mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
app,app/internal/gpu: split render loop from GPU
The policy of rendering on a separate goroutine is separate from the actual rendering. Reflect that by introducing the RenderLoop type for driving a GPU from a separate goroutine. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -32,9 +32,9 @@ type textureTriple struct {
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typ gl.Enum
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}
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func newContext(glctx gl.Context) (*context, error) {
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func newContext(glctx *gl.Functions) (*context, error) {
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ctx := &context{
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Functions: glctx.Functions(),
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Functions: glctx,
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}
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exts := strings.Split(ctx.GetString(gl.EXTENSIONS), " ")
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glVer := ctx.GetString(gl.VERSION)
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+82
-183
@@ -8,7 +8,6 @@ import (
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"image"
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"image/color"
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"math"
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"runtime"
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"strings"
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"time"
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"unsafe"
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@@ -23,31 +22,15 @@ import (
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)
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type GPU struct {
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drawing bool
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summary string
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err error
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pathCache *opCache
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cache *resourceCache
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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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collectStats bool
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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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summary string
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err error
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timers *timers
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frameStart time.Time
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zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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drawOps drawOps
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ctx *context
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renderer *renderer
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}
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type renderer struct {
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@@ -239,187 +222,103 @@ var (
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attribUV gl.Attrib = 1
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)
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func New(ctx gl.Context) (*GPU, error) {
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func New(ctx *gl.Functions) (*GPU, error) {
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g := &GPU{
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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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pathCache: newOpCache(),
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cache: newResourceCache(),
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}
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if err := g.renderLoop(ctx); err != nil {
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if err := g.init(ctx); err != nil {
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return nil, err
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}
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return g, nil
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}
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func (g *GPU) renderLoop(glctx gl.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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runtime.LockOSThread()
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// Don't UnlockOSThread to avoid reuse by the Go runtime.
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defer close(g.stopped)
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if err := glctx.MakeCurrent(); err != nil {
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initErr <- err
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return
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}
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ctx, err := newContext(glctx)
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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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initErr <- nil
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defer glctx.Release()
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defer g.cache.release(ctx)
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defer g.pathCache.release(ctx)
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r := newRenderer(ctx)
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defer r.release()
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var timers *timers
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var zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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var drawOps drawOps
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loop:
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for {
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select {
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case <-g.refresh:
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g.refreshErr <- glctx.MakeCurrent()
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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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frameStart := time.Now()
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if frame.collectStats && timers == nil && ctx.caps.EXT_disjoint_timer_query {
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timers = newTimers(ctx)
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zopsTimer = timers.newTimer()
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stencilTimer = timers.newTimer()
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coverTimer = timers.newTimer()
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cleanupTimer = timers.newTimer()
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defer timers.release()
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}
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// Upload path data to GPU before ack'ing the frame
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// ops for re-use.
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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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data := buildPath(r.ctx, p.pathVerts)
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g.pathCache.put(p.pathKey, data)
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}
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p.pathVerts = nil
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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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r.blitter.viewport = frame.viewport
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r.pather.viewport = frame.viewport
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for _, img := range drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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}
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if frame.collectStats {
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zopsTimer.begin()
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}
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ctx.DepthFunc(gl.GREATER)
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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.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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r.drawZOps(drawOps.zimageOps)
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zopsTimer.end()
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stencilTimer.begin()
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ctx.Enable(gl.BLEND)
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r.packStencils(&drawOps.pathOps)
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r.stencilClips(g.pathCache, drawOps.pathOps)
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r.packIntersections(drawOps.imageOps)
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r.intersect(drawOps.imageOps)
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stencilTimer.end()
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coverTimer.begin()
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ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
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r.drawOps(drawOps.imageOps)
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ctx.Disable(gl.BLEND)
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r.pather.stenciler.invalidateFBO()
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coverTimer.end()
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err := glctx.Present()
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cleanupTimer.begin()
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g.cache.frame(ctx)
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g.pathCache.frame(ctx)
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cleanupTimer.end()
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var res frameResult
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if frame.collectStats && timers.ready() {
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zt, st, covt, cleant := zopsTimer.Elapsed, stencilTimer.Elapsed, coverTimer.Elapsed, cleanupTimer.Elapsed
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ft := zt + st + covt + cleant
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q := 100 * time.Microsecond
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zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
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frameDur := time.Since(frameStart).Round(q)
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ft = ft.Round(q)
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res.summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
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}
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res.err = err
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glctx.Unlock()
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g.results <- res
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case <-g.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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func (g *GPU) init(glctx *gl.Functions) error {
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ctx, err := newContext(glctx)
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if err != nil {
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return err
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}
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g.ctx = ctx
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g.renderer = newRenderer(ctx)
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return nil
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}
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func (g *GPU) Release() {
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// Flush error.
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g.Flush()
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close(g.stop)
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<-g.stopped
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g.stop = nil
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g.renderer.release()
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g.pathCache.release(g.ctx)
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g.cache.release(g.ctx)
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if g.timers != nil {
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g.timers.release()
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}
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}
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func (g *GPU) Flush() error {
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if g.drawing {
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st := <-g.results
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g.setErr(st.err)
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if st.summary != "" {
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g.summary = st.summary
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func (g *GPU) Collect(profile bool, viewport image.Point, frameOps *op.Ops) {
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g.drawOps.reset(g.cache, viewport)
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g.drawOps.collect(g.cache, frameOps, viewport)
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g.frameStart = time.Now()
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if profile && g.timers == nil && g.ctx.caps.EXT_disjoint_timer_query {
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g.timers = newTimers(g.ctx)
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g.zopsTimer = g.timers.newTimer()
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g.stencilTimer = g.timers.newTimer()
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g.coverTimer = g.timers.newTimer()
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g.cleanupTimer = g.timers.newTimer()
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}
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for _, p := range g.drawOps.pathOps {
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if _, exists := g.pathCache.get(p.pathKey); !exists {
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data := buildPath(g.ctx, p.pathVerts)
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g.pathCache.put(p.pathKey, data)
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}
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g.drawing = false
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p.pathVerts = nil
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}
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return g.err
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}
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func (g *GPU) Timings() string {
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return g.summary
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func (g *GPU) Frame(profile bool, viewport image.Point) {
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g.renderer.blitter.viewport = viewport
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g.renderer.pather.viewport = viewport
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for _, img := range g.drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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}
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if profile {
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g.zopsTimer.begin()
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}
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g.ctx.DepthFunc(gl.GREATER)
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g.ctx.ClearColor(g.drawOps.clearColor[0], g.drawOps.clearColor[1], g.drawOps.clearColor[2], 1.0)
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g.ctx.ClearDepthf(0.0)
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g.ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawZOps(g.drawOps.zimageOps)
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g.zopsTimer.end()
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g.stencilTimer.begin()
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g.ctx.Enable(gl.BLEND)
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g.renderer.packStencils(&g.drawOps.pathOps)
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g.renderer.stencilClips(g.pathCache, g.drawOps.pathOps)
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g.renderer.packIntersections(g.drawOps.imageOps)
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g.renderer.intersect(g.drawOps.imageOps)
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g.stencilTimer.end()
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g.coverTimer.begin()
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawOps(g.drawOps.imageOps)
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g.ctx.Disable(gl.BLEND)
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g.renderer.pather.stenciler.invalidateFBO()
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g.coverTimer.end()
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}
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func (g *GPU) Refresh() {
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if g.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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g.Flush()
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g.refresh <- struct{}{}
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g.setErr(<-g.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 (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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g.ack <- struct{}{}
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return g.ack
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}
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g.Flush()
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g.frames <- frame{profile, viewport, frameOps}
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g.drawing = true
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return g.ack
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}
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func (g *GPU) setErr(err error) {
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if g.err == nil {
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g.err = err
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func (g *GPU) EndFrame(profile bool) string {
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g.cleanupTimer.begin()
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g.cache.frame(g.ctx)
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g.pathCache.frame(g.ctx)
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g.cleanupTimer.end()
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var summary string
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if profile && g.timers.ready() {
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zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
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ft := zt + st + covt + cleant
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q := 100 * time.Microsecond
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zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
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frameDur := time.Since(g.frameStart).Round(q)
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ft = ft.Round(q)
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summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
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}
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return summary
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}
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func (r *renderer) texHandle(t *texture) gl.Texture {
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+152
@@ -0,0 +1,152 @@
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// 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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"runtime"
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"gioui.org/app/internal/gl"
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"gioui.org/app/internal/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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collectStats bool
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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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summary string
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err error
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}
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func newLoop(ctx gl.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(glctx gl.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 := glctx.MakeCurrent(); 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(glctx.Functions())
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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 glctx.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 <- glctx.MakeCurrent()
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case frame := <-l.frames:
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glctx.Lock()
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g.Collect(frame.collectStats, 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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g.Frame(frame.collectStats, frame.viewport)
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var res frameResult
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res.err = glctx.Present()
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res.summary = g.EndFrame(frame.collectStats)
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glctx.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.summary != "" {
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l.summary = st.summary
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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(profile bool, 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{profile, 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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+19
-20
@@ -9,7 +9,6 @@ import (
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"time"
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|
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"gioui.org/app/internal/gl"
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"gioui.org/app/internal/gpu"
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"gioui.org/app/internal/input"
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"gioui.org/app/internal/window"
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"gioui.org/io/event"
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@@ -27,7 +26,7 @@ type Option func(opts *window.Options)
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// Window represents an operating system window.
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type Window struct {
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driver window.Driver
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gpu *gpu.GPU
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loop *renderLoop
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// driverFuncs is a channel of functions to run when
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||||
// the Window has a valid driver.
|
||||
@@ -127,7 +126,7 @@ func (w *Window) update(frame *op.Ops) {
|
||||
}
|
||||
|
||||
func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
|
||||
sync := w.gpu.Draw(w.queue.q.Profiling(), size, frame)
|
||||
sync := w.loop.Draw(w.queue.q.Profiling(), size, frame)
|
||||
w.queue.q.Frame(frame)
|
||||
switch w.queue.q.TextInputState() {
|
||||
case input.TextInputOpen:
|
||||
@@ -139,7 +138,7 @@ func (w *Window) draw(frameStart time.Time, size image.Point, frame *op.Ops) {
|
||||
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())
|
||||
timings := fmt.Sprintf("tot:%7s %s", frameDur.Round(q), w.loop.Summary())
|
||||
w.queue.q.AddProfile(profile.Event{Timings: timings})
|
||||
}
|
||||
if t, ok := w.queue.q.WakeupTime(); ok {
|
||||
@@ -218,9 +217,9 @@ func (w *Window) destroy(err error) {
|
||||
}
|
||||
|
||||
func (w *Window) destroyGPU() {
|
||||
if w.gpu != nil {
|
||||
w.gpu.Release()
|
||||
w.gpu = nil
|
||||
if w.loop != nil {
|
||||
w.loop.Release()
|
||||
w.loop = nil
|
||||
}
|
||||
}
|
||||
|
||||
@@ -252,12 +251,12 @@ func (w *Window) run(opts *window.Options) {
|
||||
case e := <-w.in:
|
||||
switch e2 := e.(type) {
|
||||
case system.StageEvent:
|
||||
if w.gpu != nil {
|
||||
if w.loop != nil {
|
||||
if e2.Stage < system.StageRunning {
|
||||
w.gpu.Release()
|
||||
w.gpu = nil
|
||||
w.loop.Release()
|
||||
w.loop = nil
|
||||
} else {
|
||||
w.gpu.Refresh()
|
||||
w.loop.Refresh()
|
||||
}
|
||||
}
|
||||
w.stage = e2.Stage
|
||||
@@ -277,19 +276,19 @@ func (w *Window) run(opts *window.Options) {
|
||||
e2.Frame = w.update
|
||||
w.out <- e2.FrameEvent
|
||||
var err error
|
||||
if w.gpu != nil {
|
||||
if w.loop != nil {
|
||||
if e2.Sync {
|
||||
w.gpu.Refresh()
|
||||
w.loop.Refresh()
|
||||
}
|
||||
if err = w.gpu.Flush(); err != nil {
|
||||
w.gpu.Release()
|
||||
w.gpu = nil
|
||||
if err = w.loop.Flush(); err != nil {
|
||||
w.loop.Release()
|
||||
w.loop = nil
|
||||
}
|
||||
} else {
|
||||
var ctx gl.Context
|
||||
ctx, err = w.driver.NewContext()
|
||||
if err == nil {
|
||||
w.gpu, err = gpu.New(ctx)
|
||||
w.loop, err = newLoop(ctx)
|
||||
if err != nil {
|
||||
ctx.Release()
|
||||
}
|
||||
@@ -318,9 +317,9 @@ func (w *Window) run(opts *window.Options) {
|
||||
w.frameAck <- struct{}{}
|
||||
}
|
||||
if e2.Sync {
|
||||
if err := w.gpu.Flush(); err != nil {
|
||||
w.gpu.Release()
|
||||
w.gpu = nil
|
||||
if err := w.loop.Flush(); err != nil {
|
||||
w.loop.Release()
|
||||
w.loop = nil
|
||||
w.destroy(err)
|
||||
return
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user