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fcd4453e4f
Unfortunately, there are several issues in RunOnMainThread: * RunOnMainThread cannot be portable: It is impossible to implement this correctly on mobiles. * RunOnMainThread doesn't make sense on mobiles: the rendering works on a different thread (goroutine) on mobiles. * RunOnMainThread can cause deadlocks very easily. Until we find a better solution, let's remove this. Closes #1945
39 lines
1.2 KiB
Go
39 lines
1.2 KiB
Go
// Copyright 2020 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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package graphicscommand
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var theThread Thread
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type Thread interface {
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Call(f func())
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}
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// SetRenderingThread must be called from the rendering thread where e.g. OpenGL works.
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func SetRenderingThread(thread Thread) {
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theThread = thread
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}
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// runOnRenderingThread calls f on the rendering thread, and returns an error if any.
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func runOnRenderingThread(f func()) {
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// The thread is nil when 1) GOOS=js or 2) using golang.org/x/mobile/gl.
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// When golang.org/x/mobile/gl is used, all the GL functions are called via Context, which already runs on an
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// appropriate thread.
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if theThread == nil {
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f()
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return
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}
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theThread.Call(f)
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}
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