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examples/winit_multithread: Make thread persistent again
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MarijnS95 committed Nov 29, 2024
1 parent 69fac10 commit 6173ad8
Showing 1 changed file with 15 additions and 20 deletions.
35 changes: 15 additions & 20 deletions examples/winit_multithread.rs
Original file line number Diff line number Diff line change
Expand Up @@ -19,16 +19,15 @@ mod ex {

fn render_thread(
window: Arc<Window>,
surface: Arc<Mutex<Surface>>,
do_render: mpsc::Receiver<()>,
do_render: mpsc::Receiver<Arc<Mutex<Surface>>>,
done: mpsc::Sender<()>,
) {
loop {
println!("waiting for render...");
if do_render.recv().is_err() {
println!("surface state destroyed");
let Ok(surface) = do_render.recv() else {
println!("main thread destroyed");
break;
}
};

// Perform the rendering.
let mut surface = surface.lock().unwrap();
Expand Down Expand Up @@ -73,15 +72,6 @@ mod ex {

let context = softbuffer::Context::new(window.clone()).unwrap();

(window, context)
},
|_elwt, (window, context)| {
let surface = {
println!("making surface...");
let surface = softbuffer::Surface::new(context, window.clone()).unwrap();
Arc::new(Mutex::new(surface))
};

// Spawn a thread to handle rendering for this specific surface. The channels will
// be closed and the thread will be stopped whenever this surface (the returned
// context below) is dropped, so that it can all be recreated again (on Android)
Expand All @@ -91,28 +81,33 @@ mod ex {
println!("starting thread...");
std::thread::spawn({
let window = window.clone();
let surface = surface.clone();
move || render_thread(window, surface, do_render, render_done)
move || render_thread(window, do_render, render_done)
});

(surface, start_render, finish_render)
(window, context, start_render, finish_render)
},
|_elwt, (window, context, _start_render, _finish_render)| {
println!("making surface...");
Arc::new(Mutex::new(
softbuffer::Surface::new(context, window.clone()).unwrap(),
))
},
)
.with_event_handler(|state, surface, event, elwt| {
let (window, _context) = state;
let (window, _context, start_render, finish_render) = state;
elwt.set_control_flow(ControlFlow::Wait);

match event {
Event::WindowEvent {
window_id,
event: WindowEvent::RedrawRequested,
} if window_id == window.id() => {
let Some((_surface, start_render, finish_render)) = surface else {
let Some(surface) = surface else {
eprintln!("RedrawRequested fired before Resumed or after Suspended");
return;
};
// Start the render and then finish it.
start_render.send(()).unwrap();
start_render.send(surface.clone()).unwrap();
finish_render.recv().unwrap();
}
Event::WindowEvent {
Expand Down

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