Files
gio/app/loop.go
T
Elias Naur 7d84e419c9 gpu,gpu/headless,app/internal/wm: add explicit RenderTarget API
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to
the render target current when Frame is called.

Modern GPU API such as Metal don't have a concept of a current render
target, and the target even changes each frame.

Add RenderTarget and add an explicit target argument to GPU.Frame as
well as the underlying driver.Device.BeginFrame.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:45:23 +01:00

160 lines
3.1 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
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),
// 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.Lock(); err != nil {
initErr <- err
return
}
g, err := gpu.New(ctx.API())
if err != nil {
ctx.Unlock()
initErr <- err
return
}
defer func() {
if err := ctx.Lock(); err != nil {
return
}
defer ctx.Unlock()
g.Release()
}()
ctx.Unlock()
initErr <- nil
loop:
for {
select {
case frame := <-l.frames:
var res frameResult
res.err = ctx.Lock()
if res.err != nil {
l.results <- res
break
}
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{}{}
res.err = g.Frame(ctx.RenderTarget())
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
}
// 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
}
}