mirror of
https://git.sr.ht/~eliasnaur/gio
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8ff6546285
NewDevice creates a Device given an API, which is the necessary GPU resources for a backend. Convert gpu.New to take an API instead of a backend.Device directly. In turn, this frees us to later unexport the backend package along with the backend implementations (for now just gioui.org/gpu/gl for OpenGL). It also allows programs that embed Gio (such as gioui.org/example/glfw) to freely choose a backend, not just OpenGL. Signed-off-by: Elias Naur <mail@eliasnaur.com>
89 lines
2.0 KiB
Go
89 lines
2.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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// +build darwin,!ios
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package window
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import (
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"gioui.org/gpu"
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"gioui.org/internal/glimpl"
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)
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/*
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#include <CoreFoundation/CoreFoundation.h>
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#include <CoreGraphics/CoreGraphics.h>
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#include <AppKit/AppKit.h>
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#include <OpenGL/gl3.h>
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__attribute__ ((visibility ("hidden"))) CFTypeRef gio_createGLView(void);
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__attribute__ ((visibility ("hidden"))) CFTypeRef gio_contextForView(CFTypeRef viewRef);
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__attribute__ ((visibility ("hidden"))) void gio_makeCurrentContext(CFTypeRef ctx);
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__attribute__ ((visibility ("hidden"))) void gio_flushContextBuffer(CFTypeRef ctx);
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__attribute__ ((visibility ("hidden"))) void gio_clearCurrentContext(void);
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__attribute__ ((visibility ("hidden"))) void gio_lockContext(CFTypeRef ctxRef);
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__attribute__ ((visibility ("hidden"))) void gio_unlockContext(CFTypeRef ctxRef);
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*/
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import "C"
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type context struct {
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c *glimpl.Functions
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ctx C.CFTypeRef
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view C.CFTypeRef
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}
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func init() {
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viewFactory = func() C.CFTypeRef {
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return C.gio_createGLView()
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}
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}
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func newContext(w *window) (*context, error) {
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view := w.contextView()
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ctx := C.gio_contextForView(view)
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c := &context{
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ctx: ctx,
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view: view,
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}
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return c, nil
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}
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func (c *context) API() gpu.API {
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return gpu.OpenGL{}
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}
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func (c *context) Release() {
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c.Lock()
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defer c.Unlock()
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C.gio_clearCurrentContext()
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// We could release the context with [view clearGLContext]
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// and rely on [view openGLContext] auto-creating a new context.
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// However that second context is not properly set up by
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// OpenGLContextView, so we'll stay on the safe side and keep
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// the first context around.
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}
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func (c *context) Present() error {
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// Assume the caller already locked the context.
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C.glFlush()
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return nil
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}
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func (c *context) Lock() {
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C.gio_lockContext(c.ctx)
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}
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func (c *context) Unlock() {
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C.gio_unlockContext(c.ctx)
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}
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func (c *context) MakeCurrent() error {
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c.Lock()
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defer c.Unlock()
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C.gio_makeCurrentContext(c.ctx)
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return nil
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}
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func (w *window) NewContext() (Context, error) {
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return newContext(w)
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}
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