mirror of
https://git.sr.ht/~eliasnaur/gio
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691adf4e77
According to #565 X11 GPU drivers don't deal well with recreation of EGL surfaces. Thanks to Walter Schneider for debugging this issue and coming up with the original patch. Fixes: https://todo.sr.ht/~eliasnaur/gio/565 Co-authored-by: Walter Werner SCHNEIDER <contact@schnwalter.eu> Signed-off-by: Elias Naur <mail@eliasnaur.com>
92 lines
1.9 KiB
Go
92 lines
1.9 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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//go:build ((linux && !android) || freebsd) && !nowayland && !noopengl
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// +build linux,!android freebsd
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// +build !nowayland
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// +build !noopengl
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package app
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import (
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"errors"
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"unsafe"
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"gioui.org/internal/egl"
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)
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/*
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#cgo linux pkg-config: egl wayland-egl
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#cgo freebsd openbsd LDFLAGS: -lwayland-egl
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#cgo CFLAGS: -DEGL_NO_X11
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#include <EGL/egl.h>
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#include <wayland-client.h>
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#include <wayland-egl.h>
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*/
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import "C"
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type wlContext struct {
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win *window
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*egl.Context
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eglWin *C.struct_wl_egl_window
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}
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func init() {
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newWaylandEGLContext = func(w *window) (context, error) {
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disp := egl.NativeDisplayType(unsafe.Pointer(w.display()))
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ctx, err := egl.NewContext(disp)
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if err != nil {
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return nil, err
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}
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return &wlContext{Context: ctx, win: w}, nil
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}
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}
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func (c *wlContext) Release() {
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if c.Context != nil {
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c.Context.Release()
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c.Context = nil
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}
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if c.eglWin != nil {
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C.wl_egl_window_destroy(c.eglWin)
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c.eglWin = nil
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}
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}
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func (c *wlContext) Refresh() error {
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c.Context.ReleaseSurface()
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if c.eglWin != nil {
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C.wl_egl_window_destroy(c.eglWin)
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c.eglWin = nil
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}
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surf, width, height := c.win.surface()
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if surf == nil {
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return errors.New("wayland: no surface")
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}
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eglWin := C.wl_egl_window_create(surf, C.int(width), C.int(height))
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if eglWin == nil {
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return errors.New("wayland: wl_egl_window_create failed")
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}
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c.eglWin = eglWin
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eglSurf := egl.NativeWindowType(uintptr(unsafe.Pointer(eglWin)))
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if err := c.Context.CreateSurface(eglSurf); err != nil {
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return err
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}
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if err := c.Context.MakeCurrent(); err != nil {
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return err
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}
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defer c.Context.ReleaseCurrent()
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// We're in charge of the frame callbacks, don't let eglSwapBuffers
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// wait for callbacks that may never arrive.
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c.Context.EnableVSync(false)
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return nil
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}
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func (c *wlContext) Lock() error {
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return c.Context.MakeCurrent()
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}
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func (c *wlContext) Unlock() {
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c.Context.ReleaseCurrent()
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}
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