Re: Throttling drawing to vertical refresh
Re: Throttling drawing to vertical refresh
- Subject: Re: Throttling drawing to vertical refresh
- From: Alex Zavatone via Cocoa-dev <email@hidden>
- Date: Sun, 18 Oct 2020 17:09:22 -0500
It shouldn’t be too hard to roll your own simply based on milliseconds of a
timer.
Even a simple
if (myMilliseconds > nextUpdateTime) {
[updateObject doThatUpdate];
nextUpdateTime = myMilliseconds + msThrottle;
}
lets you get a basic throttle.
Cheers,
Alex Zavatone
> On Oct 15, 2020, at 2:13 PM, Andreas Falkenhahn via Cocoa-dev
> <email@hidden> wrote:
>
> I'm drawing inside an NSView by simply setting its layer's contents to a
> CGImage which is updated for every frame, e.g. something like this:
>
> dp = CGDataProviderCreateWithData(NULL, frameBuf, frameBufSize, NULL);
> im = CGImageCreate(frameWidth, frameHeight, 8, 32, frameStride,
> theColorSpace, (CGBitmapInfo) kCGImageAlphaNoneSkipFirst, dp, NULL, FALSE,
> kCGRenderingIntentDefault);
>
> view.layer.contents = (id) im;
> CGImageRelease(im);
> CGDataProviderRelease(dp);
>
> This works fine except that there is no throttle so this will draw as fast as
> the CPU allows, which of course is a waste of CPU cycles because the monitor
> only refreshes a certain amount of times per second.
>
> So is there a convenient way to throttle drawing to the monitor's refresh
> rate or does this have to be done the hard way by querying the monitor's
> refresh rate and then setting up a timer which draws in exactly those refresh
> intervals or how should this be done?
>
> Note that I'd like to avoid using OpenGL or Metal or whatever is the standard
> nowadays but I'm mainly interested in an AppKit solution...
>
> --
> Best regards,
> Andreas Falkenhahn mailto:email@hidden
>
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