Files
gio/app/loop.go
T
Elias Naur 9df56f44e9 app: avoid deadlock on context refresh
The platform GPU context must be Refreshed on the window event thread,
but our rendering loop must not, because it may also want access to the
window event thread.

Fixes gio#236

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-06-22 19:35:00 +02:00

164 lines
3.2 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package app
import (
"image"
"image/color"
"runtime"
"gioui.org/app/internal/wm"
"gioui.org/gpu"
"gioui.org/op"
)
type renderLoop struct {
summary string
drawing bool
err error
ctx wm.Context
frames chan frame
results chan frameResult
refresh chan struct{}
refreshErr chan error
ack chan struct{}
stop chan struct{}
stopped chan struct{}
}
type frame struct {
viewport image.Point
ops *op.Ops
}
type frameResult struct {
profile string
err error
}
func newLoop(ctx wm.Context) (*renderLoop, error) {
l := &renderLoop{
ctx: ctx,
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{}),
}
if err := l.renderLoop(ctx); err != nil {
return nil, err
}
return l, nil
}
func (l *renderLoop) renderLoop(ctx wm.Context) error {
// GL Operations must happen on a single OS thread, so
// pass initialization result through a channel.
initErr := make(chan error)
go func() {
defer close(l.stopped)
runtime.LockOSThread()
// Don't UnlockOSThread to avoid reuse by the Go runtime.
if err := ctx.MakeCurrent(); err != nil {
initErr <- err
return
}
g, err := gpu.New(ctx.API())
if err != nil {
initErr <- err
return
}
defer g.Release()
initErr <- nil
loop:
for {
select {
case <-l.refresh:
l.refreshErr <- ctx.MakeCurrent()
case frame := <-l.frames:
ctx.Lock()
if runtime.GOOS == "js" {
// Use transparent black when Gio is embedded, to allow mixing of Gio and
// foreign content below.
g.Clear(color.NRGBA{A: 0x00, R: 0x00, G: 0x00, B: 0x00})
} else {
g.Clear(color.NRGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff})
}
g.Collect(frame.viewport, frame.ops)
// Signal that we're done with the frame ops.
l.ack <- struct{}{}
var res frameResult
res.err = g.Frame()
if res.err == nil {
res.err = ctx.Present()
}
res.profile = g.Profile()
ctx.Unlock()
l.results <- res
case <-l.stop:
break loop
}
}
}()
return <-initErr
}
func (l *renderLoop) Release() {
// Flush error.
l.Flush()
close(l.stop)
<-l.stopped
l.stop = nil
}
func (l *renderLoop) Flush() error {
if l.drawing {
st := <-l.results
l.setErr(st.err)
if st.profile != "" {
l.summary = st.profile
}
l.drawing = false
}
return l.err
}
func (l *renderLoop) Summary() string {
return l.summary
}
func (l *renderLoop) Refresh() {
if l.err != nil {
return
}
// Make sure any pending frame is complete.
l.Flush()
l.refresh <- struct{}{}
l.setErr(<-l.refreshErr)
}
// Draw initiates a draw of a frame. It returns a channel
// than signals when the frame is no longer being accessed.
func (l *renderLoop) Draw(viewport image.Point, frameOps *op.Ops) <-chan struct{} {
if l.err != nil {
l.ack <- struct{}{}
return l.ack
}
l.Flush()
l.frames <- frame{viewport, frameOps}
l.drawing = true
return l.ack
}
func (l *renderLoop) setErr(err error) {
if l.err == nil {
l.err = err
}
}