Extract Win32 async render context state
This commit is contained in:
82
src/platform_windows/windows_async_render_context.cpp
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82
src/platform_windows/windows_async_render_context.cpp
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@@ -0,0 +1,82 @@
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#include "pch.h"
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#include "platform_windows/windows_async_render_context.h"
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#include "log.h"
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#include "platform_windows/windows_bootstrap_helpers.h"
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namespace pp::platform::windows {
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namespace {
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struct RetainedWin32AsyncRenderContextState final {
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HDC hdc{};
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HGLRC hrc{};
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std::mutex gl_mutex;
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std::thread::id gl_thread{};
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int gl_count = 0;
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};
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[[nodiscard]] RetainedWin32AsyncRenderContextState& retained_win32_async_render_context_state()
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{
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static RetainedWin32AsyncRenderContextState state;
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return state;
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}
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}
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void set_async_render_context(HDC hdc, HGLRC hrc)
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{
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auto& state = retained_win32_async_render_context_state();
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state.hdc = hdc;
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state.hrc = hrc;
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state.gl_thread = {};
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state.gl_count = 0;
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}
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void lock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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if (state.gl_count == 0 || state.gl_thread != std::this_thread::get_id())
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{
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state.gl_mutex.lock();
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const bool ret = wglMakeCurrent(state.hdc, state.hrc);
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if (!ret)
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LOG("FAILED wglMakeCurrent: %s", pp::platform::windows::GetLastErrorAsString().c_str());
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state.gl_thread = std::this_thread::get_id();
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}
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state.gl_count++;
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}
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bool try_lock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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if (state.gl_count == 0 || state.gl_thread != std::this_thread::get_id())
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{
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if (!state.gl_mutex.try_lock())
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return false;
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const bool ret = wglMakeCurrent(state.hdc, state.hrc);
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if (!ret)
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LOG("FAILED wglMakeCurrent: %s", pp::platform::windows::GetLastErrorAsString().c_str());
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state.gl_thread = std::this_thread::get_id();
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}
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state.gl_count++;
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return true;
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}
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void unlock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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state.gl_count--;
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if (state.gl_count == 0)
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{
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wglMakeCurrent(0, 0);
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state.gl_mutex.unlock();
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}
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}
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void swap_async_render_context()
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{
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SwapBuffers(retained_win32_async_render_context_state().hdc);
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}
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}
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13
src/platform_windows/windows_async_render_context.h
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13
src/platform_windows/windows_async_render_context.h
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@@ -0,0 +1,13 @@
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#pragma once
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#include <windows.h>
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namespace pp::platform::windows {
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void set_async_render_context(HDC hdc, HGLRC hrc);
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void lock_async_render_context();
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[[nodiscard]] bool try_lock_async_render_context();
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void unlock_async_render_context();
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void swap_async_render_context();
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}
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@@ -1,6 +1,7 @@
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#include "pch.h"
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#include "platform_windows/windows_bootstrap_helpers.h"
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#include "platform_windows/windows_async_render_context.h"
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#include "platform_windows/windows_main_window_session.h"
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#include "platform_windows/windows_runtime_shell.h"
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#include "platform_windows/windows_window_shell.h"
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@@ -25,7 +26,6 @@
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#endif
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namespace pp::platform::windows {
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void set_async_render_context(HDC hdc, HGLRC hrc);
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App* bound_app() noexcept;
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}
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@@ -1,4 +1,5 @@
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#include "pch.h"
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#include "platform_windows/windows_async_render_context.h"
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#include "platform_windows/windows_bootstrap_helpers.h"
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#include "platform_windows/windows_lifecycle_shell.h"
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#include "platform_windows/windows_main_window_session.h"
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@@ -20,11 +21,6 @@
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#include <map>
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namespace pp::platform::windows {
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void set_async_render_context(HDC hdc, HGLRC hrc);
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void lock_async_render_context();
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bool try_lock_async_render_context();
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void unlock_async_render_context();
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void swap_async_render_context();
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[[nodiscard]] VrShellState& platform_vr_state() noexcept;
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}
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@@ -145,77 +141,8 @@ VrShellState& platform_vr_state() noexcept
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namespace pp::platform::windows {
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namespace {
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struct RetainedWin32AsyncRenderContextState final {
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HDC hdc{};
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HGLRC hrc{};
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std::mutex gl_mutex;
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std::thread::id gl_thread{};
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int gl_count = 0;
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};
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[[nodiscard]] RetainedWin32AsyncRenderContextState& retained_win32_async_render_context_state()
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{
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static RetainedWin32AsyncRenderContextState state;
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return state;
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}
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} // namespace
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void set_async_render_context(HDC hdc, HGLRC hrc)
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{
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auto& state = retained_win32_async_render_context_state();
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state.hdc = hdc;
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state.hrc = hrc;
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state.gl_thread = {};
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state.gl_count = 0;
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}
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void lock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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if (state.gl_count == 0 || state.gl_thread != std::this_thread::get_id())
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{
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state.gl_mutex.lock();
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const bool ret = wglMakeCurrent(state.hdc, state.hrc);
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if (!ret)
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LOG("FAILED wglMakeCurrent: %s", pp::platform::windows::GetLastErrorAsString().c_str());
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state.gl_thread = std::this_thread::get_id();
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}
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state.gl_count++;
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}
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bool try_lock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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if (state.gl_count == 0 || state.gl_thread != std::this_thread::get_id())
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{
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if (!state.gl_mutex.try_lock())
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return false;
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const bool ret = wglMakeCurrent(state.hdc, state.hrc);
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if (!ret)
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LOG("FAILED wglMakeCurrent: %s", pp::platform::windows::GetLastErrorAsString().c_str());
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state.gl_thread = std::this_thread::get_id();
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}
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state.gl_count++;
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return true;
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}
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void unlock_async_render_context()
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{
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auto& state = retained_win32_async_render_context_state();
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state.gl_count--;
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if (state.gl_count == 0)
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{
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wglMakeCurrent(0, 0);
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state.gl_mutex.unlock();
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}
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}
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void swap_async_render_context()
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{
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SwapBuffers(retained_win32_async_render_context_state().hdc);
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}
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void enqueue_main_thread_task(std::packaged_task<void()> task)
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{
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if (auto* app = bound_app())
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