ebiten/internal/graphicscommand/thread.go
2024-01-02 17:14:38 +09:00

52 lines
1.6 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 (
"context"
"github.com/hajimehoshi/ebiten/v2/internal/thread"
)
var theRenderThread thread.Thread = thread.NewNoopThread()
// SetOSThreadAsRenderThread sets an OS thread as rendering thread e.g. for OpenGL.
func SetOSThreadAsRenderThread() {
theRenderThread = thread.NewOSThread()
}
func LoopRenderThread(ctx context.Context) {
_ = theRenderThread.Loop(ctx)
}
// 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)
}
func Terminate() {
// Post a task to the render thread to ensure all the queued functions are executed.
// This is necessary especially for GLFW. glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
theRenderThread.Call(func() {})
}