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:
Elias Naur
2019-11-29 19:42:29 +01:00
parent 8cec7d1a40
commit 5fa3dbc70d
4 changed files with 255 additions and 205 deletions
+82 -183
View File
@@ -8,7 +8,6 @@ import (
"image"
"image/color"
"math"
"runtime"
"strings"
"time"
"unsafe"
@@ -23,31 +22,15 @@ import (
)
type GPU struct {
drawing bool
summary string
err error
pathCache *opCache
cache *resourceCache
frames chan frame
results chan frameResult
refresh chan struct{}
refreshErr chan error
ack chan struct{}
stop chan struct{}
stopped chan struct{}
}
type frame struct {
collectStats bool
viewport image.Point
ops *op.Ops
}
type frameResult struct {
summary string
err error
timers *timers
frameStart time.Time
zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
drawOps drawOps
ctx *context
renderer *renderer
}
type renderer struct {
@@ -239,187 +222,103 @@ var (
attribUV gl.Attrib = 1
)
func New(ctx gl.Context) (*GPU, error) {
func New(ctx *gl.Functions) (*GPU, error) {
g := &GPU{
frames: make(chan frame),
results: make(chan frameResult),
refresh: make(chan struct{}),
refreshErr: make(chan error),
// Ack is buffered so GPU commands can be issued after
// ack'ing the frame.
ack: make(chan struct{}, 1),
stop: make(chan struct{}),
stopped: make(chan struct{}),
pathCache: newOpCache(),
cache: newResourceCache(),
}
if err := g.renderLoop(ctx); err != nil {
if err := g.init(ctx); err != nil {
return nil, err
}
return g, nil
}
func (g *GPU) renderLoop(glctx gl.Context) error {
// GL Operations must happen on a single OS thread, so
// pass initialization result through a channel.
initErr := make(chan error)
go func() {
runtime.LockOSThread()
// Don't UnlockOSThread to avoid reuse by the Go runtime.
defer close(g.stopped)
if err := glctx.MakeCurrent(); err != nil {
initErr <- err
return
}
ctx, err := newContext(glctx)
if err != nil {
initErr <- err
return
}
initErr <- nil
defer glctx.Release()
defer g.cache.release(ctx)
defer g.pathCache.release(ctx)
r := newRenderer(ctx)
defer r.release()
var timers *timers
var zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
var drawOps drawOps
loop:
for {
select {
case <-g.refresh:
g.refreshErr <- glctx.MakeCurrent()
case frame := <-g.frames:
drawOps.reset(g.cache, frame.viewport)
drawOps.collect(g.cache, frame.ops, frame.viewport)
glctx.Lock()
frameStart := time.Now()
if frame.collectStats && timers == nil && ctx.caps.EXT_disjoint_timer_query {
timers = newTimers(ctx)
zopsTimer = timers.newTimer()
stencilTimer = timers.newTimer()
coverTimer = timers.newTimer()
cleanupTimer = timers.newTimer()
defer timers.release()
}
// Upload path data to GPU before ack'ing the frame
// ops for re-use.
for _, p := range drawOps.pathOps {
if _, exists := g.pathCache.get(p.pathKey); !exists {
data := buildPath(r.ctx, p.pathVerts)
g.pathCache.put(p.pathKey, data)
}
p.pathVerts = nil
}
// Signal that we're done with the frame ops.
g.ack <- struct{}{}
r.blitter.viewport = frame.viewport
r.pather.viewport = frame.viewport
for _, img := range drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
if frame.collectStats {
zopsTimer.begin()
}
ctx.DepthFunc(gl.GREATER)
ctx.ClearColor(drawOps.clearColor[0], drawOps.clearColor[1], drawOps.clearColor[2], 1.0)
ctx.ClearDepthf(0.0)
ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
r.drawZOps(drawOps.zimageOps)
zopsTimer.end()
stencilTimer.begin()
ctx.Enable(gl.BLEND)
r.packStencils(&drawOps.pathOps)
r.stencilClips(g.pathCache, drawOps.pathOps)
r.packIntersections(drawOps.imageOps)
r.intersect(drawOps.imageOps)
stencilTimer.end()
coverTimer.begin()
ctx.Viewport(0, 0, frame.viewport.X, frame.viewport.Y)
r.drawOps(drawOps.imageOps)
ctx.Disable(gl.BLEND)
r.pather.stenciler.invalidateFBO()
coverTimer.end()
err := glctx.Present()
cleanupTimer.begin()
g.cache.frame(ctx)
g.pathCache.frame(ctx)
cleanupTimer.end()
var res frameResult
if frame.collectStats && timers.ready() {
zt, st, covt, cleant := zopsTimer.Elapsed, stencilTimer.Elapsed, coverTimer.Elapsed, cleanupTimer.Elapsed
ft := zt + st + covt + cleant
q := 100 * time.Microsecond
zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
frameDur := time.Since(frameStart).Round(q)
ft = ft.Round(q)
res.summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
}
res.err = err
glctx.Unlock()
g.results <- res
case <-g.stop:
break loop
}
}
}()
return <-initErr
func (g *GPU) init(glctx *gl.Functions) error {
ctx, err := newContext(glctx)
if err != nil {
return err
}
g.ctx = ctx
g.renderer = newRenderer(ctx)
return nil
}
func (g *GPU) Release() {
// Flush error.
g.Flush()
close(g.stop)
<-g.stopped
g.stop = nil
g.renderer.release()
g.pathCache.release(g.ctx)
g.cache.release(g.ctx)
if g.timers != nil {
g.timers.release()
}
}
func (g *GPU) Flush() error {
if g.drawing {
st := <-g.results
g.setErr(st.err)
if st.summary != "" {
g.summary = st.summary
func (g *GPU) Collect(profile bool, viewport image.Point, frameOps *op.Ops) {
g.drawOps.reset(g.cache, viewport)
g.drawOps.collect(g.cache, frameOps, viewport)
g.frameStart = time.Now()
if profile && g.timers == nil && g.ctx.caps.EXT_disjoint_timer_query {
g.timers = newTimers(g.ctx)
g.zopsTimer = g.timers.newTimer()
g.stencilTimer = g.timers.newTimer()
g.coverTimer = g.timers.newTimer()
g.cleanupTimer = g.timers.newTimer()
}
for _, p := range g.drawOps.pathOps {
if _, exists := g.pathCache.get(p.pathKey); !exists {
data := buildPath(g.ctx, p.pathVerts)
g.pathCache.put(p.pathKey, data)
}
g.drawing = false
p.pathVerts = nil
}
return g.err
}
func (g *GPU) Timings() string {
return g.summary
func (g *GPU) Frame(profile bool, viewport image.Point) {
g.renderer.blitter.viewport = viewport
g.renderer.pather.viewport = viewport
for _, img := range g.drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
if profile {
g.zopsTimer.begin()
}
g.ctx.DepthFunc(gl.GREATER)
g.ctx.ClearColor(g.drawOps.clearColor[0], g.drawOps.clearColor[1], g.drawOps.clearColor[2], 1.0)
g.ctx.ClearDepthf(0.0)
g.ctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawZOps(g.drawOps.zimageOps)
g.zopsTimer.end()
g.stencilTimer.begin()
g.ctx.Enable(gl.BLEND)
g.renderer.packStencils(&g.drawOps.pathOps)
g.renderer.stencilClips(g.pathCache, g.drawOps.pathOps)
g.renderer.packIntersections(g.drawOps.imageOps)
g.renderer.intersect(g.drawOps.imageOps)
g.stencilTimer.end()
g.coverTimer.begin()
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawOps(g.drawOps.imageOps)
g.ctx.Disable(gl.BLEND)
g.renderer.pather.stenciler.invalidateFBO()
g.coverTimer.end()
}
func (g *GPU) Refresh() {
if g.err != nil {
return
}
// Make sure any pending frame is complete.
g.Flush()
g.refresh <- struct{}{}
g.setErr(<-g.refreshErr)
}
// Draw initiates a draw of a frame. It returns a channel
// than signals when the frame is no longer being accessed.
func (g *GPU) Draw(profile bool, viewport image.Point, frameOps *op.Ops) <-chan struct{} {
if g.err != nil {
g.ack <- struct{}{}
return g.ack
}
g.Flush()
g.frames <- frame{profile, viewport, frameOps}
g.drawing = true
return g.ack
}
func (g *GPU) setErr(err error) {
if g.err == nil {
g.err = err
func (g *GPU) EndFrame(profile bool) string {
g.cleanupTimer.begin()
g.cache.frame(g.ctx)
g.pathCache.frame(g.ctx)
g.cleanupTimer.end()
var summary string
if profile && g.timers.ready() {
zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
ft := zt + st + covt + cleant
q := 100 * time.Microsecond
zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
frameDur := time.Since(g.frameStart).Round(q)
ft = ft.Round(q)
summary = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
}
return summary
}
func (r *renderer) texHandle(t *texture) gl.Texture {