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https://github.com/hajimehoshi/ebiten.git
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all: separate the rendering thread from the main thread
Updates #1704 Closes #2512
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0fc21470e2
commit
34941ca083
@ -17,6 +17,7 @@ package metal
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import (
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"fmt"
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"math"
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"runtime"
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"sort"
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"unsafe"
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@ -86,7 +87,15 @@ func NewGraphics() (graphicsdriver.Graphics, error) {
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return nil, fmt.Errorf("metal: mtl.CreateSystemDefaultDevice failed")
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}
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return &Graphics{}, nil
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g := &Graphics{}
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if runtime.GOOS != "ios" {
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// Initializing a Metal device and a layer must be done in the main thread on macOS.
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if err := g.view.initialize(); err != nil {
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return nil, err
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}
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}
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return g, nil
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}
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func (g *Graphics) Begin() error {
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@ -356,9 +365,12 @@ func (g *Graphics) Initialize() error {
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g.dsss = map[stencilMode]mtl.DepthStencilState{}
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}
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if runtime.GOOS == "ios" {
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// Initializing a Metal device and a layer must be done in the render thread on iOS.
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if err := g.view.initialize(); err != nil {
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return err
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}
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}
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if g.transparent {
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g.view.ml.SetOpaque(false)
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}
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@ -36,6 +36,7 @@ func (v *view) update() {
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return
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}
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// TODO: Should this be called on the main thread?
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cocoaWindow := ns.NewWindow(v.window)
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cocoaWindow.ContentView().SetLayer(v.ml)
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cocoaWindow.ContentView().SetWantsLayer(true)
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@ -16,6 +16,7 @@ package thread
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import (
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"context"
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"runtime"
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)
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// OSThread represents an OS thread.
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@ -32,12 +33,13 @@ func NewOSThread() *OSThread {
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}
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}
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// Loop starts the thread loop until Stop is called.
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//
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// It is assumed that an OS thread is fixed by runtime.LockOSThread when Loop is called.
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// Loop starts the thread loop until Stop is called on the current OS thread.
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//
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// Loop must be called on the thread.
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func (t *OSThread) Loop(ctx context.Context) error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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for {
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select {
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case fn := <-t.funcs:
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@ -16,6 +16,7 @@ package ui
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import (
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"math"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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@ -57,6 +58,8 @@ type context struct {
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isOffscreenModified bool
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skipCount int
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setContextOnce sync.Once
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}
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func newContext(game Game) *context {
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@ -27,21 +27,24 @@ import (
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.context = newContext(game)
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.mainThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.mainThread)
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u.setRunning(true)
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defer u.setRunning(false)
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if err := u.init(options); err != nil {
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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u.mainThread = thread.NewOSThread()
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u.renderThread = thread.NewOSThread()
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graphicscommand.SetRenderThread(u.renderThread)
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ctx, cancel := stdcontext.WithCancel(stdcontext.Background())
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defer cancel()
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go func() {
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_ = u.renderThread.Loop(ctx)
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}()
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ch := make(chan error, 1)
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go func() {
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defer close(ch)
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@ -26,12 +26,13 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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// Initialize the main thread first so the thread is available at u.run (#809).
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u.mainThread = thread.NewNoopThread()
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graphicscommand.SetRenderThread(u.mainThread)
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u.renderThread = thread.NewNoopThread()
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graphicscommand.SetRenderThread(u.renderThread)
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u.setRunning(true)
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defer u.setRunning(false)
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if err := u.init(options); err != nil {
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if err := u.initOnMainThread(options); err != nil {
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return err
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}
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@ -111,6 +111,7 @@ type userInterfaceImpl struct {
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glContextSetOnce sync.Once
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mainThread threadInterface
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renderThread threadInterface
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m sync.RWMutex
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}
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@ -796,8 +797,7 @@ event:
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u.framebufferSizeCallbackCh = nil
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}
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// init must be called from the main thread.
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func (u *userInterfaceImpl) init(options *RunOptions) error {
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func (u *userInterfaceImpl) initOnMainThread(options *RunOptions) error {
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glfw.WindowHint(glfw.AutoIconify, glfw.False)
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decorated := glfw.False
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@ -1004,7 +1004,8 @@ func (u *userInterfaceImpl) update() (float64, float64, error) {
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func (u *userInterfaceImpl) loopGame() error {
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defer u.mainThread.Call(func() {
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u.window.Destroy()
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// An explicit destorying a window tries to delete a GL context on the main thread on Windows (wglDeleteContext),
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// but this causes an error unfortunately.
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glfw.Terminate()
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})
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for {
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@ -1026,7 +1027,7 @@ func (u *userInterfaceImpl) updateGame() error {
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}
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u.glContextSetOnce.Do(func() {
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u.mainThread.Call(func() {
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u.renderThread.Call(func() {
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if u.graphicsDriver.IsGL() {
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u.window.MakeContextCurrent()
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}
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@ -1037,13 +1038,13 @@ func (u *userInterfaceImpl) updateGame() error {
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return err
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}
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u.mainThread.Call(func() {
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u.renderThread.Call(func() {
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// Call updateVsync even though fpsMode is not updated.
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// When toggling to fullscreen, vsync state might be reset unexpectedly (#1787).
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u.updateVsync()
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u.updateVsyncOnRenderThread()
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// This works only for OpenGL.
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u.swapBuffers()
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u.swapBuffersOnRenderThread()
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})
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return nil
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@ -1083,8 +1084,7 @@ func (u *userInterfaceImpl) updateIconIfNeeded() {
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})
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}
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// swapBuffers must be called from the main thread.
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func (u *userInterfaceImpl) swapBuffers() {
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func (u *userInterfaceImpl) swapBuffersOnRenderThread() {
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if u.graphicsDriver.IsGL() {
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u.window.SwapBuffers()
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}
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@ -1260,8 +1260,7 @@ func (u *userInterfaceImpl) minimumWindowWidth() int {
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return 1
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}
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// updateVsync must be called on the main thread.
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func (u *userInterfaceImpl) updateVsync() {
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func (u *userInterfaceImpl) updateVsyncOnRenderThread() {
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if u.graphicsDriver.IsGL() {
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// SwapInterval is affected by the current monitor of the window.
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// This needs to be called at least after SetMonitor.
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@ -67,6 +67,7 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.graphicsDriver = g
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nintendosdk.InitializeGame()
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for {
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// TODO: Make a separate thread for rendering (#2512).
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nintendosdk.BeginFrame()
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gamepad.Update()
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u.updateInputState()
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