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internal/graphicsdriver/metal: refactoring: initialize the driver at Get
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7b8ae76f26
commit
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@ -19,6 +19,7 @@ import (
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"math"
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"sort"
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"strings"
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"sync"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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@ -346,28 +347,31 @@ const (
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noStencil
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)
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// isMetalAvailable reports whether Metal is available or not.
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var isMetalAvailable bool
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func init() {
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if !supportsMetal() {
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return
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}
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// Initialize isMetalAvailable on the main thread.
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// On old mac devices like iMac 2011, Metal is not supported (#779).
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// TODO: Is there a better way to check whether Metal is available or not?
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// It seems OK to call MTLCreateSystemDefaultDevice multiple times, so this should be fine.
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if _, ok := mtl.CreateSystemDefaultDevice(); !ok {
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return
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}
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isMetalAvailable = true
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}
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var (
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// isMetalAvailable reports whether Metal is available or not.
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isMetalAvailable bool
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isMetalAvailableOnce sync.Once
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)
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var theGraphics Graphics
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func Get() *Graphics {
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isMetalAvailableOnce.Do(func() {
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if !supportsMetal() {
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return
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}
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// Initialize isMetalAvailable on the main thread.
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// TODO: Now ui.chooseGraphicsDriver is called on the main thread. Add an assertion.
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// On old mac devices like iMac 2011, Metal is not supported (#779).
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// TODO: Is there a better way to check whether Metal is available or not?
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// It seems OK to call MTLCreateSystemDefaultDevice multiple times, so this should be fine.
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if _, ok := mtl.CreateSystemDefaultDevice(); !ok {
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return
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}
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isMetalAvailable = true
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})
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if !isMetalAvailable {
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return nil
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}
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