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internal/graphicscommand: switch the queue before flushing
This is a preparation to do something (e.g. handling inputs) during being blocked by Flush. Updates #1704
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@ -311,10 +311,11 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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// If endFrame is true, the current screen might be used to present.
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// If endFrame is true, the current screen might be used to present.
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func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
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func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
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flushImageBuffers()
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flushImageBuffers()
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if err := currentCommandQueue().Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
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q := currentCommandQueue()
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switchCommandQueue()
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if err := q.Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
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return err
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return err
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}
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}
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switchCommandQueue()
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return nil
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return nil
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}
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}
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