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internal/ui: bug fix: deadlock at Layout with Ebiten's image functions called
Closes #2079
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68
internal/processtest/testdata/issue2079.go
vendored
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68
internal/processtest/testdata/issue2079.go
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@ -0,0 +1,68 @@
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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// +build ignore
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package main
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import (
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"errors"
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"image/color"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var regularTermination = errors.New("regular termination")
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type Game struct {
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count int
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}
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func (g *Game) Update() error {
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g.count++
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if g.count >= 2 {
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return regularTermination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(width, height int) (int, int) {
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// Ebiten's image function should be able to be called even in Layout.
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done := make(chan struct{})
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timeout := time.After(time.Second)
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go func() {
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select {
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case <-done:
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case <-timeout:
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panic("timeout")
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}
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}()
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defer close(done)
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i := ebiten.NewImage(width, height)
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i.Fill(color.White)
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i.Dispose()
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return width, height
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}
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func main() {
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if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
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panic(err)
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}
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}
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@ -79,7 +79,7 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
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return nil
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return nil
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}
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) (err error) {
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if err := theGlobalState.error(); err != nil {
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if err := theGlobalState.error(); err != nil {
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return err
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return err
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}
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}
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@ -90,16 +90,29 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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return nil
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return nil
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}
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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}
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debug.Logf("----\n")
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debug.Logf("----\n")
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if err := buffered.BeginFrame(graphicsDriver); err != nil {
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if err := buffered.BeginFrame(graphicsDriver); err != nil {
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return err
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return err
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}
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}
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defer func() {
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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err1 := graphics.LockAndResetVertices(func() error {
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if err := buffered.EndFrame(graphicsDriver); err != nil {
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return err
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}
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return nil
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})
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if err == nil {
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err = err1
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}
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}()
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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}
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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if !c.updateCalled && updateCount == 0 {
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@ -128,12 +141,7 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// All the vertices data are consumed at the end of the frame, and the data backend can be
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// available after that. Until then, lock the vertices backend.
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// available after that. Until then, lock the vertices backend.
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return graphics.LockAndResetVertices(func() error {
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return nil
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if err := buffered.EndFrame(graphicsDriver); err != nil {
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return err
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}
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return nil
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})
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}
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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