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graphicsdriver/metal: Make (*Driver).Flush do nothing
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@ -329,6 +329,7 @@ func (d *Driver) Begin() {
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}
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func (d *Driver) End() {
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d.flush(false, true)
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mainthread.Run(func() error {
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d.screenDrawable = ca.MetalDrawable{}
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C.releaseAutoreleasePool(d.pool)
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@ -361,18 +362,16 @@ func (d *Driver) SetVertices(vertices []float32, indices []uint16) {
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}
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func (d *Driver) Flush() {
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d.flush(false)
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// On Metal, flushing command buffers only once is enough. Do not call flush.
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}
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func (d *Driver) flush(wait bool) {
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func (d *Driver) flush(wait bool, present bool) {
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mainthread.Run(func() error {
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if d.cb == (mtl.CommandBuffer{}) {
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return nil
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}
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// TODO: Calling PresentDrawable here is odd since flush is not related to preseinging.
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// Call it at End().
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if d.screenDrawable != (ca.MetalDrawable{}) {
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if present && d.screenDrawable != (ca.MetalDrawable{}) {
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d.cb.PresentDrawable(d.screenDrawable)
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}
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d.cb.Commit()
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@ -765,7 +764,7 @@ func (i *Image) syncTexture() {
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}
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func (i *Image) Pixels() ([]byte, error) {
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i.driver.flush(true)
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i.driver.flush(true, false)
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i.syncTexture()
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b := make([]byte, 4*i.width*i.height)
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@ -793,7 +792,7 @@ func (i *Image) SetAsSource() {
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}
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func (i *Image) ReplacePixels(pixels []byte, x, y, width, height int) {
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i.driver.flush(true)
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i.driver.flush(true, false)
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mainthread.Run(func() error {
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i.texture.ReplaceRegion(mtl.Region{
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@ -109,11 +109,6 @@ func (c *uiContext) Update(afterFrameUpdate func()) error {
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afterFrameUpdate()
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}
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// Before clearing the screen, the offscreen's pixels must be resolved.
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// After clearing the screen, resolving doesn't work. This is very hacky
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// but we could not find other way so far (#792).
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c.offscreen.resolvePendingPixels(true)
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.Clear()
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