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internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
Closes #1740
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@ -30,6 +30,7 @@ type view struct {
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windowChanged bool
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vsync bool
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vsyncInited bool
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device mtl.Device
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ml ca.MetalLayer
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@ -46,8 +47,12 @@ func (v *view) getMTLDevice() mtl.Device {
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}
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func (v *view) setDisplaySyncEnabled(enabled bool) {
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if v.vsync == enabled && !v.vsyncInited {
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return
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}
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v.ml.SetDisplaySyncEnabled(enabled)
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v.vsync = enabled
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v.vsyncInited = true
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}
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func (v *view) colorPixelFormat() mtl.PixelFormat {
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@ -75,7 +80,9 @@ func (v *view) reset() error {
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v.ml.SetMaximumDrawableCount(2)
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// The vsync state might be reset. Set the state again (#1364).
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if v.vsyncInited {
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v.ml.SetDisplaySyncEnabled(v.vsync)
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}
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v.ml.SetFramebufferOnly(true)
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return nil
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@ -781,6 +781,9 @@ func (u *UserInterface) registerWindowSetSizeCallback() {
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}
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if err := u.runOnAnotherThreadFromMainThread(func() error {
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// Disable Vsync temporarily. On macOS, getting a next frame can get stuck (#1740).
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u.Graphics().SetVsyncEnabled(false)
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var outsideWidth, outsideHeight float64
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var outsideSizeChanged bool
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@ -967,10 +970,13 @@ func (u *UserInterface) update() (float64, float64, bool, error) {
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// Calling this inside setWindowSize didn't work (#1363).
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if !u.fpsModeInited {
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u.fpsMode = u.getInitFPSMode()
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u.updateVsync()
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u.fpsModeInited = true
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}
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// Call updateVsync even though fpsMode is not updated.
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// The vsync state might be changed in other places (e.g., the SetSizeCallback).
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u.updateVsync()
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outsideWidth, outsideHeight, outsideSizeChanged := u.updateSize()
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if u.fpsMode != driver.FPSModeVsyncOffMinimum {
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