uidriver/glfw: Force to swap buffer or recreate an window after toggling fullscreen

This change resolves a bug that an image lag remains after
toggling fullscreen.

On OpenGL, swapping buffer is necessary after toggling fullscreen.

On Metal, recreating a window works after toggling fullscreen.

Fixes #1004
This commit is contained in:
Hajime Hoshi 2019-12-07 19:28:15 +09:00
parent 2180613e2a
commit 80fbc9701c

View File

@ -21,6 +21,7 @@ package glfw
import (
"context"
"fmt"
"image"
"math"
"os"
@ -323,22 +324,14 @@ func (u *UserInterface) SetScreenSize(width, height int) {
if !u.isRunning() {
panic("glfw: SetScreenSize can't be called before the main loop starts")
}
_ = u.t.Call(func() error {
// TODO: What if the window is maximized? (#320)
u.setScreenSize(width, height, u.scale, u.isFullscreen(), u.vsync)
return nil
})
u.setScreenSize(width, height, u.scale, u.isFullscreen(), u.vsync)
}
func (u *UserInterface) SetScreenScale(scale float64) {
if !u.isRunning() {
panic("glfw: SetScreenScale can't be called before the main loop starts")
}
_ = u.t.Call(func() error {
// TODO: What if the window is maximized? (#320)
u.setScreenSize(u.width, u.height, scale, u.isFullscreen(), u.vsync)
return nil
})
u.setScreenSize(u.width, u.height, scale, u.isFullscreen(), u.vsync)
}
func (u *UserInterface) ScreenScale() float64 {
@ -378,10 +371,7 @@ func (u *UserInterface) SetFullscreen(fullscreen bool) {
u.setInitFullscreen(fullscreen)
return
}
_ = u.t.Call(func() error {
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
return nil
})
u.setScreenSize(u.width, u.height, u.scale, fullscreen, u.vsync)
}
func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
@ -403,10 +393,7 @@ func (u *UserInterface) SetVsyncEnabled(enabled bool) {
u.m.Unlock()
return
}
_ = u.t.Call(func() error {
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), enabled)
return nil
})
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), enabled)
}
func (u *UserInterface) IsVsyncEnabled() bool {
@ -676,6 +663,12 @@ func (u *UserInterface) createWindow() error {
}
func (u *UserInterface) run(width, height int, scale float64, title string, context driver.UIContext) error {
var (
m *glfw.Monitor
mx, my int
v *glfw.VidMode
)
if err := u.t.Call(func() error {
if u.graphics.IsGL() {
glfw.WindowHint(glfw.ContextVersionMajor, 2)
@ -728,13 +721,20 @@ func (u *UserInterface) run(width, height int, scale float64, title string, cont
// there is not the active window but the foreground window. After showing the current window, the
// current window will be the active window. Thus, currentMonitor result varies before and after
// showing the window.
m := u.currentMonitor()
mx, my := m.GetPos()
v := m.GetVideoMode()
m = u.currentMonitor()
mx, my = m.GetPos()
v = m.GetVideoMode()
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
u.setScreenSize(width, height, scale, false, u.vsync)
return nil
}); err != nil {
return err
}
// The game is in window mode (not fullscreen mode) at the first state.
// Don't refer u.initFullscreen here to avoid some GLFW problems.
u.setScreenSize(width, height, scale, false, u.vsync)
_ = u.t.Call(func() error {
// Get the window size before showing since window.Show might change the current
// monitor which affects glfwSize result.
w, h := u.glfwSize()
@ -754,9 +754,7 @@ func (u *UserInterface) run(width, height int, scale float64, title string, cont
u.window.SetPos(x, y)
return nil
}); err != nil {
return err
}
})
var w unsafe.Pointer
_ = u.t.Call(func() error {
@ -807,10 +805,10 @@ func (u *UserInterface) monitorScale() float64 {
}
func (u *UserInterface) updateSize(context driver.UIContext) {
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync)
sizeChanged := false
_ = u.t.Call(func() error {
u.setScreenSize(u.width, u.height, u.scale, u.isFullscreen(), u.vsync)
if !u.toChangeSize {
return nil
}
@ -839,13 +837,10 @@ func (u *UserInterface) update(context driver.UIContext) error {
return driver.RegularTermination
}
_ = u.t.Call(func() error {
if u.isInitFullscreen() {
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync)
u.setInitFullscreen(false)
}
return nil
})
if u.isInitFullscreen() {
u.setScreenSize(u.width, u.height, u.scale, true, u.vsync)
u.setInitFullscreen(false)
}
// This call is needed for initialization.
u.updateSize(context)
@ -876,15 +871,13 @@ func (u *UserInterface) update(context driver.UIContext) error {
}
// Update the screen size when the window is resizable.
_ = u.t.Call(func() error {
w, h := u.reqWidth, u.reqHeight
if w != 0 || h != 0 {
u.setScreenSize(w, h, u.scale, u.isFullscreen(), u.vsync)
}
u.reqWidth = 0
u.reqHeight = 0
return nil
})
// TODO: Need locks.
w, h := u.reqWidth, u.reqHeight
if w != 0 || h != 0 {
u.setScreenSize(w, h, u.scale, u.isFullscreen(), u.vsync)
}
u.reqWidth = 0
u.reqHeight = 0
return nil
}
@ -941,112 +934,142 @@ func (u *UserInterface) swapBuffers() {
}
}
// setScreenSize must be called from the main thread.
func (u *UserInterface) setScreenSize(width, height int, scale float64, fullscreen bool, vsync bool) {
if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastMonitorScale == u.monitorScale() {
return
}
windowRecreated := false
// 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.
// 252 is an arbitrary number and I guess this is small enough.
minWindowWidth := 252
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
u.width = width
u.windowWidth = width
s := scale * devicescale.GetAt(u.currentMonitor().GetPos())
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(float64(minWindowWidth) / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
u.vsync = vsync
u.lastMonitorScale = u.monitorScale()
// 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 := u.currentMonitor()
v := m.GetVideoMode()
u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
} else {
if u.window.GetMonitor() != nil {
// Give dummy values as the window position and size.
// The new window position should be specifying after SetSize.
u.window.SetMonitor(nil, 0, 0, 16, 16, 0)
_ = u.t.Call(func() error {
if u.width == width && u.height == height && u.scale == scale && u.isFullscreen() == fullscreen && u.vsync == vsync && u.lastMonitorScale == u.monitorScale() {
return nil
}
oldW, oldH := u.window.GetSize()
newW, newH := u.glfwSize()
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(u.glfwSize())
event:
for {
// 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.
// 252 is an arbitrary number and I guess this is small enough.
minWindowWidth := 252
if u.window.GetAttrib(glfw.Decorated) == glfw.False {
minWindowWidth = 1
}
if width < 1 {
width = 1
}
if height < 1 {
height = 1
}
u.width = width
u.windowWidth = width
s := scale * devicescale.GetAt(u.currentMonitor().GetPos())
if int(float64(width)*s) < minWindowWidth {
u.windowWidth = int(math.Ceil(float64(minWindowWidth) / s))
}
u.height = height
u.scale = scale
u.fullscreenScale = 0
u.vsync = vsync
u.lastMonitorScale = u.monitorScale()
// 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 := u.currentMonitor()
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).
if u.graphics.IsGL() {
glfw.PollEvents()
select {
case <-ch:
break event
default:
u.swapBuffers()
}
} else {
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.
u.window.SetMonitor(nil, 0, 0, 16, 16, 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))
}
windowRecreated = true
}
}
}
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)
oldW, oldH := u.window.GetSize()
newW, newH := u.glfwSize()
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(u.glfwSize())
event:
for {
glfw.PollEvents()
select {
case <-ch:
break event
default:
}
}
}
u.origPosX = invalidPos
u.origPosY = invalidPos
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
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
// Window title might be lost on macOS after coming back from fullscreen.
u.window.SetTitle(u.title)
}
if u.graphics.IsGL() {
// SwapInterval is affected by the current monitor of the window.
// This needs to be called at least after SetMonitor.
// Without SwapInterval after SetMonitor, vsynch doesn't work (#375).
//
// TODO: (#405) If triple buffering is needed, SwapInterval(0) should be called,
// but is this correct? If glfw.SwapInterval(0) and the driver doesn't support triple
// buffering, what will happen?
if u.vsync {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
if u.graphics.IsGL() {
// SwapInterval is affected by the current monitor of the window.
// This needs to be called at least after SetMonitor.
// Without SwapInterval after SetMonitor, vsynch doesn't work (#375).
//
// TODO: (#405) If triple buffering is needed, SwapInterval(0) should be called,
// but is this correct? If glfw.SwapInterval(0) and the driver doesn't support triple
// buffering, what will happen?
if u.vsync {
glfw.SwapInterval(1)
} else {
glfw.SwapInterval(0)
}
}
}
u.graphics.SetVsyncEnabled(vsync)
u.graphics.SetVsyncEnabled(vsync)
u.toChangeSize = true
u.toChangeSize = true
return nil
})
if windowRecreated {
u.graphics.SetWindow(u.nativeWindow())
}
}
// currentMonitor returns the monitor most suitable with the current window.