internal/grpahicsdriver/metal/mtl: use 3 drawings for fullscreen

Hajime found that renderings were delayed with 2 drawing in fullscreen
though FPS might be lowered. This is mysterious but there is no other
good solution.

Updates #2883
This commit is contained in:
Hajime Hoshi 2024-01-19 18:28:39 +09:00
parent 97625566d8
commit 5887142da7

View File

@ -36,6 +36,8 @@ func (v *view) setUIView(uiview uintptr) {
}
func (v *view) update() {
v.ml.SetMaximumDrawableCount(v.maximumDrawableCount())
if !v.windowChanged {
return
}
@ -44,6 +46,7 @@ func (v *view) update() {
cocoaWindow := cocoa.NSWindow{ID: objc.ID(v.window)}
cocoaWindow.ContentView().SetLayer(uintptr(v.ml.Layer()))
cocoaWindow.ContentView().SetWantsLayer(true)
v.windowChanged = false
}
@ -61,6 +64,16 @@ func (v *view) maximumDrawableCount() int {
return 3
}
// Use 2 for Arm Mac (#2883).
// Use 3 in fullscren.
// Though this might degrade FPS, this is necessary to avoid mysterious rendering delays.
if v.isFullscreen() {
return 3
}
// Use 2 for a Wnidow to avoid mysterious blinking (#2883).
return 2
}
func (v *view) isFullscreen() bool {
return cocoa.NSWindow{ID: objc.ID(v.window)}.StyleMask()&cocoa.NSWindowStyleMaskFullScreen != 0
}