func() {
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_, width, height = c.win.HWND()
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})
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_, width, height = c.win.HWND()
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if c.renderTarget != nil && width == c.width && height == c.height {
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c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
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return nil
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}
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c.releaseFBO()
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@@ -112,14 +105,13 @@ func (c *d3d11Context) MakeCurrent() error {
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}
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c.renderTarget = renderTarget
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c.depthView = depthView
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c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
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return nil
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}
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func (c *d3d11Context) ReleaseCurrent() {}
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func (c *d3d11Context) Lock() {}
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func (c *d3d11Context) Lock() error {
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c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
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return nil
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}
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func (c *d3d11Context) Unlock() {}
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@@ -35,33 +35,23 @@ func (c *context) Release() {
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}
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func (c *context) Refresh() error {
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return nil
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}
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func (c *context) MakeCurrent() error {
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c.Context.ReleaseSurface()
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var (
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win *C.ANativeWindow
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width, height int
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)
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// Run on main thread. Deadlock is avoided because MakeCurrent is only
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// called during a FrameEvent.
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c.win.callbacks.Run(func() {
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win, width, height = c.win.nativeWindow(c.Context.VisualID())
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})
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win, width, height = c.win.nativeWindow(c.Context.VisualID())
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if win == nil {
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return nil
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}
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eglSurf := egl.NativeWindowType(unsafe.Pointer(win))
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if err := c.Context.CreateSurface(eglSurf, width, height); err != nil {
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return err
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}
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if err := c.Context.MakeCurrent(); err != nil {
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return err
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}
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return nil
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return c.Context.CreateSurface(eglSurf, width, height)
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}
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func (c *context) Lock() {}
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func (c *context) Lock() error {
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return c.Context.MakeCurrent()
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}
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func (c *context) Unlock() {}
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func (c *context) Unlock() {
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c.Context.ReleaseCurrent()
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}
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@@ -50,10 +50,6 @@ func (c *context) Release() {
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}
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func (c *context) Refresh() error {
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return nil
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}
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func (c *context) MakeCurrent() error {
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c.Context.ReleaseSurface()
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if c.eglWin != nil {
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C.wl_egl_window_destroy(c.eglWin)
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@@ -69,12 +65,13 @@ func (c *context) MakeCurrent() error {
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}
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c.eglWin = eglWin
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eglSurf := egl.NativeWindowType(uintptr(unsafe.Pointer(eglWin)))
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if err := c.Context.CreateSurface(eglSurf, width, height); err != nil {
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return err
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}
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return c.Context.CreateSurface(eglSurf, width, height)
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}
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func (c *context) Lock() error {
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return c.Context.MakeCurrent()
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}
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func (c *context) Lock() {}
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func (c *context) Unlock() {}
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func (c *context) Unlock() {
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c.Context.ReleaseCurrent()
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}
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@@ -35,18 +35,12 @@ func (c *glContext) Release() {
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}
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func (c *glContext) Refresh() error {
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return nil
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}
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func (c *glContext) MakeCurrent() error {
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c.Context.ReleaseSurface()
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var (
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win windows.Handle
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width, height int
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)
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c.win.w.Run(func() {
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win, width, height = c.win.HWND()
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})
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win, width, height = c.win.HWND()
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eglSurf := egl.NativeWindowType(win)
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if err := c.Context.CreateSurface(eglSurf, width, height); err != nil {
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return err
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@@ -55,9 +49,14 @@ func (c *glContext) MakeCurrent() error {
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return err
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}
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c.Context.EnableVSync(true)
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c.Context.ReleaseCurrent()
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return nil
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}
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func (c *glContext) Lock() {}
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func (c *glContext) Lock() error {
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return c.Context.MakeCurrent()
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}
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func (c *glContext) Unlock() {}
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func (c *glContext) Unlock() {
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c.Context.ReleaseCurrent()
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}
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@@ -33,10 +33,6 @@ func (c *x11Context) Release() {
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}
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func (c *x11Context) Refresh() error {
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return nil
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}
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func (c *x11Context) MakeCurrent() error {
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c.Context.ReleaseSurface()
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win, width, height := c.win.window()
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eglSurf := egl.NativeWindowType(uintptr(win))
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@@ -47,9 +43,14 @@ func (c *x11Context) MakeCurrent() error {
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return err
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}
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c.Context.EnableVSync(true)
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c.Context.ReleaseCurrent()
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return nil
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}
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func (c *x11Context) Lock() {}
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func (c *x11Context) Lock() error {
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return c.Context.MakeCurrent()
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}
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func (c *x11Context) Unlock() {}
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func (c *x11Context) Unlock() {
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c.Context.ReleaseCurrent()
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}
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@@ -97,15 +97,18 @@ func (c *context) Present() error {
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return nil
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}
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func (c *context) Lock() {}
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func (c *context) Unlock() {}
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func (c *context) Refresh() error {
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func (c *context) Lock() error {
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if C.gio_makeCurrent(c.ctx) == 0 {
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return errors.New("[EAGLContext setCurrentContext] failed")
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}
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return nil
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}
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func (c *context) MakeCurrent() error {
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func (c *context) Unlock() {
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C.gio_makeCurrent(0)
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}
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func (c *context) Refresh() error {
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if C.gio_makeCurrent(c.ctx) == 0 {
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return errors.New("[EAGLContext setCurrentContext] failed")
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}
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@@ -139,10 +142,6 @@ func (c *context) MakeCurrent() error {
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return nil
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}
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func (c *context) ReleaseCurrent() {
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C.gio_makeCurrent(0)
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}
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func (w *window) NewContext() (Context, error) {
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return newContext(w)
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}
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@@ -50,7 +50,9 @@ func (c *context) Present() error {
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return nil
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}
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func (c *context) Lock() {}
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func (c *context) Lock() error {
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return nil
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}
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func (c *context) Unlock() {}
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@@ -58,12 +60,6 @@ func (c *context) Refresh() error {
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return nil
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}
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func (c *context) MakeCurrent() error {
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return nil
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}
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func (c *context) ReleaseCurrent() {}
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func (w *window) NewContext() (Context, error) {
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return newContext(w)
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}
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@@ -68,11 +68,14 @@ func (c *context) Present() error {
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return nil
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}
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func (c *context) Lock() {
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func (c *context) Lock() error {
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C.gio_lockContext(c.ctx)
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C.gio_makeCurrentContext(c.ctx)
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return nil
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}
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func (c *context) Unlock() {
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C.gio_clearCurrentContext()
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C.gio_unlockContext(c.ctx)
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}
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@@ -83,17 +86,6 @@ func (c *context) Refresh() error {
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return nil
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}
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func (c *context) MakeCurrent() error {
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c.Lock()
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defer c.Unlock()
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C.gio_makeCurrentContext(c.ctx)
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return nil
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}
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func (c *context) ReleaseCurrent() {
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C.gio_clearCurrentContext()
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}
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func (w *window) NewContext() (Context, error) {
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return newContext(w)
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}
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@@ -69,11 +69,9 @@ type Callbacks interface {
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type Context interface {
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API() gpu.API
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Present() error
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MakeCurrent() error
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ReleaseCurrent()
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Refresh() error
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Release()
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Lock()
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Lock() error
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Unlock()
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}
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+25
-30
@@ -17,14 +17,12 @@ type renderLoop struct {
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drawing bool
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err error
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ctx wm.Context
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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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ctx wm.Context
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frames chan frame
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results chan frameResult
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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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@@ -39,11 +37,9 @@ type frameResult struct {
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func newLoop(ctx wm.Context) (*renderLoop, error) {
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l := &renderLoop{
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ctx: ctx,
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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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ctx: ctx,
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frames: make(chan frame),
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results: make(chan frameResult),
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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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@@ -65,25 +61,35 @@ func (l *renderLoop) renderLoop(ctx wm.Context) error {
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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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if err := ctx.Lock(); err != nil {
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initErr <- err
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return
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}
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defer ctx.ReleaseCurrent()
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g, err := gpu.New(ctx.API())
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if err != nil {
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ctx.Unlock()
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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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defer func() {
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if err := ctx.Lock(); err != nil {
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return
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}
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defer ctx.Unlock()
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g.Release()
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}()
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ctx.Unlock()
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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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var res frameResult
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res.err = ctx.Lock()
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if res.err != nil {
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l.results <- res
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break
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}
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if runtime.GOOS == "js" {
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// Use transparent black when Gio is embedded, to allow mixing of Gio and
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// foreign content below.
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@@ -94,7 +100,6 @@ func (l *renderLoop) renderLoop(ctx wm.Context) error {
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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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@@ -134,16 +139,6 @@ 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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+6
-14
@@ -149,6 +149,7 @@ func (w *Window) validateAndProcess(driver wm.Driver, frameStart time.Time, size
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if err != nil {
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return err
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}
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sync = true
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}
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w.loop, err = newLoop(w.ctx)
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if err != nil {
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@@ -156,6 +157,11 @@ func (w *Window) validateAndProcess(driver wm.Driver, frameStart time.Time, size
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return err
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}
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}
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if sync && w.ctx != nil {
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w.driverRun(func(_ wm.Driver) {
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w.ctx.Refresh()
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})
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}
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w.processFrame(frameStart, size, frame)
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if sync && w.loop != nil {
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if err := w.loop.Flush(); err != nil {
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@@ -416,13 +422,6 @@ func (w *Window) destroy(err error) {
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}
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}
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func (w *Window) refresh() {
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w.driverRun(func(_ wm.Driver) {
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w.ctx.Refresh()
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})
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w.loop.Refresh()
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}
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func (w *Window) destroyGPU() {
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if w.loop != nil {
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w.loop.Release()
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@@ -484,8 +483,6 @@ func (w *Window) run(opts *wm.Options) {
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w.loop.Release()
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w.loop = nil
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}
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} else {
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w.refresh()
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}
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}
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w.stage = e2.Stage
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@@ -505,11 +502,6 @@ func (w *Window) run(opts *wm.Options) {
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e2.Frame = w.update
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e2.Queue = &w.queue
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w.out <- e2.FrameEvent
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if w.loop != nil {
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if e2.Sync {
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w.refresh()
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}
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}
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frame, gotFrame := w.waitFrame()
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err := w.validateAndProcess(driver, frameStart, e2.Size, e2.Sync, frame)
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if gotFrame {
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Reference in New Issue
Block a user