app: lock explicitly before refreshing contexts

Signed-off-by: Joe Julian <me@joejulian.name>
This commit is contained in:
Joe Julian
2026-04-20 16:51:31 -07:00
parent dfe4ff0200
commit b9aa9e59f7
4 changed files with 92 additions and 9 deletions
-3
View File
@@ -115,9 +115,6 @@ func (c *context) Unlock() {
}
func (c *context) Refresh() error {
if C.gio_makeCurrent(c.ctx) == 0 {
return errors.New("[EAGLContext setCurrentContext] failed")
}
if !c.init {
c.init = true
c.frameBuffer = c.c.CreateFramebuffer()
+1
View File
@@ -169,6 +169,7 @@ type context interface {
API() gpu.API
RenderTarget() (gpu.RenderTarget, error)
Present() error
// Refresh assumes the context is already locked and current.
Refresh() error
Release()
Lock() error
+6 -6
View File
@@ -149,6 +149,12 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
sync = true
}
}
if w.ctx != nil {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
}
if sync && w.ctx != nil {
if err := w.ctx.Refresh(); err != nil {
if errors.Is(err, errOutOfDate) {
@@ -163,12 +169,6 @@ func (w *Window) validateAndProcess(size image.Point, sync bool, frame *op.Ops,
return err
}
}
if w.ctx != nil {
if err := w.ctx.Lock(); err != nil {
w.destroyGPU()
return err
}
}
if w.gpu == nil && !w.nocontext {
gpu, err := gpu.New(w.ctx.API())
if err != nil {
+85
View File
@@ -0,0 +1,85 @@
// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"image"
"image/color"
"testing"
"gioui.org/gpu"
"gioui.org/op"
)
func TestValidateAndProcessLocksBeforeRefresh(t *testing.T) {
ctx := &testContext{}
w := &Window{
ctx: ctx,
gpu: &testGPU{},
}
if err := w.validateAndProcess(image.Pt(320, 240), true, new(op.Ops), nil); err != nil {
t.Fatalf("validateAndProcess returned error: %v", err)
}
want := []string{"lock", "refresh", "render-target", "present", "unlock"}
if got := ctx.ops; !equalStringSlices(got, want) {
t.Fatalf("unexpected call order:\n got %v\n want %v", got, want)
}
}
type testContext struct {
ops []string
}
func (c *testContext) API() gpu.API {
return nil
}
func (c *testContext) RenderTarget() (gpu.RenderTarget, error) {
c.ops = append(c.ops, "render-target")
return gpu.OpenGLRenderTarget{}, nil
}
func (c *testContext) Present() error {
c.ops = append(c.ops, "present")
return nil
}
func (c *testContext) Refresh() error {
c.ops = append(c.ops, "refresh")
return nil
}
func (c *testContext) Release() {}
func (c *testContext) Lock() error {
c.ops = append(c.ops, "lock")
return nil
}
func (c *testContext) Unlock() {
c.ops = append(c.ops, "unlock")
}
type testGPU struct{}
func (g *testGPU) Release() {}
func (g *testGPU) Clear(color.NRGBA) {}
func (g *testGPU) Frame(*op.Ops, gpu.RenderTarget, image.Point) error {
return nil
}
func equalStringSlices(a, b []string) bool {
if len(a) != len(b) {
return false
}
for i := range a {
if a[i] != b[i] {
return false
}
}
return true
}