@@ -46,9 +46,9 @@ pub unsafe fn new_renderer(
_native_window: *mut c_void,
_native_view: *mut c_void,
_bounds: crate::Size<f32>,
- transparent: bool,
+ _transparent: bool,
) -> Renderer {
- MetalRenderer::new(context, transparent)
+ MetalRenderer::new(context)
}
pub(crate) struct InstanceBufferPool {
@@ -128,7 +128,7 @@ pub struct PathRasterizationVertex {
}
impl MetalRenderer {
- pub fn new(instance_buffer_pool: Arc<Mutex<InstanceBufferPool>>, transparent: bool) -> Self {
+ pub fn new(instance_buffer_pool: Arc<Mutex<InstanceBufferPool>>) -> Self {
// Prefer low‐power integrated GPUs on Intel Mac. On Apple
// Silicon, there is only ever one GPU, so this is equivalent to
// `metal::Device::system_default()`.
@@ -152,13 +152,8 @@ impl MetalRenderer {
let layer = metal::MetalLayer::new();
layer.set_device(&device);
layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm);
- // Support direct-to-display rendering if the window is not transparent
- // https://developer.apple.com/documentation/metal/managing-your-game-window-for-metal-in-macos
- layer.set_opaque(!transparent);
+ layer.set_opaque(false);
layer.set_maximum_drawable_count(3);
- // We already present at display sync with the display link
- // This allows to use direct-to-display even in window mode
- layer.set_display_sync_enabled(false);
unsafe {
let _: () = msg_send![&*layer, setAllowsNextDrawableTimeout: NO];
let _: () = msg_send![&*layer, setNeedsDisplayOnBoundsChange: YES];
@@ -357,8 +352,8 @@ impl MetalRenderer {
}
}
- pub fn update_transparency(&self, transparent: bool) {
- self.layer.set_opaque(!transparent);
+ pub fn update_transparency(&self, _transparent: bool) {
+ // todo(mac)?
}
pub fn destroy(&self) {