renderer uses libxev

Still some bugs and TODOs, but it is workable.
This commit is contained in:
Mitchell Hashimoto
2023-02-01 15:52:22 -08:00
parent 28ed8573b6
commit 1273527048
5 changed files with 189 additions and 154 deletions

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@ -441,7 +441,7 @@ pub fn create(alloc: Allocator, app: *App, config: *const Config) !*Window {
pub fn destroy(self: *Window) void {
{
// Stop rendering thread
self.renderer_thread.stop.send() catch |err|
self.renderer_thread.stop.notify() catch |err|
log.err("error notifying renderer thread to stop, may stall err={}", .{err});
self.renderer_thr.join();
@ -652,7 +652,7 @@ pub fn setFontSize(self: *Window, size: font.face.DesiredSize) void {
/// isn't guaranteed to happen immediately but it will happen as soon as
/// practical.
fn queueRender(self: *const Window) !void {
try self.renderer_thread.wakeup.send();
try self.renderer_thread.wakeup.notify();
}
pub fn sizeCallback(self: *Window, size: apprt.WindowSize) !void {

View File

@ -4,7 +4,7 @@ pub const Thread = @This();
const std = @import("std");
const builtin = @import("builtin");
const libuv = @import("libuv");
const xev = @import("xev");
const renderer = @import("../renderer.zig");
const apprt = @import("../apprt.zig");
const BlockingQueue = @import("../blocking_queue.zig").BlockingQueue;
@ -14,28 +14,38 @@ const trace = tracy.trace;
const Allocator = std.mem.Allocator;
const log = std.log.scoped(.renderer_thread);
const CURSOR_BLINK_INTERVAL = 600;
/// The type used for sending messages to the IO thread. For now this is
/// hardcoded with a capacity. We can make this a comptime parameter in
/// the future if we want it configurable.
pub const Mailbox = BlockingQueue(renderer.Message, 64);
/// Allocator used for some state
alloc: std.mem.Allocator,
/// The main event loop for the application. The user data of this loop
/// is always the allocator used to create the loop. This is a convenience
/// so that users of the loop always have an allocator.
loop: libuv.Loop,
loop: xev.Loop,
/// This can be used to wake up the renderer and force a render safely from
/// any thread.
wakeup: libuv.Async,
wakeup: xev.Async,
wakeup_c: xev.Completion = .{},
/// This can be used to stop the renderer on the next loop iteration.
stop: libuv.Async,
stop: xev.Async,
stop_c: xev.Completion = .{},
/// The timer used for rendering
render_h: libuv.Timer,
render_h: xev.Timer,
render_c: xev.Completion = .{},
/// The timer used for cursor blinking
cursor_h: libuv.Timer,
cursor_h: xev.Timer,
cursor_c: xev.Completion = .{},
cursor_c_cancel: xev.Completion = .{},
/// The window we're rendering to.
window: apprt.runtime.Window,
@ -59,62 +69,32 @@ pub fn init(
renderer_impl: *renderer.Renderer,
state: *renderer.State,
) !Thread {
// We always store allocator pointer on the loop data so that
// handles can use our global allocator.
const allocPtr = try alloc.create(Allocator);
errdefer alloc.destroy(allocPtr);
allocPtr.* = alloc;
// Create our event loop.
var loop = try libuv.Loop.init(alloc);
errdefer {
// Run the loop once to close any of our handles
_ = loop.run(.nowait) catch 0;
loop.deinit(alloc);
}
loop.setData(allocPtr);
var loop = try xev.Loop.init(.{});
errdefer loop.deinit();
// This async handle is used to "wake up" the renderer and force a render.
var wakeup_h = try libuv.Async.init(alloc, loop, wakeupCallback);
errdefer wakeup_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
var wakeup_h = try xev.Async.init();
errdefer wakeup_h.deinit();
// This async handle is used to stop the loop and force the thread to end.
var stop_h = try libuv.Async.init(alloc, loop, stopCallback);
errdefer stop_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
var stop_h = try xev.Async.init();
errdefer stop_h.deinit();
// The primary timer for rendering.
var render_h = try libuv.Timer.init(alloc, loop);
errdefer render_h.close((struct {
fn callback(h: *libuv.Timer) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
var render_h = try xev.Timer.init();
errdefer render_h.deinit();
// Setup a timer for blinking the cursor
var cursor_timer = try libuv.Timer.init(alloc, loop);
errdefer cursor_timer.close((struct {
fn callback(t: *libuv.Timer) void {
const alloc_h = t.loop().getData(Allocator).?.*;
t.deinit(alloc_h);
}
}).callback);
var cursor_timer = try xev.Timer.init();
errdefer cursor_timer.deinit();
// The mailbox for messaging this thread
var mailbox = try Mailbox.create(alloc);
errdefer mailbox.destroy(alloc);
return Thread{
.alloc = alloc,
.loop = loop,
.wakeup = wakeup_h,
.stop = stop_h,
@ -130,49 +110,14 @@ pub fn init(
/// Clean up the thread. This is only safe to call once the thread
/// completes executing; the caller must join prior to this.
pub fn deinit(self: *Thread) void {
// Get a copy to our allocator
const alloc_ptr = self.loop.getData(Allocator).?;
const alloc = alloc_ptr.*;
// Schedule our handles to close
self.stop.close((struct {
fn callback(h: *libuv.Async) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
self.wakeup.close((struct {
fn callback(h: *libuv.Async) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
self.render_h.close((struct {
fn callback(h: *libuv.Timer) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
self.cursor_h.close((struct {
fn callback(h: *libuv.Timer) void {
const handle_alloc = h.loop().getData(Allocator).?.*;
h.deinit(handle_alloc);
}
}).callback);
// Run the loop one more time, because destroying our other things
// like windows usually cancel all our event loop stuff and we need
// one more run through to finalize all the closes.
_ = self.loop.run(.default) catch |err|
log.err("error finalizing event loop: {}", .{err});
self.stop.deinit();
self.wakeup.deinit();
self.render_h.deinit();
self.cursor_h.deinit();
self.loop.deinit();
// Nothing can possibly access the mailbox anymore, destroy it.
self.mailbox.destroy(alloc);
// Dealloc our allocator copy
alloc.destroy(alloc_ptr);
self.loop.deinit(alloc);
self.mailbox.destroy(self.alloc);
}
/// The main entrypoint for the thread.
@ -193,44 +138,49 @@ fn threadMain_(self: *Thread) !void {
try self.renderer.threadEnter(self.window);
defer self.renderer.threadExit();
// Set up our async handler to support rendering
self.wakeup.setData(self);
defer self.wakeup.setData(null);
// Start the async handlers
self.wakeup.wait(&self.loop, &self.wakeup_c, Thread, self, wakeupCallback);
self.stop.wait(&self.loop, &self.stop_c, Thread, self, stopCallback);
// Set up our timer and start it for rendering
self.render_h.setData(self);
defer self.render_h.setData(null);
try self.wakeup.send();
// Send an initial wakeup message so that we render right away.
try self.wakeup.notify();
// Setup a timer for blinking the cursor
self.cursor_h.setData(self);
try self.cursor_h.start(cursorTimerCallback, 600, 600);
// Start blinking the cursor.
self.cursor_h.run(
&self.loop,
&self.cursor_c,
CURSOR_BLINK_INTERVAL,
Thread,
self,
cursorTimerCallback,
);
// If we are using tracy, then we setup a prepare handle so that
// we can mark the frame.
var frame_h: libuv.Prepare = if (!tracy.enabled) undefined else frame_h: {
const alloc_ptr = self.loop.getData(Allocator).?;
const alloc = alloc_ptr.*;
const h = try libuv.Prepare.init(alloc, self.loop);
h.setData(self);
try h.start(prepFrameCallback);
break :frame_h h;
};
defer if (tracy.enabled) {
frame_h.close((struct {
fn callback(h: *libuv.Prepare) void {
const alloc_h = h.loop().getData(Allocator).?.*;
h.deinit(alloc_h);
}
}).callback);
_ = self.loop.run(.nowait) catch {};
};
// TODO
// var frame_h: libuv.Prepare = if (!tracy.enabled) undefined else frame_h: {
// const alloc_ptr = self.loop.getData(Allocator).?;
// const alloc = alloc_ptr.*;
// const h = try libuv.Prepare.init(alloc, self.loop);
// h.setData(self);
// try h.start(prepFrameCallback);
//
// break :frame_h h;
// };
// defer if (tracy.enabled) {
// frame_h.close((struct {
// fn callback(h: *libuv.Prepare) void {
// const alloc_h = h.loop().getData(Allocator).?.*;
// h.deinit(alloc_h);
// }
// }).callback);
// _ = self.loop.run(.nowait) catch {};
// };
// Run
log.debug("starting renderer thread", .{});
defer log.debug("exiting renderer thread", .{});
_ = try self.loop.run(.default);
_ = try self.loop.run(.until_done);
}
/// Drain the mailbox.
@ -247,16 +197,30 @@ fn drainMailbox(self: *Thread) !void {
if (!v) {
// If we're not focused, then we stop the cursor blink
try self.cursor_h.stop();
if (self.cursor_c.state() == .active and
self.cursor_c_cancel.state() == .dead)
{
self.cursor_h.cancel(
&self.loop,
&self.cursor_c,
&self.cursor_c_cancel,
void,
null,
cursorCancelCallback,
);
}
} else {
// If we're focused, we immediately show the cursor again
// and then restart the timer.
if (!try self.cursor_h.isActive()) {
if (self.cursor_c.state() != .active) {
self.renderer.blinkCursor(true);
try self.cursor_h.start(
self.cursor_h.run(
&self.loop,
&self.cursor_c,
CURSOR_BLINK_INTERVAL,
Thread,
self,
cursorTimerCallback,
self.cursor_h.getRepeat(),
self.cursor_h.getRepeat(),
);
}
}
@ -264,8 +228,16 @@ fn drainMailbox(self: *Thread) !void {
.reset_cursor_blink => {
self.renderer.blinkCursor(true);
if (try self.cursor_h.isActive()) {
_ = try self.cursor_h.again();
if (self.cursor_c.state() == .active) {
self.cursor_h.reset(
&self.loop,
&self.cursor_c,
&self.cursor_c_cancel,
CURSOR_BLINK_INTERVAL,
Thread,
self,
cursorTimerCallback,
);
}
},
@ -280,15 +252,21 @@ fn drainMailbox(self: *Thread) !void {
}
}
fn wakeupCallback(h: *libuv.Async) void {
fn wakeupCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Async.WaitError!void,
) xev.CallbackAction {
_ = r catch |err| {
log.err("error in wakeup err={}", .{err});
return .rearm;
};
const zone = trace(@src());
defer zone.end();
const t = h.getData(Thread) orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
};
const t = self_.?;
// When we wake up, we check the mailbox. Mailbox producers should
// wake up our thread after publishing.
@ -296,48 +274,104 @@ fn wakeupCallback(h: *libuv.Async) void {
log.err("error draining mailbox err={}", .{err});
// If the timer is already active then we don't have to do anything.
const active = t.render_h.isActive() catch true;
if (active) return;
if (t.render_c.state() == .active) return .rearm;
// Timer is not active, let's start it
t.render_h.start(renderCallback, 10, 0) catch |err|
log.warn("render timer failed to start err={}", .{err});
t.render_h.run(
&t.loop,
&t.render_c,
10,
Thread,
t,
renderCallback,
);
return .rearm;
}
fn renderCallback(h: *libuv.Timer) void {
fn renderCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Timer.RunError!void,
) xev.CallbackAction {
const zone = trace(@src());
defer zone.end();
const t = h.getData(Thread) orelse {
_ = r catch unreachable;
const t = self_ orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
return .disarm;
};
t.renderer.render(t.window, t.state) catch |err|
log.warn("error rendering err={}", .{err});
return .disarm;
}
fn cursorTimerCallback(h: *libuv.Timer) void {
fn cursorTimerCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Timer.RunError!void,
) xev.CallbackAction {
const zone = trace(@src());
defer zone.end();
const t = h.getData(Thread) orelse {
_ = r catch |err| switch (err) {
// This is sent when our timer is canceled. That's fine.
error.Canceled => return .disarm,
else => {
log.warn("error in cursor timer callback err={}", .{err});
unreachable;
},
};
const t = self_ orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
return .disarm;
};
t.renderer.blinkCursor(false);
t.wakeup.send() catch {};
t.wakeup.notify() catch {};
t.cursor_h.run(&t.loop, &t.cursor_c, CURSOR_BLINK_INTERVAL, Thread, t, cursorTimerCallback);
return .disarm;
}
fn prepFrameCallback(h: *libuv.Prepare) void {
_ = h;
fn cursorCancelCallback(
_: ?*void,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Timer.CancelError!void,
) xev.CallbackAction {
_ = r catch |err| switch (err) {
error.NotFound => {},
else => {
log.warn("error in cursor cancel callback err={}", .{err});
unreachable;
},
};
tracy.frameMark();
return .disarm;
}
fn stopCallback(h: *libuv.Async) void {
h.loop().stop();
// fn prepFrameCallback(h: *libuv.Prepare) void {
// _ = h;
//
// tracy.frameMark();
// }
fn stopCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Async.WaitError!void,
) xev.CallbackAction {
_ = r catch unreachable;
self_.?.loop.stop();
return .disarm;
}

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@ -11,6 +11,7 @@ const Window = @import("../Window.zig");
const Pty = @import("../Pty.zig");
const SegmentedPool = @import("../segmented_pool.zig").SegmentedPool;
const terminal = @import("../terminal/main.zig");
const xev = @import("xev");
const libuv = @import("libuv");
const renderer = @import("../renderer.zig");
const tracy = @import("tracy");
@ -48,7 +49,7 @@ renderer_state: *renderer.State,
/// A handle to wake up the renderer. This hints to the renderer that that
/// a repaint should happen.
renderer_wakeup: libuv.Async,
renderer_wakeup: xev.Async,
/// The mailbox for notifying the renderer of things.
renderer_mailbox: *renderer.Thread.Mailbox,
@ -320,7 +321,7 @@ const EventData = struct {
/// A handle to wake up the renderer. This hints to the renderer that that
/// a repaint should happen.
renderer_wakeup: libuv.Async,
renderer_wakeup: xev.Async,
/// The mailbox for notifying the renderer of things.
renderer_mailbox: *renderer.Thread.Mailbox,
@ -362,7 +363,7 @@ const EventData = struct {
/// isn't guaranteed to happen immediately but it will happen as soon as
/// practical.
inline fn queueRender(self: *EventData) !void {
try self.renderer_wakeup.send();
try self.renderer_wakeup.notify();
}
/// Queue a write to the pty.

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@ -1,6 +1,6 @@
//! The options that are used to configure a terminal IO implementation.
const libuv = @import("libuv");
const xev = @import("xev");
const renderer = @import("../renderer.zig");
const Config = @import("../config.zig").Config;
const Window = @import("../Window.zig");
@ -22,7 +22,7 @@ renderer_state: *renderer.State,
/// A handle to wake up the renderer. This hints to the renderer that that
/// a repaint should happen.
renderer_wakeup: libuv.Async,
renderer_wakeup: xev.Async,
/// The mailbox for renderer messages.
renderer_mailbox: *renderer.Thread.Mailbox,

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@ -181,7 +181,7 @@ fn drainMailbox(self: *Thread) !void {
// Trigger a redraw after we've drained so we don't waste cyces
// messaging a redraw.
if (redraw) {
try self.impl.renderer_wakeup.send();
try self.impl.renderer_wakeup.notify();
}
}