Files
gio/app/internal/window/window.go
T
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

123 lines
2.3 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
// Package window implements platform specific windows
// and GPU contexts.
package window
import (
"errors"
"math"
"time"
"gioui.org/gpu/backend"
"gioui.org/io/event"
"gioui.org/io/system"
"gioui.org/unit"
)
type Options struct {
Width, Height unit.Value
Title string
}
type FrameEvent struct {
system.FrameEvent
Sync bool
}
type Callbacks interface {
SetDriver(d Driver)
Event(e event.Event)
}
type Context interface {
Backend() (backend.Device, error)
Present() error
MakeCurrent() error
Release()
Lock()
Unlock()
}
// ErrDeviceLost is returned from Context.Present when
// the underlying GPU device is gone and should be
// recreated.
var ErrDeviceLost = errors.New("GPU device lost")
// Driver is the interface for the platform implementation
// of a window.
type Driver interface {
// SetAnimating sets the animation flag. When the window is animating,
// FrameEvents are delivered as fast as the display can handle them.
SetAnimating(anim bool)
// ShowTextInput updates the virtual keyboard state.
ShowTextInput(show bool)
NewContext() (Context, error)
}
type windowRendezvous struct {
in chan windowAndOptions
out chan windowAndOptions
errs chan error
}
type windowAndOptions struct {
window Callbacks
opts *Options
}
// config implements the system.Config interface.
type config struct {
// Device pixels per dp.
pxPerDp float32
// Device pixels per sp.
pxPerSp float32
now time.Time
}
func (c *config) Now() time.Time {
return c.now
}
func (c *config) Px(v unit.Value) int {
var r float32
switch v.U {
case unit.UnitPx:
r = v.V
case unit.UnitDp:
r = c.pxPerDp * v.V
case unit.UnitSp:
r = c.pxPerSp * v.V
default:
panic("unknown unit")
}
return int(math.Round(float64(r)))
}
func newWindowRendezvous() *windowRendezvous {
wr := &windowRendezvous{
in: make(chan windowAndOptions),
out: make(chan windowAndOptions),
errs: make(chan error),
}
go func() {
var main windowAndOptions
var out chan windowAndOptions
for {
select {
case w := <-wr.in:
var err error
if main.window != nil {
err = errors.New("multiple windows are not supported")
}
wr.errs <- err
main = w
out = wr.out
case out <- main:
}
}
}()
return wr
}