Commit Graph

199 Commits

Author SHA1 Message Date
Elias Naur 8d9612f9aa layout,app,io/system: move Queue from app.Window to FrameEvent
Change gioui.org/commit/0e70fbc1262920a69c60409285795b6bb8701b09
added a note that app.Window.Queue must only be used during the
processing of a FrameEvent. The change was added because a Gio
user took the existence of app.Window.Queue to mean it was always
available.

This change reduces the scope of window Queues by moving it from Window
to FrameEvent, and minimizes the risk of misuse by not offering
Window.Queue at all.

Note that the gioui.org/commit/a937a7653439333b8c6fc30c7a6039b717339766
change moved Window's Frame method (named Update) to FrameEvent for the
same reason.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-05-03 21:04:52 +02:00
Elias Naur 0e70fbc126 app: add note about the safe use of Window.Queue.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-29 10:22:02 +02:00
Elias Naur 4bde9fbcaa app/internal/log: add synchronized logger on Android
By default, the standard library log package outputs to stderr.
However, stderr is redirected through a pipe to the Android logger,
so recent writes may be not have been sent when os.Exit is called.

The log.Fatal family of functions does just that: write to the log
and call os.Exit.

To ensure all messages are sent, register a synchronized logger at
startup.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-29 10:03:07 +02:00
Elias Naur 51e4df7707 app/internal/log: fix typo
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-29 09:08:11 +02:00
Elias Naur 533bf953f9 app/internal/cocoainit: enable multithread support in Cocoa
According to

https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/Multithreading/CreatingThreads/CreatingThreads.html#//apple_ref/doc/uid/20000738-125024

Cocoa is by default not multithread-safe for programs that use the posix
api for creating threads:

"
For multithreaded applications, Cocoa frameworks use locks and other
forms of internal synchronization to ensure they behave correctly. To
prevent these locks from degrading performance in the single-threaded
case, however, Cocoa does not create them until the application spawns
its first new thread using the NSThread class. If you spawn threads
using only POSIX thread routines, Cocoa does not receive the
notifications it needs to know that your application is now
multithreaded. When that happens, operations involving the Cocoa
frameworks may destabilize or crash your application.
"

That includes Go programs.

The fix, as discovered by Steeve Morin, is to create and launch
an empty NSThread.

Add a package that does that, and use it everywhere Cocoa is used.

Sigh.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-23 21:13:19 +02:00
Elias Naur 02d4316c56 gpu: reset to the default framebuffer on reset
The macOS backend doesn't re-create contexts, holding on to the first
created instead. Make sure the GPU leaves the default framebuffer bound,
in case the context is re-used.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-23 00:27:04 +02:00
Elias Naur aefc6f3625 app/internal/window: [Android] use correct JNI Call variant for registerFragment
While we're here,

- replace the registerFragment trampoline with a general variadic
CallVoidMethod trampoline.
- Use UTF-16 for passing strings to Java. Java's modified UTF-8 encoding differ
from Go's in corner cases.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-20 20:54:50 +02:00
Elias Naur ae77377f7b app: [Android] replace PlatformHandle with JavaVM, AppContext methods
Clearer and fewer types.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-20 20:21:39 +02:00
Elias Naur 10f932137c app: fix NewWindow comment
Window options are a list now, not a struct.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-20 20:08:01 +02:00
Elias Naur 30b46ded6b internal/window: [Android] remove unused C function
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-20 19:11:04 +02:00
Elias Naur 1ad891ff67 app/internal: fix Android build
pkg-config doesn't exist for Android.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-04-01 13:04:40 +02:00
Elias Naur 38ed6d1569 app/internal: use pkg-config for finding system headers and libraries
I've resisted relying on pkg-config in the hope that hard-coded include and
library paths would suffice. However, apart from having to work around some
distro-specific differences, building with hardcoded include paths fails when
building on a buildroot:

	x86_64-buildroot-linux-gnu-gcc: ERROR: unsafe header/library path used in cross-compilation: '-I/usr/include/wayland'

(see #91)

Andri mentions a workaround (prefixing paths with "="), but that doesn't seem
to work on the BSDs.

Let's see how pkg-config fares. It's an extra dependency, but it promises to keep
us isolated from the varying paths on Linux distrobutions.

Updates #91

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-23 12:03:38 +01:00
Elias Naur a3101c9454 app/internal/window,app/internal/egl: avoid X11 dependency in EGL
EGL is window system agnostic, but its egl.h header includex X11
headers by default. Use the MESA_EGL_NO_X11_HEADERS define to avoid
it, fixing the "nox11" build for systems without X11 headers installed.

Fixes #91

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-20 20:58:17 +01:00
Egon Elbre acd32c31a2 app/internal/d3d11: enable VSync
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-15 20:58:30 +01:00
Elias Naur 7fba3bb8fe gpu/backend: remove clear color and depth state
Specifying the clear color and depth at the time of clearing is
less error prone and a better for modern GPU APIs. As a bonus, we
can get rid of the BufferAttachment type.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-15 12:25:56 +01:00
Egon Elbre 7c1a21ce56 add f32color.RGBA
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-12 13:21:34 +01:00
Elias Naur 7024a0e691 gpu: fix depth buffer on direct3d and headless opengl
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-11 17:45:16 +01:00
Elias Naur 61529c2cb6 gpu: fix clip intersection with the D3D backend
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-03-11 16:23:35 +01:00
Elias Naur bd7c7a108a app/internal/window: (Windows) don't send zero-sized draw requests
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 16:15:55 +01:00
Elias Naur 22e15da67c app/internal/window: (Windows) return all errors from NewContext
Instead of just returning the first error (from Direct3D), return
the errors from all attempts.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 15:39:04 +01:00
Elias Naur 0ceccf3c93 app/internal/d3d11: try more floating point formats
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 13:01:48 +01:00
Elias Naur b3a3c34088 app/internal/d3d11: detect hardware floating point support
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-29 10:52:04 +01:00
Elias Naur b194a0ce58 internal/cmd/convertshaders: target 9.1 compatibility shader model
Direct3D 11 supports Direct3D 9.1 level hardware, but only if the shaders are
compiled for target 4_0_level_9_1.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:22:58 +01:00
Elias Naur 1d3a9fb2d6 internal/cmd/convertshaders: replace fxc.exe with D3DCompile
D3DCompile successfully compiles shaders fxc.exe doesn't. As a bonus
the DirectX SDK is no longer required (it includes fxc.exe).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:14:54 +01:00
Elias Naur a448825d48 app/internal/d3d11: only clear depth buffer if it exists
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 14:50:39 +00:00
Elias Naur 73fc5e1482 app/internal/d3d11: return structured ErrorCode errors from d3d functions
While here, change the ErrorCode.Code field type to uint32 to better reflect
its native counterpart.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 13:49:56 +01:00
Elias Naur 2fd7e2dd9b app/internal/d3d11: fix GOOS=windows GOARCH=386 build
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 09:58:23 +01:00
Elias Naur bfb50cef5d all: remove unused fields, functions and add missing error handling
Credit to staticcheck.io.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 22:26:54 +01:00
Elias Naur e03b3cd808 app/internal/d3d11: add Direct3D backend
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:35 +01:00
Elias Naur d65bfdc275 internal/cmd/convertshaders: use gofmt to format output
In particular, the simplifying "-s" flag to gofmt ensures that the automatic
test for unformatted Go source files won't complain.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:31 +01:00
Elias Naur 3043c4243a gpu/backend: add support for GLSL 1.50
Apple's OpenGL 3.2 Core implementation doesn't accept 1.30.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur dd6a247326 gpu/backend: add support for desktop OpenGL 3
In particular, add the GLSL 1.30 shader variant. Sigh.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur a0c4688d0c app/headless,gpu/gl: make ReadPixels y-flipping backend specific
The Direct3D backend doesn't need y-flipping, so don't do it unconditionally in
package app/headless.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 6213daa3e9 app: recover from transient Present errors
Some GPU APIs such as Direct3D can return an error after drawing
a frame indicating a transient device error. Recreate device and
retry if it happens.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 7ff2f60412 app/headless: add lower-level backend tests
Add a series of low level gpu.Backend tests to assure the correct behaviour of
Backends. The immediate use is debugging of the Direct3D port, in the future
for developing new backends.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 55c74d3159 app/headless: setup default Viewport in NewWindow
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:58 +01:00
Elias Naur 0d266c413d gpu,gpu/backend: implement GLSL 300 es shader variants
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:58 +01:00
Elias Naur 3a5a2cff6b app/internal/glimpl: add gl functions for uniform buffers
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:37 +01:00
Elias Naur 5cd5d49108 gpu/backend: move backend interface types to a separate package
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 50e98d1e13 app/headless: handle error from Framebuffer.ReadPixels
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 2df50dda8e app/headless: remove unusued parameters to newContext
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur b4c163e437 gpu: Move Bind methods to Backend
Having Backend.Bind* methods better matches both opengl and d3d.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 055fa97343 app/headless: Release Window after testing it
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur f305f71b20 app/headless: re-implement Screenshot on top of Backend
The new Framebuffer.ReadPixels method is enough to implement
Window.Screenshot. Use that instead of the OpenGL-specific
implementation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 1f43bfa0e4 app/internal/egl: remove Windows error message dialog when EGL fails to load
The error message is not appropriate where there are multiple backends,
and there's a much better chance Gio will run with the direct3d backend
where no external DLLs are required.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur cf7d702a39 app/internal/window: remove unsafe cast
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 05485a79a6 app/internal/srgb: rename NewSRGBFBO to New and SRGBFBO to FBO
The srgb package was recently created to contain just the sRGB
emulation, but the names weren't shortened accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur b34216c124 app/headless: remove OpenGL assumptions
To prepare package headless for multiple backends, refactor the common headless
driver to no longer assume an OpenGL context. Instead, introduce a headless
backend type and the OpenGL implementation, glBackend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:21 +01:00
Elias Naur 94fdc26cb5 app,app/headless: expose Backends from window and headless contexts
This is a refactoring change to prepare for another gpu.Backend
implementations.

Notably, app/loop.go no longer imports gpu/gl.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:21 +01:00
Elias Naur e3f8d1a1af app/internal/window: (Windows) report pressed buttons for Move events
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-26 10:57:30 +01:00