mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-21 11:16:08 +03:00
introduce renderer thread logic (not starting it yet)
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@ -8,6 +8,7 @@
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//! setup (OpenGL has a context, Vulkan has a surface, etc.)
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pub const OpenGL = @import("renderer/OpenGL.zig");
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pub const Thread = @import("renderer/Thread.zig");
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test {
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@import("std").testing.refAllDecls(@This());
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@ -2,6 +2,8 @@
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pub const OpenGL = @This();
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const std = @import("std");
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const assert = std.debug.assert;
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const testing = std.testing;
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const Allocator = std.mem.Allocator;
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@ -320,6 +322,37 @@ pub fn deinit(self: *OpenGL) void {
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self.* = undefined;
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}
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/// Callback called by renderer.Thread when it begins.
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pub fn threadEnter(window: glfw.Window) !void {
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// We need to make the OpenGL context current. OpenGL requires
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// that a single thread own the a single OpenGL context (if any). This
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// ensures that the context switches over to our thread. Important:
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// the prior thread MUST have detached the context prior to calling
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// this entrypoint.
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try glfw.makeContextCurrent(window);
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errdefer glfw.makeContextCurrent(null) catch |err|
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log.warn("failed to cleanup OpenGL context err={}", .{err});
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try glfw.swapInterval(1);
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// Load OpenGL bindings. This API is context-aware so this sets
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// a threadlocal context for these pointers.
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const version = try gl.glad.load(switch (builtin.zig_backend) {
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.stage1 => glfw.getProcAddress,
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else => &glfw.getProcAddress,
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});
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errdefer gl.glad.unload();
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log.info("loaded OpenGL {}.{}", .{
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gl.glad.versionMajor(version),
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gl.glad.versionMinor(version),
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});
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}
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/// Callback called by renderer.Thread when it exits.
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pub fn threadExit() void {
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gl.glad.unload();
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glfw.makeContextCurrent(null) catch {};
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}
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// In steady-state operation, we use some GPU tricks to send down stale data
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113
src/renderer/Thread.zig
Normal file
113
src/renderer/Thread.zig
Normal file
@ -0,0 +1,113 @@
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//! Represents the renderer thread logic. The renderer thread is able to
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//! be woken up to render.
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pub const Thread = @This();
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const std = @import("std");
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const libuv = @import("libuv");
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const renderer = @import("../renderer.zig");
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const gl = @import("../opengl.zig");
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const Allocator = std.mem.Allocator;
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const log = std.log.named(.renderer_thread);
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/// The main event loop for the application. The user data of this loop
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/// is always the allocator used to create the loop. This is a convenience
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/// so that users of the loop always have an allocator.
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loop: libuv.Loop,
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/// This can be used to wake up the renderer and force a render safely from
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/// any thread.
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wakeup: libuv.Async,
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/// Initialize the thread. This does not START the thread. This only sets
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/// up all the internal state necessary prior to starting the thread. It
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/// is up to the caller to start the thread with the threadMain entrypoint.
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pub fn init(alloc: Allocator) !Thread {
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// We always store allocator pointer on the loop data so that
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// handles can use our global allocator.
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const allocPtr = try alloc.create(Allocator);
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errdefer alloc.destroy(allocPtr);
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allocPtr.* = alloc;
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// Create our event loop.
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var loop = try libuv.Loop.init(alloc);
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errdefer loop.deinit(alloc);
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loop.setData(allocPtr);
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// This async handle is used to "wake up" the renderer and force a render.
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var async_h = try libuv.Async.init(alloc, loop, (struct {
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fn callback(_: *libuv.Async) void {}
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}).callback);
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errdefer async_h.close((struct {
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fn callback(h: *libuv.Async) void {
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const loop_alloc = h.loop().getData(Allocator).?.*;
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h.deinit(loop_alloc);
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}
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}).callback);
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return Thread{
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.alloc = alloc,
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.loop = loop,
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.notifier = async_h,
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};
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}
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/// Clean up the thread. This is only safe to call once the thread
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/// completes executing; the caller must join prior to this.
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pub fn deinit(self: *Thread) void {
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// Get a copy to our allocator
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const alloc_ptr = self.loop.getData(Allocator).?;
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const alloc = alloc_ptr.*;
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// Run the loop one more time, because destroying our other things
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// like windows usually cancel all our event loop stuff and we need
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// one more run through to finalize all the closes.
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_ = self.loop.run(.default) catch |err|
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log.err("error finalizing event loop: {}", .{err});
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// Dealloc our allocator copy
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alloc.destroy(alloc_ptr);
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self.loop.deinit(alloc);
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}
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/// The main entrypoint for the thread.
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pub fn threadMain(
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window: glfw.Window,
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renderer_impl: *const renderer.OpenGL,
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) void {
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// Call child function so we can use errors...
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threadMain_(
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window,
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renderer_impl,
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) catch |err| {
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// In the future, we should expose this on the thread struct.
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log.warn("error in renderer err={}", .{err});
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};
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}
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fn threadMain_(
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self: *const Thread,
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window: glfw.Window,
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renderer_impl: *const renderer.OpenGL,
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) !void {
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const Renderer = switch (@TypeOf(renderer_impl)) {
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.Pointer => |p| p.child,
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.Struct => |s| s,
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};
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// Run our thread start/end callbacks. This is important because some
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// renderers have to do per-thread setup. For example, OpenGL has to set
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// some thread-local state since that is how it works.
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if (@hasDecl(Renderer, "threadEnter")) try renderer_impl.threadEnter(window);
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defer if (@hasDecl(Renderer, "threadExit")) renderer_impl.threadExit();
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// Setup our timer handle which is used to perform the actual render.
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// TODO
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// Run
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log.debug("starting renderer thread", .{});
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try self.loop.run(.default);
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}
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