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ebiten: SetScreenClearedEveryFrame(false) unexpectedly disables vsync Metal (and maybe DirectX) #2520

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hajimehoshi opened this issue Jan 2, 2023 · 0 comments
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1 of 10 tasks

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@hajimehoshi
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Ebitengine Version

4d270de

Operating System

  • Windows
  • macOS
  • Linux
  • FreeBSD
  • OpenBSD
  • Android
  • iOS
  • Nintendo Switch
  • Xbox
  • Web Browsers

Go Version (go version)

go version go1.19.4 darwin/amd64

What steps will reproduce the problem?

Run the program at #2517 (comment) but with RunGame instead of RunGameWithOptions

What is the expected result?

Vsync works

What happens instead?

Vsync doesn't work, as rendering onto the final framebuffer doesn't happen

Anything else you feel useful to add?

No response

@hajimehoshi hajimehoshi added the bug label Jan 2, 2023
@hajimehoshi hajimehoshi added this to the v2.5.0 milestone Jan 2, 2023
hajimehoshi referenced this issue Jan 2, 2023
This caused some issues in various environments. Until we find a good
solution, let's disable this.

Updates #2341
Updates #2342
Closes #2518
hajimehoshi added a commit that referenced this issue Jan 3, 2023
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.

With DirectX, Present waits for a while even though nothing is updated,
then that's fine.

Updates #2341
Updates #2342
Updates #2520
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