app/internal/window: Do not re-create EGL surfaces when only resizing

This prevents flickering when resizing the window on X11.

Signed-off-by: Denis Bernard <db047h@gmail.com>
This commit is contained in:
Denis Bernard
2019-11-05 13:07:36 +01:00
committed by Elias Naur
parent 4719d56f86
commit 60e4cca934
+30 -27
View File
@@ -134,38 +134,41 @@ func (c *context) MakeCurrent() error {
if c.eglWin == win && width == c.width && height == c.height {
return nil
}
if win == nilEGLNativeWindowType {
if c.srgbFBO != nil {
c.width, c.height = width, height
// Do not re-create surfaces when only resizing. This prevents flickering when resizing on X11.
if c.eglWin != win {
if win == nilEGLNativeWindowType && c.srgbFBO != nil {
c.srgbFBO.Release()
c.srgbFBO = nil
}
}
if c.eglSurf != nilEGLSurface {
// Make sure any in-flight GL commands are complete.
c.c.Finish()
eglMakeCurrent(c.eglCtx.disp, nilEGLSurface, nilEGLSurface, nilEGLContext)
eglDestroySurface(c.eglCtx.disp, c.eglSurf)
c.eglSurf = nilEGLSurface
}
c.width, c.height = width, height
c.eglWin = win
if c.eglWin == nilEGLNativeWindowType {
if c.eglSurf != nilEGLSurface {
// Make sure any in-flight GL commands are complete.
c.c.Finish()
eglMakeCurrent(c.eglCtx.disp, nilEGLSurface, nilEGLSurface, nilEGLContext)
eglDestroySurface(c.eglCtx.disp, c.eglSurf)
c.eglSurf = nilEGLSurface
}
c.eglWin = win
if c.eglWin == nilEGLNativeWindowType {
return nil
}
eglSurf, err := createSurfaceAndMakeCurrent(c.eglCtx, win)
c.eglSurf = eglSurf
if err != nil {
c.eglWin = nilEGLNativeWindowType
return err
}
// eglSwapInterval 1 leads to erratic frame rates and unnecessary blocking.
// We rely on platform specific frame rate limiting instead, except on Windows
// and X11 where eglSwapInterval is all there is.
if c.driver.needVSync() {
eglSwapInterval(c.eglCtx.disp, 1)
} else {
eglSwapInterval(c.eglCtx.disp, 0)
}
} else if c.eglWin == nilEGLNativeWindowType {
return nil
}
eglSurf, err := createSurfaceAndMakeCurrent(c.eglCtx, win)
c.eglSurf = eglSurf
if err != nil {
c.eglWin = nilEGLNativeWindowType
return err
}
// eglSwapInterval 1 leads to erratic frame rates and unnecessary blocking.
// We rely on platform specific frame rate limiting instead, except on Windows
// and X11 where eglSwapInterval is all there is.
if c.driver.needVSync() {
eglSwapInterval(c.eglCtx.disp, 1)
} else {
eglSwapInterval(c.eglCtx.disp, 0)
}
if c.eglCtx.srgb {
return nil
}