Only call the request_repaint_callback at most once per frame (#2126)
egui-winit adds new repaint events to the event loop on each call, and on some platforms this becomes very expensive.
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1 changed files with 24 additions and 7 deletions
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@ -46,17 +46,25 @@ struct ContextImpl {
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output: PlatformOutput,
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paint_stats: PaintStats,
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/// the duration backend will poll for new events, before forcing another egui update
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/// even if there's no new events.
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repaint_after: std::time::Duration,
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/// While positive, keep requesting repaints. Decrement at the end of each frame.
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repaint_requests: u32,
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request_repaint_callback: Option<Box<dyn Fn() + Send + Sync>>,
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/// used to suppress multiple calls to [`Self::request_repaint_callback`] during the same frame.
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has_requested_repaint_this_frame: bool,
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requested_repaint_last_frame: bool,
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}
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impl ContextImpl {
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fn begin_frame_mut(&mut self, new_raw_input: RawInput) {
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self.has_requested_repaint_this_frame = false; // allow new calls during the frame
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self.memory.begin_frame(&self.input, &new_raw_input);
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self.input = std::mem::take(&mut self.input)
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@ -571,7 +579,10 @@ impl Context {
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let mut ctx = self.write();
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ctx.repaint_requests = 2;
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if let Some(callback) = &ctx.request_repaint_callback {
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(callback)();
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if !ctx.has_requested_repaint_this_frame {
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(callback)();
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ctx.has_requested_repaint_this_frame = true;
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}
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}
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}
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@ -850,12 +861,18 @@ impl Context {
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self.read().repaint_after
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};
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self.write().requested_repaint_last_frame = repaint_after.is_zero();
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// make sure we reset the repaint_after duration.
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// otherwise, if repaint_after is low, then any widget setting repaint_after next frame,
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// will fail to overwrite the previous lower value. and thus, repaints will never
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// go back to higher values.
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self.write().repaint_after = std::time::Duration::MAX;
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{
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let ctx_impl = &mut *self.write();
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ctx_impl.requested_repaint_last_frame = repaint_after.is_zero();
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ctx_impl.has_requested_repaint_this_frame = false; // allow new calls between frames
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// make sure we reset the repaint_after duration.
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// otherwise, if repaint_after is low, then any widget setting repaint_after next frame,
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// will fail to overwrite the previous lower value. and thus, repaints will never
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// go back to higher values.
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ctx_impl.repaint_after = std::time::Duration::MAX;
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}
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let shapes = self.drain_paint_lists();
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FullOutput {
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