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@@ -371,6 +371,14 @@ static NSCursor *cursorFromSelector(SEL selector, SEL fallback = nil) {
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}
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}
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}
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}
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+- (void)windowWillStartLiveResize:(NSNotification *)notification {
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+ OS_OSX::singleton->is_resizing = true;
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+}
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+
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+- (void)windowDidEndLiveResize:(NSNotification *)notification {
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+ OS_OSX::singleton->is_resizing = false;
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+}
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+
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- (void)windowDidResize:(NSNotification *)notification {
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- (void)windowDidResize:(NSNotification *)notification {
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[OS_OSX::singleton->context update];
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[OS_OSX::singleton->context update];
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@@ -1676,11 +1684,6 @@ Error OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_a
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CGLSetParameter((CGLContextObj)[context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
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CGLSetParameter((CGLContextObj)[context CGLContextObj], kCGLCPSurfaceBackingSize, &dim[0]);
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CGLEnable((CGLContextObj)[context CGLContextObj], kCGLCESurfaceBackingSize);
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CGLEnable((CGLContextObj)[context CGLContextObj], kCGLCESurfaceBackingSize);
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- if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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- CGLError err = CGLEnable((CGLContextObj)[context CGLContextObj], kCGLCEMPEngine); // Enable multithreading.
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- ERR_FAIL_COND_V(err != kCGLNoError, ERR_UNAVAILABLE);
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- }
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-
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set_use_vsync(p_desired.use_vsync);
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set_use_vsync(p_desired.use_vsync);
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if (!is_no_window_mode_enabled()) {
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if (!is_no_window_mode_enabled()) {
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@@ -2440,7 +2443,7 @@ bool OS_OSX::is_offscreen_gl_available() const {
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void OS_OSX::set_offscreen_gl_current(bool p_current) {
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void OS_OSX::set_offscreen_gl_current(bool p_current) {
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if (p_current) {
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if (p_current) {
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- [context makeCurrentContext];
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+ [context_offscreen makeCurrentContext];
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} else {
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} else {
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[NSOpenGLContext clearCurrentContext];
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[NSOpenGLContext clearCurrentContext];
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}
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}
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@@ -3309,8 +3312,9 @@ void OS_OSX::force_process_input() {
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void OS_OSX::pre_wait_observer_cb(CFRunLoopObserverRef p_observer, CFRunLoopActivity p_activiy, void *p_context) {
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void OS_OSX::pre_wait_observer_cb(CFRunLoopObserverRef p_observer, CFRunLoopActivity p_activiy, void *p_context) {
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// Prevent main loop from sleeping and redraw window during resize / modal popups.
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// Prevent main loop from sleeping and redraw window during resize / modal popups.
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+ // Do not redraw when rendering is done from the separate thread, it will conflict with the OpenGL context updates triggered by window view resize.
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- if (get_singleton()->get_main_loop()) {
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+ if (get_singleton()->get_main_loop() && (get_singleton()->get_render_thread_mode() != RENDER_SEPARATE_THREAD || !OS_OSX::singleton->is_resizing)) {
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Main::force_redraw();
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Main::force_redraw();
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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if (!Main::is_iterating()) { // Avoid cyclic loop.
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Main::iteration();
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Main::iteration();
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