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internal/graphicsdriver/metal: call PresentDrawable only when necessary
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ee911fd892
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@ -293,6 +293,7 @@ func (q *commandQueue) flush() error {
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}
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}
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theGraphicsDriver.Begin()
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theGraphicsDriver.Begin()
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var present bool
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cs := q.commands
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cs := q.commands
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for len(cs) > 0 {
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for len(cs) > 0 {
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nv := 0
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nv := 0
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@ -308,6 +309,9 @@ func (q *commandQueue) flush() error {
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}
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}
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nv += dtc.numVertices()
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nv += dtc.numVertices()
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ne += dtc.numIndices()
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ne += dtc.numIndices()
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if dtc.dst.screen {
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present = true
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}
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}
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}
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nc++
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nc++
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}
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}
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@ -331,7 +335,7 @@ func (q *commandQueue) flush() error {
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}
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}
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cs = cs[nc:]
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cs = cs[nc:]
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}
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}
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theGraphicsDriver.End()
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theGraphicsDriver.End(present)
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// Release the commands explicitly (#1803).
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// Release the commands explicitly (#1803).
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// Apparently, the part of a slice between len and cap-1 still holds references.
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// Apparently, the part of a slice between len and cap-1 still holds references.
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@ -46,7 +46,7 @@ type Uniform struct {
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type Graphics interface {
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type Graphics interface {
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Begin()
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Begin()
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End()
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End(present bool)
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SetTransparent(transparent bool)
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SetTransparent(transparent bool)
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SetVertices(vertices []float32, indices []uint16)
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SetVertices(vertices []float32, indices []uint16)
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NewImage(width, height int) (Image, error)
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NewImage(width, height int) (Image, error)
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@ -369,8 +369,8 @@ func (g *Graphics) Begin() {
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g.pool = C.allocAutoreleasePool()
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g.pool = C.allocAutoreleasePool()
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}
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}
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func (g *Graphics) End() {
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func (g *Graphics) End(present bool) {
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g.flushIfNeeded(true)
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g.flushIfNeeded(present)
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g.screenDrawable = ca.MetalDrawable{}
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g.screenDrawable = ca.MetalDrawable{}
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C.releaseAutoreleasePool(g.pool)
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C.releaseAutoreleasePool(g.pool)
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g.pool = nil
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g.pool = nil
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@ -60,7 +60,7 @@ func (g *Graphics) Begin() {
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// Do nothing.
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// Do nothing.
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}
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}
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func (g *Graphics) End() {
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func (g *Graphics) End(present bool) {
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// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
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// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
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// TODO: examples/sprites worked without this. Is this really needed?
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// TODO: examples/sprites worked without this. Is this really needed?
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g.context.flush()
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g.context.flush()
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