implement non-blocking call queue calls

This commit is contained in:
faiface 2016-11-24 14:10:33 +01:00
parent d4e242a59b
commit c6c3e020a4
4 changed files with 22 additions and 17 deletions

View File

@ -103,7 +103,7 @@ func NewShader(parent BeginEnder, vertexShader, fragmentShader string) (*Shader,
// Delete deletes a shader program. Don't use a shader after deletion.
func (s *Shader) Delete() {
Do(func() {
DoNoBlock(func() {
gl.DeleteProgram(s.program)
})
}
@ -111,14 +111,14 @@ func (s *Shader) Delete() {
// Begin starts using a shader program.
func (s *Shader) Begin() {
s.parent.Begin()
Do(func() {
DoNoBlock(func() {
gl.UseProgram(s.program)
})
}
// End stops using a shader program.
func (s *Shader) End() {
Do(func() {
DoNoBlock(func() {
gl.UseProgram(0)
})
s.parent.End()

View File

@ -45,7 +45,7 @@ func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture,
// Delete deletes a texture. Don't use a texture after deletion.
func (t *Texture) Delete() {
Do(func() {
DoNoBlock(func() {
gl.DeleteTextures(1, &t.tex)
})
}
@ -53,14 +53,14 @@ func (t *Texture) Delete() {
// Begin binds a texture.
func (t *Texture) Begin() {
t.parent.Begin()
Do(func() {
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, t.tex)
})
}
// End unbinds a texture.
func (t *Texture) End() {
Do(func() {
DoNoBlock(func() {
gl.BindTexture(gl.TEXTURE_2D, 0)
})
t.parent.End()

View File

@ -11,7 +11,7 @@ import (
// execute all OpenGL calls from a single dedicated thread. This file defines functions to make
// it possible.
var callQueue = make(chan func())
var callQueue = make(chan func(), 32)
func init() {
go func() {
@ -34,6 +34,12 @@ func Init() {
}
}
// DoNoBlock executes a function inside a dedicated OpenGL thread.
// DoNoBlock does not wait until the function finishes.
func DoNoBlock(f func()) {
callQueue <- f
}
// Do executes a function inside a dedicated OpenGL thread.
// Do blocks until the function finishes.
//

View File

@ -144,7 +144,7 @@ func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode,
// Delete deletes a vertex array and it's associated vertex buffer. Don't use a vertex array after deletion.
func (va *VertexArray) Delete() {
Do(func() {
DoNoBlock(func() {
gl.DeleteVertexArrays(1, &va.vao)
gl.DeleteBuffers(1, &va.vbo)
})
@ -159,7 +159,7 @@ func (va *VertexArray) VertexFormat() VertexFormat {
// SetDrawMode sets the draw mode of a vertex array. Subsequent calls to Draw will use this draw mode.
func (va *VertexArray) SetDrawMode(mode VertexDrawMode) {
Do(func() {
DoNoBlock(func() {
va.mode = mode
})
}
@ -181,22 +181,21 @@ func (va *VertexArray) Draw() {
// UpdateData overwrites the current vertex array data starting at the index offset.
//
// Offset is not a number of bytes, instead, it's an index in the array.
func (va *VertexArray) UpdateData(offset int, data []float64) error {
err := DoGLErr(func() {
func (va *VertexArray) UpdateData(offset int, data []float64) {
DoNoBlock(func() {
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
if err := getLastGLErr(); err != nil {
panic(errors.Wrap(err, "failed to update vertex array"))
}
})
if err != nil {
return errors.Wrap(err, "failed to update vertex array")
}
return nil
}
// Begin binds a vertex array and it's associated vertex buffer.
func (va *VertexArray) Begin() {
va.parent.Begin()
Do(func() {
DoNoBlock(func() {
gl.BindVertexArray(va.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
})
@ -204,7 +203,7 @@ func (va *VertexArray) Begin() {
// End draws a vertex array and unbinds it alongside with it's associated vertex buffer.
func (va *VertexArray) End() {
Do(func() {
DoNoBlock(func() {
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)