This problem is caused by user interface interactions such as showing the titlebar while in fullsreen. That question's answer provides a solution, but not how to implement that solution.
The solution is to render on a background thread. The issue is, the code provided in Apple's is made to cover a lot of content so most of it will extraneous code, so even if I could understand it, it isn't feasible to use Apple's code. And I can't understand it so it just plain isn't an option. How would I make a simple Swift Metal game use a background thread being as concise as possible?
Take this, for example:
class ViewController: NSViewController {
var MetalView: MTKView {
return view as! MTKView
}
var Device: MTLDevice = MTLCreateSystemDefaultDevice()!
override func viewDidLoad() {
super.viewDidLoad()
MetalView.delegate = self
MetalView.device = Device
MetalView.colorPixelFormat = .bgra8Unorm_srgb
Device = MetalView.device
//setup code
}
}
extension ViewController: MTKViewDelegate {
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
//drawing code
}
}
That is the start of a basic Metal game. What would that code look like, if it were rendering on a background thread?
To fix that bug when showing the titlebar in Metal, I need to render it on a background thread. Well, how do I render it on a background thread?
I've noticed this answer suggests to manually redraw it 60 times a second. Presumably using a loop that is on a background thread? But that seems... not a clean way to fix it. Is there a cleaner way?