mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-17 01:06:08 +03:00
Merge pull request #1522 from mitchellh/metal-occlusion
macOS: send occluded state to renderers, trigger draw on visible
This commit is contained in:
@ -1563,10 +1563,10 @@ pub fn textCallback(self: *Surface, text: []const u8) !void {
|
||||
/// of focus state. This is used to pause rendering when the surface
|
||||
/// is not visible, and also re-render when it becomes visible again.
|
||||
pub fn occlusionCallback(self: *Surface, visible: bool) !void {
|
||||
// If we became visible, then we queue a render. This helps scenarios
|
||||
// where the apprt pauses rendering when the surface is not visible,
|
||||
// i.e. macOS with Metal (see issue #1510).
|
||||
if (visible) try self.queueRender();
|
||||
_ = self.renderer_thread.mailbox.push(.{
|
||||
.visible = visible,
|
||||
}, .{ .forever = {} });
|
||||
try self.queueRender();
|
||||
}
|
||||
|
||||
pub fn focusCallback(self: *Surface, focused: bool) !void {
|
||||
|
@ -82,6 +82,10 @@ flags: packed struct {
|
||||
|
||||
/// This is true when the inspector is active.
|
||||
has_inspector: bool = false,
|
||||
|
||||
/// This is true when the view is visible. This is used to determine
|
||||
/// if we should be rendering or not.
|
||||
visible: bool = true,
|
||||
} = .{},
|
||||
|
||||
pub const DerivedConfig = struct {
|
||||
@ -242,6 +246,23 @@ fn drainMailbox(self: *Thread) !void {
|
||||
while (self.mailbox.pop()) |message| {
|
||||
log.debug("mailbox message={}", .{message});
|
||||
switch (message) {
|
||||
.visible => |v| {
|
||||
// Set our visible state
|
||||
self.flags.visible = v;
|
||||
|
||||
// If we became visible then we immediately trigger a draw.
|
||||
// We don't need to update frame data because that should
|
||||
// still be happening.
|
||||
if (v) self.drawFrame();
|
||||
|
||||
// Note that we're explicitly today not stopping any
|
||||
// cursor timers, draw timers, etc. These things have very
|
||||
// little resource cost and properly maintaining their active
|
||||
// state across different transitions is going to be bug-prone,
|
||||
// so its easier to just let them keep firing and have them
|
||||
// check the visible state themselves to control their behavior.
|
||||
},
|
||||
|
||||
.focus => |v| {
|
||||
// Set it on the renderer
|
||||
try self.renderer.setFocus(v);
|
||||
@ -341,6 +362,27 @@ fn changeConfig(self: *Thread, config: *const DerivedConfig) !void {
|
||||
self.config = config.*;
|
||||
}
|
||||
|
||||
/// Trigger a draw. This will not update frame data or anything, it will
|
||||
/// just trigger a draw/paint.
|
||||
fn drawFrame(self: *Thread) void {
|
||||
// If we're invisible, we do not draw.
|
||||
if (!self.flags.visible) return;
|
||||
|
||||
// If we're doing single-threaded GPU calls then we just wake up the
|
||||
// app thread to redraw at this point.
|
||||
if (renderer.Renderer == renderer.OpenGL and
|
||||
renderer.OpenGL.single_threaded_draw)
|
||||
{
|
||||
_ = self.app_mailbox.push(
|
||||
.{ .redraw_surface = self.surface },
|
||||
.{ .instant = {} },
|
||||
);
|
||||
} else {
|
||||
self.renderer.drawFrame(self.surface) catch |err|
|
||||
log.warn("error drawing err={}", .{err});
|
||||
}
|
||||
}
|
||||
|
||||
fn wakeupCallback(
|
||||
self_: ?*Thread,
|
||||
_: *xev.Loop,
|
||||
@ -388,19 +430,8 @@ fn drawCallback(
|
||||
return .disarm;
|
||||
};
|
||||
|
||||
// If we're doing single-threaded GPU calls then we just wake up the
|
||||
// app thread to redraw at this point.
|
||||
if (renderer.Renderer == renderer.OpenGL and
|
||||
renderer.OpenGL.single_threaded_draw)
|
||||
{
|
||||
_ = t.app_mailbox.push(
|
||||
.{ .redraw_surface = t.surface },
|
||||
.{ .instant = {} },
|
||||
);
|
||||
} else {
|
||||
t.renderer.drawFrame(t.surface) catch |err|
|
||||
log.warn("error drawing err={}", .{err});
|
||||
}
|
||||
// Draw
|
||||
t.drawFrame();
|
||||
|
||||
// Only continue if we're still active
|
||||
if (t.draw_active) {
|
||||
@ -436,18 +467,8 @@ fn renderCallback(
|
||||
) catch |err|
|
||||
log.warn("error rendering err={}", .{err});
|
||||
|
||||
// If we're doing single-threaded GPU calls then we also wake up the
|
||||
// app thread to redraw at this point.
|
||||
if (renderer.Renderer == renderer.OpenGL and
|
||||
renderer.OpenGL.single_threaded_draw)
|
||||
{
|
||||
_ = t.app_mailbox.push(.{ .redraw_surface = t.surface }, .{ .instant = {} });
|
||||
return .disarm;
|
||||
}
|
||||
|
||||
// Draw
|
||||
t.renderer.drawFrame(t.surface) catch |err|
|
||||
log.warn("error drawing err={}", .{err});
|
||||
t.drawFrame();
|
||||
|
||||
return .disarm;
|
||||
}
|
||||
|
@ -13,6 +13,11 @@ pub const Message = union(enum) {
|
||||
/// the renderer is expected to handle all of these.
|
||||
focus: bool,
|
||||
|
||||
/// A change in the view occlusion state. This can be used to determine
|
||||
/// if the window is visible or not. A window can be not visible (occluded)
|
||||
/// and still have focus.
|
||||
visible: bool,
|
||||
|
||||
/// Reset the cursor blink by immediately showing the cursor then
|
||||
/// restarting the timer.
|
||||
reset_cursor_blink: void,
|
||||
|
Reference in New Issue
Block a user