introduce renderer thread logic (not starting it yet)

This commit is contained in:
Mitchell Hashimoto
2022-10-23 20:18:10 -07:00
parent 89a4c59f3c
commit 9913bba2e8
3 changed files with 147 additions and 0 deletions

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@ -8,6 +8,7 @@
//! setup (OpenGL has a context, Vulkan has a surface, etc.) //! setup (OpenGL has a context, Vulkan has a surface, etc.)
pub const OpenGL = @import("renderer/OpenGL.zig"); pub const OpenGL = @import("renderer/OpenGL.zig");
pub const Thread = @import("renderer/Thread.zig");
test { test {
@import("std").testing.refAllDecls(@This()); @import("std").testing.refAllDecls(@This());

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@ -2,6 +2,8 @@
pub const OpenGL = @This(); pub const OpenGL = @This();
const std = @import("std"); const std = @import("std");
const builtin = @import("builtin");
const glfw = @import("glfw");
const assert = std.debug.assert; const assert = std.debug.assert;
const testing = std.testing; const testing = std.testing;
const Allocator = std.mem.Allocator; const Allocator = std.mem.Allocator;
@ -320,6 +322,37 @@ pub fn deinit(self: *OpenGL) void {
self.* = undefined; self.* = undefined;
} }
/// Callback called by renderer.Thread when it begins.
pub fn threadEnter(window: glfw.Window) !void {
// We need to make the OpenGL context current. OpenGL requires
// that a single thread own the a single OpenGL context (if any). This
// ensures that the context switches over to our thread. Important:
// the prior thread MUST have detached the context prior to calling
// this entrypoint.
try glfw.makeContextCurrent(window);
errdefer glfw.makeContextCurrent(null) catch |err|
log.warn("failed to cleanup OpenGL context err={}", .{err});
try glfw.swapInterval(1);
// Load OpenGL bindings. This API is context-aware so this sets
// a threadlocal context for these pointers.
const version = try gl.glad.load(switch (builtin.zig_backend) {
.stage1 => glfw.getProcAddress,
else => &glfw.getProcAddress,
});
errdefer gl.glad.unload();
log.info("loaded OpenGL {}.{}", .{
gl.glad.versionMajor(version),
gl.glad.versionMinor(version),
});
}
/// Callback called by renderer.Thread when it exits.
pub fn threadExit() void {
gl.glad.unload();
glfw.makeContextCurrent(null) catch {};
}
/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a /// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
/// slow operation but ensures that the GPU state exactly matches the CPU state. /// slow operation but ensures that the GPU state exactly matches the CPU state.
/// In steady-state operation, we use some GPU tricks to send down stale data /// In steady-state operation, we use some GPU tricks to send down stale data

113
src/renderer/Thread.zig Normal file
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@ -0,0 +1,113 @@
//! Represents the renderer thread logic. The renderer thread is able to
//! be woken up to render.
pub const Thread = @This();
const std = @import("std");
const builtin = @import("builtin");
const glfw = @import("glfw");
const libuv = @import("libuv");
const renderer = @import("../renderer.zig");
const gl = @import("../opengl.zig");
const Allocator = std.mem.Allocator;
const log = std.log.named(.renderer_thread);
/// 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,
/// This can be used to wake up the renderer and force a render safely from
/// any thread.
wakeup: libuv.Async,
/// Initialize the thread. This does not START the thread. This only sets
/// up all the internal state necessary prior to starting the thread. It
/// is up to the caller to start the thread with the threadMain entrypoint.
pub fn init(alloc: Allocator) !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 loop.deinit(alloc);
loop.setData(allocPtr);
// This async handle is used to "wake up" the renderer and force a render.
var async_h = try libuv.Async.init(alloc, loop, (struct {
fn callback(_: *libuv.Async) void {}
}).callback);
errdefer async_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
return Thread{
.alloc = alloc,
.loop = loop,
.notifier = async_h,
};
}
/// 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.*;
// 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});
// Dealloc our allocator copy
alloc.destroy(alloc_ptr);
self.loop.deinit(alloc);
}
/// The main entrypoint for the thread.
pub fn threadMain(
window: glfw.Window,
renderer_impl: *const renderer.OpenGL,
) void {
// Call child function so we can use errors...
threadMain_(
window,
renderer_impl,
) catch |err| {
// In the future, we should expose this on the thread struct.
log.warn("error in renderer err={}", .{err});
};
}
fn threadMain_(
self: *const Thread,
window: glfw.Window,
renderer_impl: *const renderer.OpenGL,
) !void {
const Renderer = switch (@TypeOf(renderer_impl)) {
.Pointer => |p| p.child,
.Struct => |s| s,
};
// Run our thread start/end callbacks. This is important because some
// renderers have to do per-thread setup. For example, OpenGL has to set
// some thread-local state since that is how it works.
if (@hasDecl(Renderer, "threadEnter")) try renderer_impl.threadEnter(window);
defer if (@hasDecl(Renderer, "threadExit")) renderer_impl.threadExit();
// Setup our timer handle which is used to perform the actual render.
// TODO
// Run
log.debug("starting renderer thread", .{});
try self.loop.run(.default);
}