run rendering on another real thread (still bugs)

This commit is contained in:
Mitchell Hashimoto
2022-10-24 09:02:11 -07:00
parent 77b981950c
commit aa3d132947
5 changed files with 180 additions and 36 deletions

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@ -1,6 +1,7 @@
const std = @import("std");
const stream = @import("stream.zig");
pub const c = @import("c.zig");
pub const Loop = @import("Loop.zig");
pub const Async = @import("Async.zig");
pub const Idle = @import("Idle.zig");

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@ -59,6 +59,12 @@ renderer: renderer.OpenGL,
/// The render state
renderer_state: renderer.State,
/// The renderer thread manager
renderer_thread: renderer.Thread,
/// The actual thread
renderer_thr: std.Thread,
/// The underlying pty for this window.
pty: Pty,
@ -450,6 +456,15 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
mutex.* = .{};
errdefer alloc.destroy(mutex);
// Create the renderer thread
var render_thread = try renderer.Thread.init(
alloc,
window,
&self.renderer,
&self.renderer_state,
);
errdefer render_thread.deinit();
self.* = .{
.alloc = alloc,
.alloc_io_arena = io_arena,
@ -459,6 +474,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
.cursor = cursor,
.focused = false,
.renderer = renderer_impl,
.renderer_thread = render_thread,
.renderer_state = .{
.mutex = mutex,
.cursor = .{
@ -469,6 +485,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
.terminal = &self.terminal,
.devmode = if (!DevMode.enabled) null else &DevMode.instance,
},
.renderer_thr = undefined,
.pty = pty,
.command = cmd,
.mouse = .{},
@ -489,7 +506,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
// Setup our callbacks and user data
window.setUserPointer(self);
window.setSizeCallback(sizeCallback);
//window.setSizeCallback(sizeCallback);
window.setCharCallback(charCallback);
window.setKeyCallback(keyCallback);
window.setFocusCallback(focusCallback);
@ -537,10 +554,33 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
DevMode.instance.window = self;
}
// Unload our context prior to switching over to the renderer thread
// because OpenGL requires it to be unloaded.
gl.glad.unload();
try glfw.makeContextCurrent(null);
// Start our renderer thread
self.renderer_thr = try std.Thread.spawn(
.{},
renderer.Thread.threadMain,
.{&self.renderer_thread},
);
return self;
}
pub fn destroy(self: *Window) void {
{
// Stop rendering thread
self.renderer_thread.stop.send() catch |err|
log.err("error notifying renderer thread to stop, may stall err={}", .{err});
self.renderer_thr.join();
// We need to become the active rendering thread again
self.renderer.threadEnter(self.window) catch unreachable;
self.renderer_thread.deinit();
}
if (DevMode.enabled) {
// Clear the window
DevMode.instance.window = null;
@ -1470,6 +1510,10 @@ fn cursorTimerCallback(t: *libuv.Timer) void {
const win = t.getData(Window) orelse return;
// We are modifying renderer state from here on out
win.renderer_state.mutex.lock();
defer win.renderer_state.mutex.unlock();
// If the cursor is currently invisible, then we do nothing. Ideally
// in this state the timer would be cancelled but no big deal.
if (!win.renderer_state.cursor.visible) return;
@ -1589,9 +1633,9 @@ fn renderTimerCallback(t: *libuv.Timer) void {
const win = t.getData(Window).?;
// Render
win.renderer.render(win.window, win.renderer_state) catch |err|
log.warn("error rendering err={}", .{err});
// Trigger a render
win.renderer_thread.wakeup.send() catch |err|
log.err("error sending render notification err={}", .{err});
// Record our run
win.render_timer.tick();

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@ -325,7 +325,9 @@ pub fn deinit(self: *OpenGL) void {
}
/// Callback called by renderer.Thread when it begins.
pub fn threadEnter(window: glfw.Window) !void {
pub fn threadEnter(self: *const OpenGL, window: glfw.Window) !void {
_ = self;
// 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:
@ -350,7 +352,9 @@ pub fn threadEnter(window: glfw.Window) !void {
}
/// Callback called by renderer.Thread when it exits.
pub fn threadExit() void {
pub fn threadExit(self: *const OpenGL) void {
_ = self;
gl.glad.unload();
glfw.makeContextCurrent(null) catch {};
}

40
src/renderer/State.zig Normal file
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@ -0,0 +1,40 @@
//! This is the render state that is given to a renderer.
const std = @import("std");
const DevMode = @import("../DevMode.zig");
const terminal = @import("../terminal/main.zig");
/// The mutex that must be held while reading any of the data in the
/// members of this state. Note that the state itself is NOT protected
/// by the mutex and is NOT thread-safe, only the members values of the
/// state (i.e. the terminal, devmode, etc. values).
mutex: *std.Thread.Mutex,
/// A new screen size if the screen was resized.
resize: ?Resize = null,
/// Cursor configuration for rendering
cursor: Cursor,
/// The terminal data.
terminal: *terminal.Terminal,
/// The devmode data.
devmode: ?*const DevMode = null,
pub const Cursor = struct {
/// Current cursor style. This can be set by escape sequences. To get
/// the default style, the config has to be referenced.
style: terminal.CursorStyle = .default,
/// Whether the cursor is visible at all. This should not be used for
/// "blink" settings, see "blink" for that. This is used to turn the
/// cursor ON or OFF.
visible: bool = true,
/// Whether the cursor is currently blinking. If it is blinking, then
/// the cursor will not be rendered.
blink: bool = false,
};
pub const Resize = struct {};

View File

@ -10,7 +10,7 @@ const renderer = @import("../renderer.zig");
const gl = @import("../opengl.zig");
const Allocator = std.mem.Allocator;
const log = std.log.named(.renderer_thread);
const log = std.log.scoped(.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
@ -21,10 +21,27 @@ loop: libuv.Loop,
/// any thread.
wakeup: libuv.Async,
/// This can be used to stop the renderer on the next loop iteration.
stop: libuv.Async,
/// The windo we're rendering to.
window: glfw.Window,
/// The underlying renderer implementation.
renderer: *renderer.OpenGL,
/// Pointer to the shared state that is used to generate the final render.
state: *const renderer.State,
/// 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 {
pub fn init(
alloc: Allocator,
window: glfw.Window,
renderer_impl: *renderer.OpenGL,
state: *const 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);
@ -37,10 +54,17 @@ pub fn init(alloc: Allocator) !Thread {
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 {}
var wakeup_h = try libuv.Async.init(alloc, loop, renderCallback);
errdefer wakeup_h.close((struct {
fn callback(h: *libuv.Async) void {
const loop_alloc = h.loop().getData(Allocator).?.*;
h.deinit(loop_alloc);
}
}).callback);
errdefer async_h.close((struct {
// 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);
@ -48,9 +72,12 @@ pub fn init(alloc: Allocator) !Thread {
}).callback);
return Thread{
.alloc = alloc,
.loop = loop,
.notifier = async_h,
.wakeup = wakeup_h,
.stop = stop_h,
.window = window,
.renderer = renderer_impl,
.state = state,
};
}
@ -61,6 +88,20 @@ pub fn deinit(self: *Thread) void {
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);
// 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.
@ -74,40 +115,54 @@ pub fn deinit(self: *Thread) void {
}
/// The main entrypoint for the thread.
pub fn threadMain(
window: glfw.Window,
renderer_impl: *const renderer.OpenGL,
) void {
pub fn threadMain(self: *Thread) void {
// Call child function so we can use errors...
threadMain_(
window,
renderer_impl,
) catch |err| {
self.threadMain_() 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,
};
fn threadMain_(self: *Thread) !void {
// 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();
const Renderer = RendererType();
if (@hasDecl(Renderer, "threadEnter")) try self.renderer.threadEnter(self.window);
defer if (@hasDecl(Renderer, "threadExit")) self.renderer.threadExit();
// Setup our timer handle which is used to perform the actual render.
// TODO
// Set up our async handler to support rendering
self.wakeup.setData(self);
defer self.wakeup.setData(null);
// Run
log.debug("starting renderer thread", .{});
try self.loop.run(.default);
defer log.debug("exiting renderer thread", .{});
_ = try self.loop.run(.default);
}
fn renderCallback(h: *libuv.Async) void {
const t = h.getData(Thread) orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return;
};
t.renderer.render(t.window, t.state.*) catch |err|
log.warn("error rendering err={}", .{err});
}
fn stopCallback(h: *libuv.Async) void {
h.loop().stop();
}
// This is unnecessary right now but is logic we'll need for when we
// abstract renderers out.
fn RendererType() type {
const self: Thread = undefined;
return switch (@typeInfo(@TypeOf(self.renderer))) {
.Pointer => |p| p.child,
.Struct => |s| s,
else => unreachable,
};
}