uidriver/glfw: Reduce (*thread).Call

This commit is contained in:
Hajime Hoshi 2020-10-17 04:21:07 +09:00
parent 1db7bed2a7
commit 7762f5dcec
2 changed files with 197 additions and 202 deletions

View File

@ -441,12 +441,11 @@ func (u *UserInterface) SetFullscreen(fullscreen bool) {
return
}
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
w, h := u.windowWidth, u.windowHeight
u.setWindowSize(w, h, fullscreen)
return nil
})
u.setWindowSize(w, h, fullscreen)
}
func (u *UserInterface) IsFocused() bool {
@ -600,7 +599,15 @@ func (u *UserInterface) Run(uicontext driver.UIContext) error {
}()
defer close(ch)
if err := u.run(); err != nil {
_ = u.t.Call(func() error {
if err := u.init(); err != nil {
ch <- err
}
return nil
})
if err := u.loop(); err != nil {
ch <- err
}
}()
@ -664,66 +671,61 @@ func (u *UserInterface) createWindow() error {
return nil
}
func (u *UserInterface) run() error {
if err := u.t.Call(func() error {
if u.Graphics().IsGL() {
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
} else {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
func (u *UserInterface) init() error {
if u.Graphics().IsGL() {
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
glfw.WindowHint(glfw.ContextVersionMajor, 2)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
} else {
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
}
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
decorated := glfw.False
if u.isInitWindowDecorated() {
decorated = glfw.True
}
glfw.WindowHint(glfw.Decorated, decorated)
transparent := glfw.False
if u.isInitScreenTransparent() {
transparent = glfw.True
}
glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
u.Graphics().SetTransparent(u.isInitScreenTransparent())
transparent := glfw.False
if u.isInitScreenTransparent() {
transparent = glfw.True
}
glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
u.Graphics().SetTransparent(u.isInitScreenTransparent())
resizable := glfw.False
if u.isInitWindowResizable() {
resizable = glfw.True
}
glfw.WindowHint(glfw.Resizable, resizable)
resizable := glfw.False
if u.isInitWindowResizable() {
resizable = glfw.True
}
glfw.WindowHint(glfw.Resizable, resizable)
floating := glfw.False
if u.isInitWindowFloating() {
floating = glfw.True
}
glfw.WindowHint(glfw.Floating, floating)
floating := glfw.False
if u.isInitWindowFloating() {
floating = glfw.True
}
glfw.WindowHint(glfw.Floating, floating)
focused := glfw.False
if u.isInitFocused() {
focused = glfw.True
}
glfw.WindowHint(glfw.FocusOnShow, focused)
focused := glfw.False
if u.isInitFocused() {
focused = glfw.True
}
glfw.WindowHint(glfw.FocusOnShow, focused)
// Set the window visible explicitly or the application freezes on Wayland (#974).
if os.Getenv("WAYLAND_DISPLAY") != "" {
glfw.WindowHint(glfw.Visible, glfw.True)
}
// Set the window visible explicitly or the application freezes on Wayland (#974).
if os.Getenv("WAYLAND_DISPLAY") != "" {
glfw.WindowHint(glfw.Visible, glfw.True)
}
if err := u.createWindow(); err != nil {
return err
}
if i := u.getInitIconImages(); i != nil {
u.window.SetIcon(i)
}
return nil
}); err != nil {
if err := u.createWindow(); err != nil {
return err
}
if i := u.getInitIconImages(); i != nil {
u.window.SetIcon(i)
}
setPosition := func() {
u.iwindow.SetPosition(u.getInitWindowPosition())
u.iwindow.setPosition(u.getInitWindowPosition())
}
setSize := func() {
ww, wh := u.getInitWindowSize()
@ -733,8 +735,8 @@ func (u *UserInterface) run() error {
}
// Set the window size and the window position in this order on Linux or other UNIX using X (#1118),
// but this should be inverted on Windows. This is very tricky, but there is no obvious way to solve this.
// This doesn't matter on macOS.
// but this should be inverted on Windows. This is very tricky, but there is no obvious way to solve
// this. This doesn't matter on macOS.
if runtime.GOOS == "windows" {
setPosition()
setSize()
@ -745,37 +747,26 @@ func (u *UserInterface) run() error {
// Maximizing a window requires a proper size and position. Call Maximize here (#1117).
if u.isInitWindowMaximized() {
_ = u.t.Call(func() error {
u.window.Maximize()
return nil
})
u.window.Maximize()
}
_ = u.t.Call(func() error {
u.title = u.getInitTitle()
u.window.SetTitle(u.title)
u.window.Show()
return nil
})
u.title = u.getInitTitle()
u.window.SetTitle(u.title)
u.window.Show()
var w uintptr
_ = u.t.Call(func() error {
w = u.nativeWindow()
return nil
})
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {
g.SetWindow(w)
g.SetWindow(u.nativeWindow())
}
return u.loop()
return nil
}
func (u *UserInterface) updateSize() {
var w, h int
_ = u.t.Call(func() error {
w, h = u.windowWidth, u.windowHeight
w, h := u.windowWidth, u.windowHeight
u.setWindowSize(w, h, u.isFullscreen())
return nil
})
u.setWindowSize(w, h, u.isFullscreen())
sizeChanged := false
_ = u.t.Call(func() error {
@ -823,12 +814,11 @@ func (u *UserInterface) update() error {
}
if u.isInitFullscreen() {
var w, h int
_ = u.t.Call(func() error {
w, h = u.window.GetSize()
w, h := u.window.GetSize()
u.setWindowSize(w, h, true)
return nil
})
u.setWindowSize(w, h, true)
u.setInitFullscreen(false)
}
@ -867,14 +857,13 @@ func (u *UserInterface) update() error {
}
// Update the screen size when the window is resizable.
var w, h int
_ = u.t.Call(func() error {
w, h = u.reqWidth, u.reqHeight
if w, h := u.reqWidth, u.reqHeight; w != 0 || h != 0 {
u.setWindowSize(w, h, u.isFullscreen())
}
return nil
})
if w != 0 || h != 0 {
u.setWindowSize(w, h, u.isFullscreen())
}
_ = u.t.Call(func() error {
u.reqWidth = 0
u.reqHeight = 0
@ -936,125 +925,123 @@ func (u *UserInterface) swapBuffers() {
}
}
// setWindowSize must be called from the main thread.
func (u *UserInterface) setWindowSize(width, height int, fullscreen bool) {
windowRecreated := false
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
return
}
_ = u.t.Call(func() error {
if u.windowWidth == width && u.windowHeight == height && u.isFullscreen() == fullscreen && u.lastDeviceScaleFactor == u.deviceScaleFactor() {
return nil
if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
u.lastDeviceScaleFactor = u.deviceScaleFactor()
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
var windowRecreated bool
if fullscreen {
if u.origPosX == invalidPos || u.origPosY == invalidPos {
u.origPosX, u.origPosY = u.window.GetPos()
}
m := currentMonitor(u.window)
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
// Swapping buffer is necesary to prevent the image lag (#1004).
// TODO: This might not work when vsync is disabled.
if u.Graphics().IsGL() {
glfw.PollEvents()
u.swapBuffers()
}
} else {
// On Windows, giving a too small width doesn't call a callback (#165).
// To prevent hanging up, return asap if the width is too small.
// 126 is an arbitrary number and I guess this is small enough.
minWindowWidth := int(u.toGLFWPixel(126))
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
if width < minWindowWidth {
width = minWindowWidth
}
if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
u.lastDeviceScaleFactor = u.deviceScaleFactor()
// To make sure the current existing framebuffers are rendered,
// swap buffers here before SetSize is called.
u.swapBuffers()
if fullscreen {
if u.origPosX == invalidPos || u.origPosY == invalidPos {
u.origPosX, u.origPosY = u.window.GetPos()
}
m := currentMonitor(u.window)
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
// Swapping buffer is necesary to prevent the image lag (#1004).
// TODO: This might not work when vsync is disabled.
if u.window.GetMonitor() != nil {
if u.Graphics().IsGL() {
// When OpenGL is used, swapping buffer is enough to solve the image-lag
// issue (#1004). Rather, recreating window destroys GPU resources.
// TODO: This might not work when vsync is disabled.
u.window.SetMonitor(nil, 0, 0, width, height, 0)
glfw.PollEvents()
u.swapBuffers()
}
} else {
// On Windows, giving a too small width doesn't call a callback (#165).
// To prevent hanging up, return asap if the width is too small.
// 126 is an arbitrary number and I guess this is small enough.
minWindowWidth := int(u.toGLFWPixel(126))
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
if width < minWindowWidth {
width = minWindowWidth
}
if u.window.GetMonitor() != nil {
if u.Graphics().IsGL() {
// When OpenGL is used, swapping buffer is enough to solve the image-lag
// issue (#1004). Rather, recreating window destroys GPU resources.
// TODO: This might not work when vsync is disabled.
u.window.SetMonitor(nil, 0, 0, width, height, 0)
glfw.PollEvents()
u.swapBuffers()
} else {
// Recreate the window since an image lag remains after coming back from
// fullscreen (#1004).
if u.window != nil {
u.window.Destroy()
u.window = nil
}
if err := u.createWindow(); err != nil {
// TODO: This should return an error.
panic(fmt.Sprintf("glfw: failed to recreate window: %v", err))
}
u.window.Show()
windowRecreated = true
} else {
// Recreate the window since an image lag remains after coming back from
// fullscreen (#1004).
if u.window != nil {
u.window.Destroy()
u.window = nil
}
}
if u.origPosX != invalidPos && u.origPosY != invalidPos {
x := u.origPosX
y := u.origPosY
u.window.SetPos(x, y)
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
// work with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(x+1, y)
u.window.SetPos(x, y)
if err := u.createWindow(); err != nil {
// TODO: This should return an error.
panic(fmt.Sprintf("glfw: failed to recreate window: %v", err))
}
u.origPosX = invalidPos
u.origPosY = invalidPos
u.window.Show()
windowRecreated = true
}
// Set the window size after the position. The order matters.
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
oldW, oldH := u.window.GetSize()
newW := width
newH := height
if oldW != newW || oldH != newH {
ch := make(chan struct{})
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
u.window.SetFramebufferSizeCallback(nil)
close(ch)
})
u.window.SetSize(newW, newH)
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
// As width might be updated, update windowWidth/Height here.
u.windowWidth = width
u.windowHeight = height
if u.origPosX != invalidPos && u.origPosY != invalidPos {
x := u.origPosX
y := u.origPosY
u.window.SetPos(x, y)
// Dirty hack for macOS (#703). Rendering doesn't work correctly with one SetPos, but
// work with two or more SetPos.
if runtime.GOOS == "darwin" {
u.window.SetPos(x+1, y)
u.window.SetPos(x, y)
}
u.origPosX = invalidPos
u.origPosY = invalidPos
}
u.toChangeSize = true
return nil
})
// Set the window size after the position. The order matters.
// In the opposite order, the window size might not be correct when going back from fullscreen with multi monitors.
oldW, oldH := u.window.GetSize()
newW := width
newH := height
if oldW != newW || oldH != newH {
ch := make(chan struct{})
u.window.SetFramebufferSizeCallback(func(_ *glfw.Window, _, _ int) {
u.window.SetFramebufferSizeCallback(nil)
close(ch)
})
u.window.SetSize(newW, newH)
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
// As width might be updated, update windowWidth/Height here.
u.windowWidth = width
u.windowHeight = height
u.toChangeSize = true
if windowRecreated {
if g, ok := u.Graphics().(interface{ SetWindow(uintptr) }); ok {

View File

@ -205,22 +205,27 @@ func (w *window) SetPosition(x, y int) {
return
}
_ = w.ui.t.Call(func() error {
defer func() {
w.setPositionCalled = true
}()
mx, my := currentMonitor(w.ui.window).GetPos()
xf := w.ui.toGLFWPixel(float64(x))
yf := w.ui.toGLFWPixel(float64(y))
x, y := w.ui.adjustWindowPosition(mx+int(xf), my+int(yf))
if w.ui.isFullscreen() {
w.ui.origPosX, w.ui.origPosY = x, y
} else {
w.ui.window.SetPos(x, y)
}
w.setPosition(x, y)
return nil
})
}
// setPosition must be called from the main thread
func (w *window) setPosition(x, y int) {
defer func() {
w.setPositionCalled = true
}()
mx, my := currentMonitor(w.ui.window).GetPos()
xf := w.ui.toGLFWPixel(float64(x))
yf := w.ui.toGLFWPixel(float64(y))
if x, y := w.ui.adjustWindowPosition(mx+int(xf), my+int(yf)); w.ui.isFullscreen() {
w.ui.origPosX, w.ui.origPosY = x, y
} else {
w.ui.window.SetPos(x, y)
}
}
func (w *window) Size() (int, int) {
if !w.ui.isRunning() {
return w.ui.getInitWindowSize()
@ -237,7 +242,10 @@ func (w *window) SetSize(width, height int) {
}
ww := int(w.ui.toGLFWPixel(float64(width)))
wh := int(w.ui.toGLFWPixel(float64(height)))
w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
_ = w.ui.t.Call(func() error {
w.ui.setWindowSize(ww, wh, w.ui.isFullscreen())
return nil
})
}
func (w *window) SetIcon(iconImages []image.Image) {