mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
run rendering on another real thread (still bugs)
This commit is contained in:
@ -1,6 +1,7 @@
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const std = @import("std");
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const stream = @import("stream.zig");
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pub const c = @import("c.zig");
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pub const Loop = @import("Loop.zig");
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pub const Async = @import("Async.zig");
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pub const Idle = @import("Idle.zig");
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@ -59,6 +59,12 @@ renderer: renderer.OpenGL,
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/// The render state
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renderer_state: renderer.State,
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/// The renderer thread manager
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renderer_thread: renderer.Thread,
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/// The actual thread
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renderer_thr: std.Thread,
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/// The underlying pty for this window.
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pty: Pty,
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@ -450,6 +456,15 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
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mutex.* = .{};
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errdefer alloc.destroy(mutex);
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// Create the renderer thread
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var render_thread = try renderer.Thread.init(
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alloc,
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window,
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&self.renderer,
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&self.renderer_state,
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);
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errdefer render_thread.deinit();
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self.* = .{
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.alloc = alloc,
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.alloc_io_arena = io_arena,
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@ -459,6 +474,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
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.cursor = cursor,
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.focused = false,
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.renderer = renderer_impl,
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.renderer_thread = render_thread,
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.renderer_state = .{
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.mutex = mutex,
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.cursor = .{
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@ -469,6 +485,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
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.terminal = &self.terminal,
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.devmode = if (!DevMode.enabled) null else &DevMode.instance,
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},
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.renderer_thr = undefined,
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.pty = pty,
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.command = cmd,
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.mouse = .{},
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@ -489,7 +506,7 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
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// Setup our callbacks and user data
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window.setUserPointer(self);
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window.setSizeCallback(sizeCallback);
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//window.setSizeCallback(sizeCallback);
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window.setCharCallback(charCallback);
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window.setKeyCallback(keyCallback);
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window.setFocusCallback(focusCallback);
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@ -537,10 +554,33 @@ pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Windo
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DevMode.instance.window = self;
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}
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// Unload our context prior to switching over to the renderer thread
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// because OpenGL requires it to be unloaded.
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gl.glad.unload();
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try glfw.makeContextCurrent(null);
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// Start our renderer thread
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self.renderer_thr = try std.Thread.spawn(
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.{},
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renderer.Thread.threadMain,
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.{&self.renderer_thread},
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);
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return self;
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}
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pub fn destroy(self: *Window) void {
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{
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// Stop rendering thread
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self.renderer_thread.stop.send() catch |err|
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log.err("error notifying renderer thread to stop, may stall err={}", .{err});
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self.renderer_thr.join();
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// We need to become the active rendering thread again
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self.renderer.threadEnter(self.window) catch unreachable;
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self.renderer_thread.deinit();
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}
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if (DevMode.enabled) {
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// Clear the window
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DevMode.instance.window = null;
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@ -1470,6 +1510,10 @@ fn cursorTimerCallback(t: *libuv.Timer) void {
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const win = t.getData(Window) orelse return;
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// We are modifying renderer state from here on out
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win.renderer_state.mutex.lock();
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defer win.renderer_state.mutex.unlock();
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// If the cursor is currently invisible, then we do nothing. Ideally
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// in this state the timer would be cancelled but no big deal.
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if (!win.renderer_state.cursor.visible) return;
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@ -1589,9 +1633,9 @@ fn renderTimerCallback(t: *libuv.Timer) void {
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const win = t.getData(Window).?;
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// Render
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win.renderer.render(win.window, win.renderer_state) catch |err|
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log.warn("error rendering err={}", .{err});
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// Trigger a render
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win.renderer_thread.wakeup.send() catch |err|
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log.err("error sending render notification err={}", .{err});
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// Record our run
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win.render_timer.tick();
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@ -325,7 +325,9 @@ pub fn deinit(self: *OpenGL) void {
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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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pub fn threadEnter(self: *const OpenGL, window: glfw.Window) !void {
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_ = self;
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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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@ -350,7 +352,9 @@ pub fn threadEnter(window: glfw.Window) !void {
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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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pub fn threadExit(self: *const OpenGL) void {
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_ = self;
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gl.glad.unload();
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glfw.makeContextCurrent(null) catch {};
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}
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40
src/renderer/State.zig
Normal file
40
src/renderer/State.zig
Normal file
@ -0,0 +1,40 @@
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//! This is the render state that is given to a renderer.
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const std = @import("std");
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const DevMode = @import("../DevMode.zig");
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const terminal = @import("../terminal/main.zig");
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/// The mutex that must be held while reading any of the data in the
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/// members of this state. Note that the state itself is NOT protected
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/// by the mutex and is NOT thread-safe, only the members values of the
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/// state (i.e. the terminal, devmode, etc. values).
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mutex: *std.Thread.Mutex,
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/// A new screen size if the screen was resized.
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resize: ?Resize = null,
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/// Cursor configuration for rendering
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cursor: Cursor,
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/// The terminal data.
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terminal: *terminal.Terminal,
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/// The devmode data.
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devmode: ?*const DevMode = null,
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pub const Cursor = struct {
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/// Current cursor style. This can be set by escape sequences. To get
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/// the default style, the config has to be referenced.
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style: terminal.CursorStyle = .default,
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/// Whether the cursor is visible at all. This should not be used for
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/// "blink" settings, see "blink" for that. This is used to turn the
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/// cursor ON or OFF.
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visible: bool = true,
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/// Whether the cursor is currently blinking. If it is blinking, then
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/// the cursor will not be rendered.
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blink: bool = false,
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};
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pub const Resize = struct {};
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@ -10,7 +10,7 @@ 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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const log = std.log.scoped(.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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@ -21,10 +21,27 @@ loop: libuv.Loop,
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/// any thread.
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wakeup: libuv.Async,
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/// This can be used to stop the renderer on the next loop iteration.
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stop: libuv.Async,
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/// The windo we're rendering to.
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window: glfw.Window,
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/// The underlying renderer implementation.
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renderer: *renderer.OpenGL,
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/// Pointer to the shared state that is used to generate the final render.
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state: *const renderer.State,
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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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pub fn init(
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alloc: Allocator,
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window: glfw.Window,
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renderer_impl: *renderer.OpenGL,
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state: *const renderer.State,
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) !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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@ -37,10 +54,17 @@ pub fn init(alloc: Allocator) !Thread {
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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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var wakeup_h = try libuv.Async.init(alloc, loop, renderCallback);
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errdefer wakeup_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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errdefer async_h.close((struct {
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// This async handle is used to stop the loop and force the thread to end.
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var stop_h = try libuv.Async.init(alloc, loop, stopCallback);
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errdefer stop_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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@ -48,9 +72,12 @@ pub fn init(alloc: Allocator) !Thread {
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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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.wakeup = wakeup_h,
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.stop = stop_h,
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.window = window,
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.renderer = renderer_impl,
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.state = state,
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};
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}
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@ -61,6 +88,20 @@ pub fn deinit(self: *Thread) void {
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const alloc_ptr = self.loop.getData(Allocator).?;
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const alloc = alloc_ptr.*;
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// Schedule our handles to close
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self.stop.close((struct {
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fn callback(h: *libuv.Async) void {
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const handle_alloc = h.loop().getData(Allocator).?.*;
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h.deinit(handle_alloc);
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}
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}).callback);
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self.wakeup.close((struct {
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fn callback(h: *libuv.Async) void {
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const handle_alloc = h.loop().getData(Allocator).?.*;
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h.deinit(handle_alloc);
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}
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}).callback);
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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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@ -74,40 +115,54 @@ pub fn deinit(self: *Thread) void {
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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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pub fn threadMain(self: *Thread) 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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self.threadMain_() 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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fn threadMain_(self: *Thread) !void {
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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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const Renderer = RendererType();
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if (@hasDecl(Renderer, "threadEnter")) try self.renderer.threadEnter(self.window);
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defer if (@hasDecl(Renderer, "threadExit")) self.renderer.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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// Set up our async handler to support rendering
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self.wakeup.setData(self);
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defer self.wakeup.setData(null);
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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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defer log.debug("exiting renderer thread", .{});
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_ = try self.loop.run(.default);
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}
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fn renderCallback(h: *libuv.Async) void {
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const t = h.getData(Thread) orelse {
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// This shouldn't happen so we log it.
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log.warn("render callback fired without data set", .{});
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return;
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};
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t.renderer.render(t.window, t.state.*) catch |err|
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log.warn("error rendering err={}", .{err});
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}
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fn stopCallback(h: *libuv.Async) void {
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h.loop().stop();
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}
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// This is unnecessary right now but is logic we'll need for when we
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// abstract renderers out.
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fn RendererType() type {
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const self: Thread = undefined;
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return switch (@typeInfo(@TypeOf(self.renderer))) {
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.Pointer => |p| p.child,
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.Struct => |s| s,
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else => unreachable,
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};
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}
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