internal/graphicsdriver/metal: Update the view only when necessary

This commit is contained in:
Hajime Hoshi 2021-07-04 17:24:39 +09:00
parent 12960a31ab
commit 7668052a6b

View File

@ -610,8 +610,6 @@ func (g *Graphics) Reset() error {
}
func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion driver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []interface{}) error {
g.view.update()
rpd := mtl.RenderPassDescriptor{}
// Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches
// (#1019). Always using mtl.LoadActionLoad is safe.
@ -687,6 +685,10 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
dst := g.images[dstID]
if dst.screen {
g.view.update()
}
var srcs [graphics.ShaderImageNum]*Image
for i, srcID := range srcIDs {
srcs[i] = g.images[srcID]