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internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
See https://developer.apple.com/documentation/quartzcore/cametallayer > To avoid stalls in your app, request a new drawable only when you > need it, and release any references to it as quickly as possible > after you’re done with it. Updates #1196
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@ -320,7 +320,7 @@ type Graphics struct {
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buffers map[mtl.CommandBuffer][]mtl.Buffer
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unusedBuffers map[mtl.Buffer]struct{}
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lastDstTexture mtl.Texture
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lastDst *Image
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lastStencilMode stencilMode
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vb mtl.Buffer
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@ -777,16 +777,17 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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}
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g.rce.EndEncoding()
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g.rce = mtl.RenderCommandEncoder{}
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g.lastDstTexture = mtl.Texture{}
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g.lastDst = nil
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}
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func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion driver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []interface{}, stencilMode stencilMode) error {
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// When prepareing a stencil buffer, flush the current render command encoder
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// to make sure the stencil buffer is cleared when loading.
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// TODO: What about clearing the stencil buffer by vertices?
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if g.lastDstTexture != dst.mtlTexture() || (g.lastStencilMode == noStencil) != (stencilMode == noStencil) || stencilMode == prepareStencil {
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if g.lastDst != dst || (g.lastStencilMode == noStencil) != (stencilMode == noStencil) || stencilMode == prepareStencil {
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g.flushRenderCommandEncoderIfNeeded()
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}
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g.lastDst = dst
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g.lastStencilMode = stencilMode
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if g.rce == (mtl.RenderCommandEncoder{}) {
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@ -802,7 +803,6 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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}
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t := dst.mtlTexture()
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g.lastDstTexture = t
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if t == (mtl.Texture{}) {
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return nil
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}
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