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internal/ui: bug fix: need to sleep when swapping buffers is skipped
Closes #2890
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parent
006f14ac19
commit
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@ -20,7 +20,6 @@ import (
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"math"
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"runtime"
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"sort"
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"time"
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"unsafe"
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"github.com/ebitengine/purego/objc"
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@ -62,8 +61,6 @@ type Graphics struct {
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maxImageSize int
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tmpTextures []mtl.Texture
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lastFlush time.Time
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pool cocoa.NSAutoreleasePool
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}
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@ -231,25 +228,12 @@ func (g *Graphics) flushIfNeeded(present bool) {
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return
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}
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now := time.Now()
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defer func() {
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g.lastFlush = now
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}()
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g.flushRenderCommandEncoderIfNeeded()
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if present {
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// This check is necessary when skipping to render the screen (SetScreenClearedEveryFrame(false)).
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if g.screenDrawable == (ca.MetalDrawable{}) {
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if g.cb != (mtl.CommandBuffer{}) {
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g.screenDrawable = g.view.nextDrawable()
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} else {
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if delta := time.Second/60 - now.Sub(g.lastFlush); delta > 0 {
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// nextDrawable can return immediately when the command buffer is empty.
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// To avoid high CPU usage, sleep instead (#2520).
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time.Sleep(delta)
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}
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}
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if g.screenDrawable == (ca.MetalDrawable{}) && g.cb != (mtl.CommandBuffer{}) {
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g.screenDrawable = g.view.nextDrawable()
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}
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if g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.PresentDrawable(g.screenDrawable)
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@ -16,6 +16,7 @@ package ui
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import (
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"math"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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@ -53,6 +54,7 @@ type context struct {
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offscreenHeight float64
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isOffscreenModified bool
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lastDrawTime time.Time
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skipCount int
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}
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@ -198,6 +200,11 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInter
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c.skipCount = 0
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}
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now := time.Now()
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defer func() {
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c.lastDrawTime = now
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}()
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if c.skipCount < maxSkipCount {
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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@ -209,6 +216,9 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInter
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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} else if delta := time.Second/60 - now.Sub(c.lastDrawTime); delta > 0 {
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// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
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time.Sleep(delta)
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}
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return nil
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