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5887142da7
Hajime found that renderings were delayed with 2 drawing in fullscreen though FPS might be lowered. This is mysterious but there is no other good solution. Updates #2883
80 lines
2.2 KiB
Go
80 lines
2.2 KiB
Go
// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build darwin && !ios
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package metal
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import (
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"runtime"
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"github.com/ebitengine/purego/objc"
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"github.com/hajimehoshi/ebiten/v2/internal/cocoa"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
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)
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func (v *view) setWindow(window uintptr) {
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// NSView can be updated e.g., fullscreen-state is switched.
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v.window = window
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v.windowChanged = true
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}
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func (v *view) setUIView(uiview uintptr) {
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panic("metal: setUIView is not available on macOS")
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}
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func (v *view) update() {
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v.ml.SetMaximumDrawableCount(v.maximumDrawableCount())
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if !v.windowChanged {
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return
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}
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// TODO: Should this be called on the main thread?
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cocoaWindow := cocoa.NSWindow{ID: objc.ID(v.window)}
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cocoaWindow.ContentView().SetLayer(uintptr(v.ml.Layer()))
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cocoaWindow.ContentView().SetWantsLayer(true)
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v.windowChanged = false
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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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)
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func (v *view) maximumDrawableCount() int {
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// Note that the architecture might not be the true reason of the issues (#2880, #2883).
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// Hajime tested only MacBook Pro 2020 (Intel) and MacBook Pro 2023 (M3).
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// Use 3 for Intel Mac and iOS. With 2, There are some situations that the FPS becomes half, or the FPS becomes too low (#2880).
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if runtime.GOARCH == "amd64" {
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return 3
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}
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// Use 3 in fullscren.
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// Though this might degrade FPS, this is necessary to avoid mysterious rendering delays.
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if v.isFullscreen() {
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return 3
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}
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// Use 2 for a Wnidow to avoid mysterious blinking (#2883).
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return 2
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}
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func (v *view) isFullscreen() bool {
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return cocoa.NSWindow{ID: objc.ID(v.window)}.StyleMask()&cocoa.NSWindowStyleMaskFullScreen != 0
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}
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