renderer: handle renderer pause/redraw on occlusion

This commit is contained in:
Mitchell Hashimoto
2024-02-13 09:21:04 -08:00
parent 7548ac368e
commit e1908f7cc7
3 changed files with 54 additions and 28 deletions

View File

@@ -82,6 +82,10 @@ flags: packed struct {
/// This is true when the inspector is active.
has_inspector: bool = false,
/// This is true when the view is visible. This is used to determine
/// if we should be rendering or not.
visible: bool = true,
} = .{},
pub const DerivedConfig = struct {
@@ -242,6 +246,23 @@ fn drainMailbox(self: *Thread) !void {
while (self.mailbox.pop()) |message| {
log.debug("mailbox message={}", .{message});
switch (message) {
.visible => |v| {
// Set our visible state
self.flags.visible = v;
// If we became visible then we immediately trigger a draw.
// We don't need to update frame data because that should
// still be happening.
if (v) self.drawFrame();
// Note that we're explicitly today not stopping any
// cursor timers, draw timers, etc. These things have very
// little resource cost and properly maintaining their active
// state across different transitions is going to be bug-prone,
// so its easier to just let them keep firing and have them
// check the visible state themselves to control their behavior.
},
.focus => |v| {
// Set it on the renderer
try self.renderer.setFocus(v);
@@ -341,6 +362,27 @@ fn changeConfig(self: *Thread, config: *const DerivedConfig) !void {
self.config = config.*;
}
/// Trigger a draw. This will not update frame data or anything, it will
/// just trigger a draw/paint.
fn drawFrame(self: *Thread) void {
// If we're invisible, we do not draw.
if (!self.flags.visible) return;
// If we're doing single-threaded GPU calls then we just wake up the
// app thread to redraw at this point.
if (renderer.Renderer == renderer.OpenGL and
renderer.OpenGL.single_threaded_draw)
{
_ = self.app_mailbox.push(
.{ .redraw_surface = self.surface },
.{ .instant = {} },
);
} else {
self.renderer.drawFrame(self.surface) catch |err|
log.warn("error drawing err={}", .{err});
}
}
fn wakeupCallback(
self_: ?*Thread,
_: *xev.Loop,
@@ -388,19 +430,8 @@ fn drawCallback(
return .disarm;
};
// If we're doing single-threaded GPU calls then we just wake up the
// app thread to redraw at this point.
if (renderer.Renderer == renderer.OpenGL and
renderer.OpenGL.single_threaded_draw)
{
_ = t.app_mailbox.push(
.{ .redraw_surface = t.surface },
.{ .instant = {} },
);
} else {
t.renderer.drawFrame(t.surface) catch |err|
log.warn("error drawing err={}", .{err});
}
// Draw
t.drawFrame();
// Only continue if we're still active
if (t.draw_active) {
@@ -436,18 +467,8 @@ fn renderCallback(
) catch |err|
log.warn("error rendering err={}", .{err});
// If we're doing single-threaded GPU calls then we also wake up the
// app thread to redraw at this point.
if (renderer.Renderer == renderer.OpenGL and
renderer.OpenGL.single_threaded_draw)
{
_ = t.app_mailbox.push(.{ .redraw_surface = t.surface }, .{ .instant = {} });
return .disarm;
}
// Draw
t.renderer.drawFrame(t.surface) catch |err|
log.warn("error drawing err={}", .{err});
t.drawFrame();
return .disarm;
}