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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=2339
J?rgen P. Tjern? 11 年之前
父節點
當前提交
95f7e242e6
共有 2 個文件被更改,包括 16 次插入3 次删除
  1. 10 2
      src/video/cocoa/SDL_cocoaopengl.m
  2. 6 1
      src/video/cocoa/SDL_cocoawindow.m

+ 10 - 2
src/video/cocoa/SDL_cocoaopengl.m

@@ -110,11 +110,19 @@
 
         if ([self view] != [windowdata->nswindow contentView]) {
             [self setView:[windowdata->nswindow contentView]];
-            [self scheduleUpdate];
+            if (self == [NSOpenGLContext currentContext]) {
+                [self update];
+            } else {
+                [self scheduleUpdate];
+            }
         }
     } else {
         [self clearDrawable];
-        [self scheduleUpdate];
+        if (self == [NSOpenGLContext currentContext]) {
+            [self update];
+        } else {
+            [self scheduleUpdate];
+        }
     }
 }
 

+ 6 - 1
src/video/cocoa/SDL_cocoawindow.m

@@ -49,10 +49,15 @@ static void ConvertNSRect(NSRect *r)
 static void
 ScheduleContextUpdates(SDL_WindowData *data)
 {
+    NSOpenGLContext *currentContext = [NSOpenGLContext currentContext];
     NSMutableArray *contexts = data->nscontexts;
     @synchronized (contexts) {
         for (SDLOpenGLContext *context in contexts) {
-            [context scheduleUpdate];
+            if (context == currentContext) {
+                [context update];
+            } else {
+                [context scheduleUpdate];
+            }
         }
     }
 }