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internal/graphicsdriver/metal: bug fix: always use 3 drawables
Updates #2822 Closes #2880
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@ -53,13 +53,8 @@ func (v *view) forceSetDisplaySyncEnabled(enabled bool) {
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v.ml.SetDisplaySyncEnabled(enabled)
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v.ml.SetDisplaySyncEnabled(enabled)
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v.vsyncDisabled = !enabled
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v.vsyncDisabled = !enabled
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if v.vsyncDisabled {
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// Always use 3. There are some situations that the FPS becomes half, or the FPS becomes too low (#2880).
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// Apparently 2 makes FPS half. Use 3.
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v.ml.SetMaximumDrawableCount(3)
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v.ml.SetMaximumDrawableCount(3)
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} else {
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// Use 2 in a usual case not to cause rendering delays (#2822).
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v.ml.SetMaximumDrawableCount(2)
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}
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}
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}
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func (v *view) colorPixelFormat() mtl.PixelFormat {
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func (v *view) colorPixelFormat() mtl.PixelFormat {
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