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internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
FPS was unstable on fullscreen mode i.e., when the view size is the same as the monitor size. By using a little different size view, FPS becomes stable. Updates #1745
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@ -45,7 +45,7 @@ func (v *view) update() {
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func (v *view) usePresentsWithTransaction() bool {
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func (v *view) usePresentsWithTransaction() bool {
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// Disable presentsWithTransaction on the fullscreen mode (#1745).
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// Disable presentsWithTransaction on the fullscreen mode (#1745).
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return !v.vsyncDisabled && !v.fullscreen
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return !v.vsyncDisabled
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}
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}
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func (v *view) maximumDrawableCount() int {
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func (v *view) maximumDrawableCount() int {
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@ -63,6 +63,21 @@ package glfw
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// if (!origResizable) {
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// if (!origResizable) {
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// window.styleMask &= ~NSWindowStyleMaskResizable;
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// window.styleMask &= ~NSWindowStyleMaskResizable;
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// }
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// }
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//
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// if ((window.styleMask & NSWindowStyleMaskFullScreen) == 0) {
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// return;
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// }
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//
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// // Reduce the view height (#1745).
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// // https://stackoverflow.com/questions/27758027/sprite-kit-serious-fps-issue-in-full-screen-mode-on-os-x
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// NSView* view = [window contentView];
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// CGSize size = [view frame].size;
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// size.width--;
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// [view setFrameSize:size];
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//
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// // NSColor.blackColor (0, 0, 0, 1) didn't work.
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// // Use the transparent color instead.
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// [window setBackgroundColor: [NSColor colorWithSRGBRed:0 green:0 blue:0 alpha:0]];
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// }
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// }
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//
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//
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// static void setNativeCursor(int cursorID) {
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// static void setNativeCursor(int cursorID) {
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