Mac: Immediately update current OpenGL context's shape.
Previously we were postponing our -[NSOpenGLContext update] call to the next SDL_GL_SwapWindow, even if the context was current on the current thread. This changes it so that we will do the update immediately if it's the current context. If you're rendering on another thread, you need to call SDL_GL_SwapWindow once after a resize event to ensure your drawable will produce non-garbage data. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339main
parent
4c192bc802
commit
95f7e242e6
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@ -110,11 +110,19 @@
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if ([self view] != [windowdata->nswindow contentView]) {
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if ([self view] != [windowdata->nswindow contentView]) {
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[self setView:[windowdata->nswindow contentView]];
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[self setView:[windowdata->nswindow contentView]];
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[self scheduleUpdate];
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if (self == [NSOpenGLContext currentContext]) {
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[self update];
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} else {
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[self scheduleUpdate];
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}
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}
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}
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} else {
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} else {
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[self clearDrawable];
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[self clearDrawable];
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[self scheduleUpdate];
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if (self == [NSOpenGLContext currentContext]) {
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[self update];
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} else {
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[self scheduleUpdate];
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}
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}
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}
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}
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}
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@ -49,10 +49,15 @@ static void ConvertNSRect(NSRect *r)
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static void
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static void
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ScheduleContextUpdates(SDL_WindowData *data)
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ScheduleContextUpdates(SDL_WindowData *data)
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{
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{
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NSOpenGLContext *currentContext = [NSOpenGLContext currentContext];
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NSMutableArray *contexts = data->nscontexts;
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NSMutableArray *contexts = data->nscontexts;
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@synchronized (contexts) {
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@synchronized (contexts) {
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for (SDLOpenGLContext *context in contexts) {
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for (SDLOpenGLContext *context in contexts) {
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[context scheduleUpdate];
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if (context == currentContext) {
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[context update];
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} else {
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[context scheduleUpdate];
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}
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}
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}
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}
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}
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}
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}
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