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internal/graphicsdriver/metal: stop using presentsWithTransaction
presentsWithTransaction caused many troubles. The critical thing was that nextDrawable sometimes took more than one second when a user inputs with NSTextView. Fortunately, applications work well even without presentsWithTransaction. Updates #1029 Updates #1196 Updates #1745 Updates #1974
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@ -1189,9 +1189,6 @@ func (g *Graphics) SetVsyncEnabled(enabled bool) {
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g.vsyncEnabled = enabled
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}
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func (g *Graphics) SetFullscreen(fullscreen bool) {
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}
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func (g *Graphics) NeedsRestoring() bool {
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return false
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}
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@ -45,7 +45,6 @@ type Graphics interface {
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NewImage(width, height int) (Image, error)
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NewScreenFramebufferImage(width, height int) (Image, error)
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SetVsyncEnabled(enabled bool)
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SetFullscreen(fullscreen bool)
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NeedsRestoring() bool
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NeedsClearingScreen() bool
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IsGL() bool
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@ -208,14 +208,10 @@ func (g *Graphics) flushIfNeeded(present bool) {
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g.screenDrawable = g.view.nextDrawable()
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}
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if !g.view.presentsWithTransaction() && present && g.screenDrawable != (ca.MetalDrawable{}) {
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if present && g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.PresentDrawable(g.screenDrawable)
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}
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g.cb.Commit()
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if g.view.presentsWithTransaction() && present && g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.WaitUntilScheduled()
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g.screenDrawable.Present()
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}
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for _, t := range g.tmpTextures {
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t.Release()
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@ -631,10 +627,6 @@ func (g *Graphics) SetVsyncEnabled(enabled bool) {
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g.view.setDisplaySyncEnabled(enabled)
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}
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func (g *Graphics) SetFullscreen(fullscreen bool) {
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g.view.setFullscreen(fullscreen)
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}
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func (g *Graphics) NeedsRestoring() bool {
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return false
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}
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@ -28,7 +28,6 @@ type view struct {
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windowChanged bool
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vsyncDisabled bool
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fullscreen bool
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device mtl.Device
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ml ca.MetalLayer
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@ -54,22 +53,6 @@ func (v *view) setDisplaySyncEnabled(enabled bool) {
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func (v *view) forceSetDisplaySyncEnabled(enabled bool) {
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v.ml.SetDisplaySyncEnabled(enabled)
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v.vsyncDisabled = !enabled
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// setting presentsWithTransaction true makes the FPS stable (#1196). We're not sure why...
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v.updatePresentsWithTransaction()
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}
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func (v *view) setFullscreen(fullscreen bool) {
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if v.fullscreen == fullscreen {
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return
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}
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v.fullscreen = fullscreen
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v.updatePresentsWithTransaction()
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}
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func (v *view) updatePresentsWithTransaction() {
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v.ml.SetPresentsWithTransaction(v.usePresentsWithTransaction())
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v.ml.SetMaximumDrawableCount(v.maximumDrawableCount())
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}
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func (v *view) colorPixelFormat() mtl.PixelFormat {
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@ -96,6 +79,12 @@ func (v *view) initialize() error {
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v.forceSetDisplaySyncEnabled(!v.vsyncDisabled)
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v.ml.SetFramebufferOnly(true)
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// presentsWithTransaction doesn't work in the fullscreen mode (#1745, #1974).
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// presentsWithTransaction doesn't work with vsync off (#1196).
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// nextDrawable took more than one second if the window has other controls like NSTextView (#1029).
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v.ml.SetPresentsWithTransaction(false)
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v.ml.SetMaximumDrawableCount(3)
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return nil
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}
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@ -107,7 +96,3 @@ func (v *view) nextDrawable() ca.MetalDrawable {
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}
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return d
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}
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func (v *view) presentsWithTransaction() bool {
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return v.ml.PresentsWithTransaction()
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}
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@ -57,15 +57,6 @@ func (v *view) update() {
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C.setFrame(v.ml.Layer(), unsafe.Pointer(v.uiview))
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}
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func (v *view) usePresentsWithTransaction() bool {
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// Do not use presentsWithTransaction on iOS (#1799).
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return false
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}
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func (v *view) maximumDrawableCount() int {
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return 3
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}
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const (
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storageMode = mtl.StorageModeShared
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resourceStorageMode = mtl.ResourceStorageModeShared
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@ -42,23 +42,6 @@ func (v *view) update() {
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v.windowChanged = false
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}
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func (v *view) usePresentsWithTransaction() bool {
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// Disable presentsWithTransaction on the fullscreen mode (#1745, #1974).
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if v.fullscreen {
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return false
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}
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return !v.vsyncDisabled
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}
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func (v *view) maximumDrawableCount() int {
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// When presentsWithTransaction is YES and triple buffering is enabled, nextDrawing returns immediately once every two times.
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// This makes FPS doubled. To avoid this, disable the triple buffering.
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if v.usePresentsWithTransaction() {
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return 2
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}
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return 3
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}
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const (
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storageMode = mtl.StorageModeManaged
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resourceStorageMode = mtl.ResourceStorageModeManaged
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@ -272,10 +272,6 @@ func (g *Graphics) SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func (g *Graphics) SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func (g *Graphics) NeedsRestoring() bool {
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// Though it is possible to have a logic to restore the graphics data for GPU, do not use it for performance (#1603).
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if runtime.GOOS == "js" {
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@ -1266,7 +1266,6 @@ func (u *userInterfaceImpl) setFullscreen(fullscreen bool) {
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if u.isFullscreen() == fullscreen {
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return
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}
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u.graphicsDriver.SetFullscreen(fullscreen)
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// Enter the fullscreen.
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if fullscreen {
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