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internal/graphicscommand: add Terminate
This change reduces a render thread usage in internal/ui. Updates #2714
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@ -39,3 +39,9 @@ func runOnRenderThread(f func(), sync bool) {
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// This blocking is expected as double-buffering is used.
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// This blocking is expected as double-buffering is used.
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theRenderThread.CallAsync(f)
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theRenderThread.CallAsync(f)
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}
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}
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func Terminate() {
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// Post a task to the render thread to ensure all the queued functions are executed.
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// This is necessary especially for GLFW. glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
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theRenderThread.Call(func() {})
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}
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@ -1397,9 +1397,7 @@ func (u *UserInterface) update() (float64, float64, error) {
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func (u *UserInterface) loopGame() (ferr error) {
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func (u *UserInterface) loopGame() (ferr error) {
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defer func() {
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defer func() {
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// Post a task to the render thread to ensure all the queued functions are executed.
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graphicscommand.Terminate()
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// glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
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u.renderThread.Call(func() {})
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u.mainThread.Call(func() {
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u.mainThread.Call(func() {
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if err := glfw.Terminate(); err != nil {
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if err := glfw.Terminate(); err != nil {
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ferr = err
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ferr = err
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