mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-06 09:55:40 +00:00
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>
This commit is contained in:
+30
-24
@@ -37,13 +37,12 @@ type GPU struct {
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ack chan struct{}
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ack chan struct{}
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stop chan struct{}
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stop chan struct{}
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stopped chan struct{}
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stopped chan struct{}
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ops drawOps
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}
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}
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type frame struct {
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type frame struct {
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collectStats bool
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collectStats bool
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viewport image.Point
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viewport image.Point
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ops drawOps
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ops *op.Ops
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}
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}
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type frameResult struct {
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type frameResult struct {
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@@ -246,11 +245,13 @@ func NewGPU(ctx gl.Context) (*GPU, error) {
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results: make(chan frameResult),
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results: make(chan frameResult),
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refresh: make(chan struct{}),
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refresh: make(chan struct{}),
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refreshErr: make(chan error),
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refreshErr: make(chan error),
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ack: make(chan struct{}),
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// Ack is buffered so GPU commands can be issued after
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stop: make(chan struct{}),
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// ack'ing the frame.
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stopped: make(chan struct{}),
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ack: make(chan struct{}, 1),
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pathCache: newOpCache(),
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stop: make(chan struct{}),
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cache: newResourceCache(),
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stopped: make(chan struct{}),
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pathCache: newOpCache(),
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cache: newResourceCache(),
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}
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}
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if err := g.renderLoop(ctx); err != nil {
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if err := g.renderLoop(ctx); err != nil {
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return nil, err
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return nil, err
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@@ -284,12 +285,15 @@ func (g *GPU) renderLoop(glctx gl.Context) error {
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var timers *timers
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var timers *timers
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var zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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var zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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initErr <- nil
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initErr <- nil
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var drawOps drawOps
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loop:
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loop:
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for {
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for {
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select {
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select {
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case <-g.refresh:
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case <-g.refresh:
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g.refreshErr <- glctx.MakeCurrent()
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g.refreshErr <- glctx.MakeCurrent()
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case frame := <-g.frames:
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case frame := <-g.frames:
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drawOps.reset(g.cache, frame.viewport)
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drawOps.collect(g.cache, frame.ops, frame.viewport)
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glctx.Lock()
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glctx.Lock()
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frameStart := time.Now()
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frameStart := time.Now()
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if frame.collectStats && timers == nil && ctx.caps.EXT_disjoint_timer_query {
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if frame.collectStats && timers == nil && ctx.caps.EXT_disjoint_timer_query {
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@@ -300,41 +304,42 @@ func (g *GPU) renderLoop(glctx gl.Context) error {
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cleanupTimer = timers.newTimer()
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cleanupTimer = timers.newTimer()
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defer timers.release()
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defer timers.release()
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}
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}
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ops := frame.ops
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// Upload path data to GPU before ack'ing the frame
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// Upload path data to GPU before ack'ing the frame data for re-use.
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// ops for re-use.
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for _, p := range ops.pathOps {
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for _, p := range drawOps.pathOps {
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if _, exists := g.pathCache.get(p.pathKey); !exists {
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if _, exists := g.pathCache.get(p.pathKey); !exists {
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data := buildPath(r.ctx, p.pathVerts)
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data := buildPath(r.ctx, p.pathVerts)
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g.pathCache.put(p.pathKey, data)
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g.pathCache.put(p.pathKey, data)
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}
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}
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p.pathVerts = nil
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p.pathVerts = nil
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}
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}
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// Signal that we're done with the frame ops.
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g.ack <- struct{}{}
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g.ack <- struct{}{}
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r.blitter.viewport = frame.viewport
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r.blitter.viewport = frame.viewport
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r.pather.viewport = frame.viewport
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r.pather.viewport = frame.viewport
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for _, img := range ops.imageOps {
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for _, img := range drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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expandPathOp(img.path, img.clip)
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}
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}
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if frame.collectStats {
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if frame.collectStats {
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zopsTimer.begin()
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zopsTimer.begin()
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}
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}
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ctx.DepthFunc(gl.GREATER)
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ctx.DepthFunc(gl.GREATER)
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ctx.ClearColor(ops.clearColor[0], ops.clearColor[1], ops.clearColor[2], 1.0)
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ctx.ClearColor(drawOps.clearColor[0], drawOps.clearColor[1], drawOps.clearColor[2], 1.0)
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ctx.ClearDepthf(0.0)
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ctx.ClearDepthf(0.0)
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ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
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ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
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r.drawZOps(ops.zimageOps)
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r.drawZOps(drawOps.zimageOps)
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zopsTimer.end()
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zopsTimer.end()
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stencilTimer.begin()
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stencilTimer.begin()
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ctx.Enable(gl.BLEND)
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ctx.Enable(gl.BLEND)
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r.packStencils(&ops.pathOps)
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r.packStencils(&drawOps.pathOps)
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r.stencilClips(g.pathCache, ops.pathOps)
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r.stencilClips(g.pathCache, drawOps.pathOps)
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r.packIntersections(ops.imageOps)
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r.packIntersections(drawOps.imageOps)
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r.intersect(ops.imageOps)
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r.intersect(drawOps.imageOps)
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stencilTimer.end()
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stencilTimer.end()
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coverTimer.begin()
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coverTimer.begin()
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ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
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ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
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r.drawOps(ops.imageOps)
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r.drawOps(drawOps.imageOps)
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ctx.Disable(gl.BLEND)
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ctx.Disable(gl.BLEND)
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r.pather.stenciler.invalidateFBO()
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r.pather.stenciler.invalidateFBO()
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coverTimer.end()
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coverTimer.end()
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@@ -398,16 +403,17 @@ func (g *GPU) Refresh() {
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g.setErr(<-g.refreshErr)
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g.setErr(<-g.refreshErr)
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}
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}
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func (g *GPU) Draw(profile bool, viewport image.Point, root *op.Ops) {
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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 (g *GPU) Draw(profile bool, viewport image.Point, frameOps *op.Ops) <-chan struct{} {
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if g.err != nil {
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if g.err != nil {
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return
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g.ack <- struct{}{}
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return g.ack
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}
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}
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g.Flush()
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g.Flush()
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g.ops.reset(g.cache, viewport)
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g.frames <- frame{profile, viewport, frameOps}
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g.ops.collect(g.cache, root, viewport)
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g.frames <- frame{profile, viewport, g.ops}
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<-g.ack
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g.drawing = true
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g.drawing = true
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return g.ack
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}
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}
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func (g *GPU) setErr(err error) {
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func (g *GPU) setErr(err error) {
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+3
-1
@@ -122,7 +122,7 @@ func (w *Window) update(frame *op.Ops) {
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}
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}
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func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
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func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
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w.gpu.Draw(w.queue.q.Profiling(), size, frame)
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sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame)
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w.queue.q.Frame(frame)
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w.queue.q.Frame(frame)
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switch w.queue.q.TextInputState() {
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switch w.queue.q.TextInputState() {
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case input.TextInputOpen:
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case input.TextInputOpen:
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@@ -141,6 +141,8 @@ func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
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w.setNextFrame(t)
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w.setNextFrame(t)
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}
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}
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w.updateAnimation()
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w.updateAnimation()
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// Wait for the GPU goroutine to finish processing frame.
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<-sync
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}
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}
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// Invalidate the window such that a FrameEvent will be generated
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// Invalidate the window such that a FrameEvent will be generated
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