func windowDraw(w *C.ANativeWindow, queue *C.AInputQueue, donec chan struct{}) (done bool) { // Android can send a windowRedrawNeeded event any time, including // in the middle of a paint cycle. The redraw event may have changed // the size of the screen, so any partial painting is now invalidated. // We must also not return to Android (via sending on windowRedrawDone) // until a complete paint with the new configuration is complete. // // When a windowRedrawNeeded request comes in, we increment redrawGen // (Gen is short for generation number), and do not make a paint cycle // visible on <-endPaint unless paintGen agrees. If possible, // windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded // to return. var redrawGen, paintGen uint32 for { processEvents(queue) select { case <-donec: return true case cfg := <-windowConfigChange: // TODO save orientation pixelsPerPt = cfg.pixelsPerPt case w := <-windowRedrawNeeded: sendLifecycle(lifecycle.StageFocused) widthPx := int(C.ANativeWindow_getWidth(w)) heightPx := int(C.ANativeWindow_getHeight(w)) eventsIn <- config.Event{ WidthPx: widthPx, HeightPx: heightPx, WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt), HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt), PixelsPerPt: pixelsPerPt, } if paintGen == 0 { paintGen++ C.createEGLWindow(w) eventsIn <- paint.Event{} } redrawGen++ case <-windowDestroyed: sendLifecycle(lifecycle.StageAlive) return false case <-gl.WorkAvailable: gl.DoWork() case <-endPaint: if paintGen == redrawGen { // eglSwapBuffers blocks until vsync. C.eglSwapBuffers(C.display, C.surface) select { case windowRedrawDone <- struct{}{}: default: } } paintGen = redrawGen eventsIn <- paint.Event{} } } }
func Initialize(win unsafe.Pointer, configAttr, contextAttr []int32) *platform.EGLState { eglState := new(platform.EGLState) eglState.Display = getEGLDisp(egl.DEFAULT_DISPLAY) eglState.Config = chooseEGLConfig(eglState.Display, configAttr) eglState.VisualId = getEGLNativeVisualId(eglState.Display, eglState.Config) C.ANativeWindow_setBuffersGeometry((*[0]byte)(win), 0, 0, C.int32_t(eglState.VisualId)) eglState.Surface = EGLCreateWindowSurface(eglState.Display, eglState.Config, egl.NativeWindowType(win)) egl.BindAPI(egl.OPENGL_ES_API) eglState.Context = egl.CreateContext(eglState.Display, eglState.Config, egl.NO_CONTEXT, &contextAttr[0]) eglState.SurfaceWidth = int(C.ANativeWindow_getWidth((*C.ANativeWindow)(win))) eglState.SurfaceHeight = int(C.ANativeWindow_getHeight((*C.ANativeWindow)(win))) return eglState }
func mainUI(vm, jniEnv, ctx uintptr) error { env := (*C.JNIEnv)(unsafe.Pointer(jniEnv)) // not a Go heap pointer donec := make(chan struct{}) go func() { mainUserFn(app{}) close(donec) }() var q *C.AInputQueue var pixelsPerPt float32 var orientation size.Orientation // Android can send a windowRedrawNeeded event any time, including // in the middle of a paint cycle. The redraw event may have changed // the size of the screen, so any partial painting is now invalidated. // We must also not return to Android (via sending on windowRedrawDone) // until a complete paint with the new configuration is complete. // // When a windowRedrawNeeded request comes in, we increment redrawGen // (Gen is short for generation number), and do not make a paint cycle // visible on <-endPaint unless Generation agrees. If possible, // windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded // to return. var redrawGen uint32 for { if q != nil { processEvents(env, q) } select { case <-windowCreated: case q = <-inputQueue: case <-donec: return nil case cfg := <-windowConfigChange: pixelsPerPt = cfg.pixelsPerPt orientation = cfg.orientation case w := <-windowRedrawNeeded: if C.surface == nil { if errStr := C.createEGLSurface(w); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } sendLifecycle(lifecycle.StageFocused) widthPx := int(C.ANativeWindow_getWidth(w)) heightPx := int(C.ANativeWindow_getHeight(w)) eventsIn <- size.Event{ WidthPx: widthPx, HeightPx: heightPx, WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt), HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt), PixelsPerPt: pixelsPerPt, Orientation: orientation, } redrawGen++ eventsIn <- paint.Event{redrawGen} case <-windowDestroyed: if C.surface != nil { if errStr := C.destroyEGLSurface(); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } C.surface = nil sendLifecycle(lifecycle.StageAlive) case <-gl.WorkAvailable: gl.DoWork() case p := <-endPaint: if p.Generation != redrawGen { continue } if C.surface != nil { // eglSwapBuffers blocks until vsync. if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE { log.Printf("app: failed to swap buffers (%s)", eglGetError()) } } select { case windowRedrawDone <- struct{}{}: default: } if C.surface != nil { redrawGen++ eventsIn <- paint.Event{redrawGen} } } } }
func main(f func(App)) { // Preserve this OS thread for the GL context created below. runtime.LockOSThread() donec := make(chan struct{}) go func() { f(app{}) close(donec) }() var q *C.AInputQueue // Android can send a windowRedrawNeeded event any time, including // in the middle of a paint cycle. The redraw event may have changed // the size of the screen, so any partial painting is now invalidated. // We must also not return to Android (via sending on windowRedrawDone) // until a complete paint with the new configuration is complete. // // When a windowRedrawNeeded request comes in, we increment redrawGen // (Gen is short for generation number), and do not make a paint cycle // visible on <-endPaint unless Generation agrees. If possible, // windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded // to return. var redrawGen uint32 for { if q != nil { processEvents(q) } select { case <-windowCreated: case q = <-inputQueue: case <-donec: return case cfg := <-windowConfigChange: // TODO save orientation pixelsPerPt = cfg.pixelsPerPt case w := <-windowRedrawNeeded: newWindow := C.surface == nil if newWindow { if errStr := C.createEGLSurface(w); errStr != nil { log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError()) return } } sendLifecycle(lifecycle.StageFocused) widthPx := int(C.ANativeWindow_getWidth(w)) heightPx := int(C.ANativeWindow_getHeight(w)) eventsIn <- config.Event{ WidthPx: widthPx, HeightPx: heightPx, WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt), HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt), PixelsPerPt: pixelsPerPt, } redrawGen++ if newWindow { // New window, begin paint loop. eventsIn <- paint.Event{redrawGen} } case <-windowDestroyed: if C.surface != nil { if errStr := C.destroyEGLSurface(); errStr != nil { log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError()) return } } C.surface = nil sendLifecycle(lifecycle.StageAlive) case <-gl.WorkAvailable: gl.DoWork() case p := <-endPaint: if p.Generation != redrawGen { continue } if C.surface != nil { // eglSwapBuffers blocks until vsync. if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE { log.Printf("app: failed to swap buffers (%s)", eglGetError()) } } select { case windowRedrawDone <- struct{}{}: default: } if C.surface != nil { redrawGen++ eventsIn <- paint.Event{redrawGen} } } } }
func mainUI(vm, jniEnv, ctx uintptr) error { workAvailable := theApp.worker.WorkAvailable() donec := make(chan struct{}) go func() { mainUserFn(theApp) close(donec) }() var pixelsPerPt float32 var orientation size.Orientation for { select { case <-donec: return nil case cfg := <-windowConfigChange: pixelsPerPt = cfg.pixelsPerPt orientation = cfg.orientation case w := <-windowRedrawNeeded: if C.surface == nil { if errStr := C.createEGLSurface(w); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } theApp.sendLifecycle(lifecycle.StageFocused) widthPx := int(C.ANativeWindow_getWidth(w)) heightPx := int(C.ANativeWindow_getHeight(w)) theApp.eventsIn <- size.Event{ WidthPx: widthPx, HeightPx: heightPx, WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt), HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt), PixelsPerPt: pixelsPerPt, Orientation: orientation, } theApp.eventsIn <- paint.Event{External: true} case <-windowDestroyed: if C.surface != nil { if errStr := C.destroyEGLSurface(); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } C.surface = nil theApp.sendLifecycle(lifecycle.StageAlive) case <-workAvailable: theApp.worker.DoWork() case <-theApp.publish: // TODO: compare a generation number to redrawGen for stale paints? if C.surface != nil { // eglSwapBuffers blocks until vsync. if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE { log.Printf("app: failed to swap buffers (%s)", eglGetError()) } } select { case windowRedrawDone <- struct{}{}: default: } theApp.publishResult <- PublishResult{} } } }
func mainUI(vm, jniEnv, ctx uintptr) error { var worker gl.Worker glctx, worker = gl.NewContext() workAvailable := worker.WorkAvailable() donec := make(chan struct{}) go func() { mainUserFn(theApp) close(donec) }() var pixelsPerPt float32 var orientation size.Orientation // Android can send a windowRedrawNeeded event any time, including // in the middle of a paint cycle. The redraw event may have changed // the size of the screen, so any partial painting is now invalidated. // We must also not return to Android (via sending on windowRedrawDone) // until a complete paint with the new configuration is complete. // // When a windowRedrawNeeded request comes in, we increment redrawGen // (Gen is short for generation number), and do not make a paint cycle // visible on <-endPaint unless Generation agrees. If possible, // windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded // to return. // // TODO: is this still needed? var redrawGen uint32 for { select { case <-donec: return nil case cfg := <-windowConfigChange: pixelsPerPt = cfg.pixelsPerPt orientation = cfg.orientation case w := <-windowRedrawNeeded: if C.surface == nil { if errStr := C.createEGLSurface(w); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } theApp.sendLifecycle(lifecycle.StageFocused) widthPx := int(C.ANativeWindow_getWidth(w)) heightPx := int(C.ANativeWindow_getHeight(w)) theApp.eventsIn <- size.Event{ WidthPx: widthPx, HeightPx: heightPx, WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt), HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt), PixelsPerPt: pixelsPerPt, Orientation: orientation, } redrawGen++ theApp.eventsIn <- paint.Event{redrawGen} case <-windowDestroyed: if C.surface != nil { if errStr := C.destroyEGLSurface(); errStr != nil { return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError()) } } C.surface = nil theApp.sendLifecycle(lifecycle.StageAlive) case <-workAvailable: worker.DoWork() case <-theApp.publish: // TODO: compare a generation number to redrawGen for stale paints? if C.surface != nil { // eglSwapBuffers blocks until vsync. if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE { log.Printf("app: failed to swap buffers (%s)", eglGetError()) } } select { case windowRedrawDone <- struct{}{}: default: } theApp.publishResult <- PublishResult{} } } }
func (win *window) resize(androidWin unsafe.Pointer) { width := int(C.ANativeWindow_getWidth((*C.ANativeWindow)(androidWin))) height := int(C.ANativeWindow_getHeight((*C.ANativeWindow)(androidWin))) win.eglState.SurfaceWidth = width win.eglState.SurfaceHeight = height }
// GetSize returns the dimension of the rendering surface. func (win *window) GetSize() (int, int) { win.eglState.SurfaceWidth = int(C.ANativeWindow_getWidth((*C.ANativeWindow)(win.window))) win.eglState.SurfaceHeight = int(C.ANativeWindow_getHeight((*C.ANativeWindow)(win.window))) return win.eglState.SurfaceWidth, win.eglState.SurfaceHeight }