internal/ui: bug fix: need to sleep when swapping buffers is skipped

Closes #2890
This commit is contained in:
Hajime Hoshi 2024-01-24 12:01:26 +09:00
parent 3be6c78e85
commit 256d40363b
2 changed files with 12 additions and 18 deletions

View File

@ -20,7 +20,6 @@ import (
"math"
"runtime"
"sort"
"time"
"unsafe"
"github.com/ebitengine/purego/objc"
@ -62,8 +61,6 @@ type Graphics struct {
maxImageSize int
tmpTextures []mtl.Texture
lastFlush time.Time
pool cocoa.NSAutoreleasePool
}
@ -230,25 +227,12 @@ func (g *Graphics) flushIfNeeded(present bool) {
return
}
now := time.Now()
defer func() {
g.lastFlush = now
}()
g.flushRenderCommandEncoderIfNeeded()
if present {
// This check is necessary when skipping to render the screen (SetScreenClearedEveryFrame(false)).
if g.screenDrawable == (ca.MetalDrawable{}) {
if g.cb != (mtl.CommandBuffer{}) {
g.screenDrawable = g.view.nextDrawable()
} else {
if delta := time.Second/60 - now.Sub(g.lastFlush); delta > 0 {
// nextDrawable can return immediately when the command buffer is empty.
// To avoid high CPU usage, sleep instead (#2520).
time.Sleep(delta)
}
}
if g.screenDrawable == (ca.MetalDrawable{}) && g.cb != (mtl.CommandBuffer{}) {
g.screenDrawable = g.view.nextDrawable()
}
if g.screenDrawable != (ca.MetalDrawable{}) {
g.cb.PresentDrawable(g.screenDrawable)

View File

@ -17,6 +17,7 @@ package ui
import (
"math"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
@ -56,6 +57,7 @@ type context struct {
offscreenHeight float64
isOffscreenModified bool
lastDrawTime time.Time
skipCount int
@ -203,6 +205,11 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
c.skipCount = 0
}
now := time.Now()
defer func() {
c.lastDrawTime = now
}()
if c.skipCount < maxSkipCount {
if graphicsDriver.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
@ -214,6 +221,9 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
// The final screen is never used as the rendering source.
// Flush its buffer here just in case.
c.screen.flushBufferIfNeeded()
} else if delta := time.Second/60 - now.Sub(c.lastDrawTime); delta > 0 {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
time.Sleep(delta)
}
return nil