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examples: clean up examples to not recreate display
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It was incorrectly ported that the display was recreated, though, given
that passing the same arguments to it will yield the same results it was
still working as expected.
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kchibisov committed Sep 2, 2024
1 parent 7ec3bb9 commit 238e06d
Showing 1 changed file with 135 additions and 90 deletions.
225 changes: 135 additions & 90 deletions glutin_examples/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -7,10 +7,11 @@ use gl::types::GLfloat;
use raw_window_handle::HasWindowHandle;
use winit::application::ApplicationHandler;
use winit::event::{KeyEvent, WindowEvent};
use winit::event_loop::ActiveEventLoop;
use winit::keyboard::{Key, NamedKey};
use winit::window::Window;
use winit::window::{Window, WindowAttributes};

use glutin::config::{Config, ConfigTemplateBuilder};
use glutin::config::{Config, ConfigTemplateBuilder, GetGlConfig};
use glutin::context::{
ContextApi, ContextAttributesBuilder, NotCurrentContext, PossiblyCurrentContext, Version,
};
Expand All @@ -28,10 +29,6 @@ pub mod gl {
}

pub fn main(event_loop: winit::event_loop::EventLoop<()>) -> Result<(), Box<dyn Error>> {
let window_attributes = Window::default_attributes()
.with_transparent(true)
.with_title("Glutin triangle gradient example (press Escape to exit)");

// The template will match only the configurations supporting rendering
// to windows.
//
Expand All @@ -43,7 +40,7 @@ pub fn main(event_loop: winit::event_loop::EventLoop<()>) -> Result<(), Box<dyn
let template =
ConfigTemplateBuilder::new().with_alpha_size(8).with_transparency(cfg!(cgl_backend));

let display_builder = DisplayBuilder::new().with_window_attributes(Some(window_attributes));
let display_builder = DisplayBuilder::new().with_window_attributes(Some(window_attributes()));

let mut app = App::new(template, display_builder);
event_loop.run_app(&mut app)?;
Expand All @@ -52,112 +49,93 @@ pub fn main(event_loop: winit::event_loop::EventLoop<()>) -> Result<(), Box<dyn
}

impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
let (mut window, gl_config) = match self.display_builder.clone().build(
event_loop,
self.template.clone(),
gl_config_picker,
) {
Ok(ok) => ok,
Err(e) => {
self.exit_state = Err(e);
event_loop.exit();
return;
},
};

println!("Picked a config with {} samples", gl_config.num_samples());

let raw_window_handle = window
.as_ref()
.and_then(|window| window.window_handle().ok())
.map(|handle| handle.as_raw());

// XXX The display could be obtained from any object created by it, so we can
// query it from the config.
let gl_display = gl_config.display();

// The context creation part.
let context_attributes = ContextAttributesBuilder::new().build(raw_window_handle);

// Since glutin by default tries to create OpenGL core context, which may not be
// present we should try gles.
let fallback_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(raw_window_handle);

// There are also some old devices that support neither modern OpenGL nor GLES.
// To support these we can try and create a 2.1 context.
let legacy_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::OpenGl(Some(Version::new(2, 1))))
.build(raw_window_handle);

// Reuse the uncurrented context from a suspended() call if it exists, otherwise
// this is the first time resumed() is called, where the context still
// has to be created.
let not_current_gl_context = self.not_current_gl_context.take().unwrap_or_else(|| unsafe {
gl_display.create_context(&gl_config, &context_attributes).unwrap_or_else(|_| {
gl_display.create_context(&gl_config, &fallback_context_attributes).unwrap_or_else(
|_| {
gl_display
.create_context(&gl_config, &legacy_context_attributes)
.expect("failed to create context")
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let (window, gl_config) = match &self.gl_display {
// We just created the event loop, so initialize the display, pick the config, and
// create the context.
GlDisplayCreationState::Builder(display_builder) => {
let (window, gl_config) = match display_builder.clone().build(
event_loop,
self.template.clone(),
gl_config_picker,
) {
Ok((window, gl_config)) => (window.unwrap(), gl_config),
Err(err) => {
self.exit_state = Err(err);
event_loop.exit();
return;
},
)
})
});
};

#[cfg(android_platform)]
println!("Android window available");
println!("Picked a config with {} samples", gl_config.num_samples());

let window = window.take().unwrap_or_else(|| {
let window_attributes = Window::default_attributes()
.with_transparent(true)
.with_title("Glutin triangle gradient example (press Escape to exit)");
glutin_winit::finalize_window(event_loop, window_attributes, &gl_config).unwrap()
});
// Mark the display as initialized to not recreate it on resume, since the
// display is valid until we explicitly destroy it.
self.gl_display = GlDisplayCreationState::Init;

// Create gl context.
self.gl_context =
Some(create_gl_context(&window, &gl_config).treat_as_possibly_current());

(window, gl_config)
},
GlDisplayCreationState::Init => {
println!("Recreating window in `resumed`");
// Pick the config which we already use for the context.
let gl_config = self.gl_context.as_ref().unwrap().config();
match glutin_winit::finalize_window(event_loop, window_attributes(), &gl_config) {
Ok(window) => (window, gl_config),
Err(err) => {
self.exit_state = Err(err.into());
event_loop.exit();
return;
},
}
},
};

let attrs = window
.build_surface_attributes(Default::default())
.expect("Failed to build surface attributes");
let gl_surface =
unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };

// Make it current.
let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();

// The context needs to be current for the Renderer to set up shaders and
// buffers. It also performs function loading, which needs a current context on
// WGL.
self.renderer.get_or_insert_with(|| Renderer::new(&gl_display));
let gl_context = self.gl_context.as_ref().unwrap();
gl_context.make_current(&gl_surface).unwrap();

self.renderer.get_or_insert_with(|| Renderer::new(&gl_config.display()));

// Try setting vsync.
if let Err(res) = gl_surface
.set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap()))
.set_swap_interval(gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap()))
{
eprintln!("Error setting vsync: {res:?}");
}

assert!(self.state.replace(AppState { gl_context, gl_surface, window }).is_none());
assert!(self.state.replace(AppState { gl_surface, window }).is_none());
}

fn suspended(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop) {
fn suspended(&mut self, _event_loop: &ActiveEventLoop) {
// This event is only raised on Android, where the backing NativeWindow for a GL
// Surface can appear and disappear at any moment.
println!("Android window removed");

// Destroy the GL Surface and un-current the GL Context before ndk-glue releases
// the window back to the system.
let gl_context = self.state.take().unwrap().gl_context;
assert!(self
.not_current_gl_context
.replace(gl_context.make_not_current().unwrap())
.is_none());
self.state = None;

// Make context not current.
self.gl_context = Some(
self.gl_context.take().unwrap().make_not_current().unwrap().treat_as_possibly_current(),
);
}

fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
event_loop: &ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
Expand All @@ -167,12 +145,14 @@ impl ApplicationHandler for App {
// Notable platforms here are Wayland and macOS, other don't require it
// and the function is no-op, but it's wise to resize it for portability
// reasons.
if let Some(AppState { gl_context, gl_surface, window: _ }) = self.state.as_ref() {
if let Some(AppState { gl_surface, window: _ }) = self.state.as_ref() {
let gl_context = self.gl_context.as_ref().unwrap();
gl_surface.resize(
gl_context,
NonZeroU32::new(size.width).unwrap(),
NonZeroU32::new(size.height).unwrap(),
);

let renderer = self.renderer.as_ref().unwrap();
renderer.resize(size.width as i32, size.height as i32);
}
Expand All @@ -186,8 +166,25 @@ impl ApplicationHandler for App {
}
}

fn about_to_wait(&mut self, _event_loop: &winit::event_loop::ActiveEventLoop) {
if let Some(AppState { gl_context, gl_surface, window }) = self.state.as_ref() {
fn exiting(&mut self, _event_loop: &ActiveEventLoop) {
// NOTE: The handling below is only needed due to nvidia on Wayland to not crash
// on exit due to nvidia driver touching the Wayland display from on
// `exit` hook.
let _gl_display = self.gl_context.take().unwrap().display();

// Clear the window.
self.state = None;
#[cfg(egl_backend)]
if let glutin::display::Display::Egl(display) = _gl_display {

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unsafe {
display.terminate();
}
}
}

fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(AppState { gl_surface, window }) = self.state.as_ref() {
let gl_context = self.gl_context.as_ref().unwrap();
let renderer = self.renderer.as_ref().unwrap();
renderer.draw();
window.request_redraw();
Expand All @@ -197,31 +194,79 @@ impl ApplicationHandler for App {
}
}

fn create_gl_context(window: &Window, gl_config: &Config) -> NotCurrentContext {
let raw_window_handle = window.window_handle().ok().map(|wh| wh.as_raw());

// The context creation part.
let context_attributes = ContextAttributesBuilder::new().build(raw_window_handle);

// Since glutin by default tries to create OpenGL core context, which may not be
// present we should try gles.
let fallback_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(raw_window_handle);

// There are also some old devices that support neither modern OpenGL nor GLES.
// To support these we can try and create a 2.1 context.
let legacy_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::OpenGl(Some(Version::new(2, 1))))
.build(raw_window_handle);

// Reuse the uncurrented context from a suspended() call if it exists, otherwise
// this is the first time resumed() is called, where the context still
// has to be created.
let gl_display = gl_config.display();

unsafe {
gl_display.create_context(gl_config, &context_attributes).unwrap_or_else(|_| {
gl_display.create_context(gl_config, &fallback_context_attributes).unwrap_or_else(
|_| {
gl_display
.create_context(gl_config, &legacy_context_attributes)
.expect("failed to create context")
},
)
})
}
}

fn window_attributes() -> WindowAttributes {
Window::default_attributes()
.with_transparent(true)
.with_title("Glutin triangle gradient example (press Escape to exit)")
}

enum GlDisplayCreationState {
/// The display was not build yet.
Builder(DisplayBuilder),
/// The display was already created for the application.
Init,
}

struct App {
template: ConfigTemplateBuilder,
display_builder: DisplayBuilder,
exit_state: Result<(), Box<dyn Error>>,
not_current_gl_context: Option<NotCurrentContext>,
renderer: Option<Renderer>,
// NOTE: `AppState` carries the `Window`, thus it should be dropped after everything else.
state: Option<AppState>,
gl_context: Option<PossiblyCurrentContext>,
gl_display: GlDisplayCreationState,
exit_state: Result<(), Box<dyn Error>>,
}

impl App {
fn new(template: ConfigTemplateBuilder, display_builder: DisplayBuilder) -> Self {
Self {
template,
display_builder,
gl_display: GlDisplayCreationState::Builder(display_builder),
exit_state: Ok(()),
not_current_gl_context: None,
gl_context: None,
state: None,
renderer: None,
}
}
}

struct AppState {
gl_context: PossiblyCurrentContext,
gl_surface: Surface<WindowSurface>,
// NOTE: Window should be dropped after all resources created using its
// raw-window-handle.
Expand Down

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