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internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
Updates #2500 Closes #2510
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@ -204,6 +204,7 @@ func (g *Graphics) flushIfNeeded(present bool) {
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}
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g.flushRenderCommandEncoderIfNeeded()
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// This logic is necessary when skipping clearing the framebuffer.
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if present && g.screenDrawable == (ca.MetalDrawable{}) {
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g.screenDrawable = g.view.nextDrawable()
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}
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@ -152,11 +152,19 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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return nil
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}
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func (c *context) newOffscreenImage(w, h int) *Image {
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img := c.game.NewOffscreenImage(w, h)
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img.modifyCallback = func() {
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c.isOffscreenModified = true
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}
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return img
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw bool) error {
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if (c.offscreen.imageType == atlas.ImageTypeVolatile) != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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c.offscreen = c.game.NewOffscreenImage(w, h)
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c.offscreen = c.newOffscreenImage(w, h)
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}
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// isOffscreenModified is updated when an offscreen's modifyCallback.
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@ -173,8 +181,7 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw boo
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return err
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}
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// 180 might be too big but this is a enough value to consider exiting from fullscreen on macOS (#2500).
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const maxSkipCount = 180
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const maxSkipCount = 3
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if !forceDraw && !c.isOffscreenModified {
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if c.skipCount < maxSkipCount {
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@ -234,10 +241,7 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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}
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}
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if c.offscreen == nil {
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c.offscreen = c.game.NewOffscreenImage(ow, oh)
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c.offscreen.modifyCallback = func() {
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c.isOffscreenModified = true
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}
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c.offscreen = c.newOffscreenImage(ow, oh)
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}
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return ow, oh
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