CADisplayLink

Mike.

Sent from my iPhone

> On 15 Oct 2020, at 20:13, Andreas Falkenhahn via Cocoa-dev 
> <cocoa-dev@lists.apple.com> 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:andr...@falkenhahn.com
> 
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