ebiten/internal/graphicscommand/thread.go

42 lines
1.3 KiB
Go

// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package graphicscommand
import (
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
var theRenderThread thread.Thread = thread.NewNoopThread()
// SetRenderThread must be called from the rendering thread where e.g. OpenGL works.
//
// TODO: Create thread in this package instead of setting it externally.
func SetRenderThread(thread thread.Thread) {
theRenderThread = thread
}
// runOnRenderThread calls f on the rendering thread.
func runOnRenderThread(f func(), sync bool) {
if sync {
theRenderThread.Call(f)
return
}
// As the current thread doesn't have a capacity in a channel,
// CallAsync should block when the previously-queued task is not executed yet.
// This blocking is expected as double-buffering is used.
theRenderThread.CallAsync(f)
}