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Acquire the swapchain in endFrame, not beginFrame - #5

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Acquire the swapchain in endFrame, not beginFrame#5
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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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Acquire the swapchain in endFrame, not beginFrame by jdolan · Pull Request #5 · jdolan/ObjectivelyGPU · GitHub
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
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fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Acquire the swapchain in endFrame, not beginFrame by jdolan · Pull Request #5 · jdolan/ObjectivelyGPU · GitHub
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
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fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Acquire the swapchain in endFrame, not beginFrame by jdolan · Pull Request #5 · jdolan/ObjectivelyGPU · GitHub
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
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fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
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fix/late-swapchain-acquire
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Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
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fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
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fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
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fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Acquire the swapchain in endFrame, not beginFrame by jdolan · Pull Request #5 · jdolan/ObjectivelyGPU · GitHub
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Acquire the swapchain in endFrame, not beginFrame - #5

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jdolan merged 2 commits into
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fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
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@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Acquire the swapchain in endFrame, not beginFrame by jdolan · Pull Request #5 · jdolan/ObjectivelyGPU · GitHub
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Acquire the swapchain in endFrame, not beginFrame - #5

Merged
jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire
Aug 17, 2026
Merged

Acquire the swapchain in endFrame, not beginFrame#5
jdolan merged 2 commits into
mainfrom
fix/late-swapchain-acquire

Conversation

@jdolan

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beginFrame acquired the swapchain texture at the top of the frame, so the drawable was held across all of the caller's per-frame CPU work before the presenting blit finally submitted it. On Metal that starves CAMetalLayer's drawable pool: [layer nextDrawable] returns nil under contention, SDL does not check it, and the frame is silently never presented. Nothing needs the swapchain until the blit, so acquire it there.

Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the swapchain dimensions, so a transient acquire hiccup can no longer tear down and rebuild every attachment (which also reset double-buffered attachment parity). The two agree by construction; the blit now scales if they ever disagree mid-resize. When no drawable is available the command buffer is still submitted, so the frame's GPU work completes and only presentation is skipped.

Also treat a NULL texture from either acquire wrapper as unavailable. SDL documents returning success with a NULL handle when the window is minimised or too many frames are in flight, and that handle must not be passed back into SDL; both backends do exactly this on the non-blocking path.

Refs jdolan/quetoo#945

beginFrame acquired the swapchain texture at the top of the frame, so the
drawable was held across all of the caller's per-frame CPU work before the
presenting blit finally submitted it. On Metal that starves CAMetalLayer's
drawable pool: [layer nextDrawable] returns nil under contention, SDL does
not check it, and the frame is silently never presented. Nothing needs the
swapchain until the blit, so acquire it there.
Size the present framebuffer from SDL_GetWindowSizeInPixels rather than the
swapchain dimensions, so a transient acquire hiccup can no longer tear down
and rebuild every attachment (which also reset double-buffered attachment
parity). The two agree by construction; the blit now scales if they ever
disagree mid-resize. When no drawable is available the command buffer is
still submitted, so the frame's GPU work completes and only presentation is
skipped.
Also treat a NULL texture from either acquire wrapper as unavailable. SDL
documents returning success with a NULL handle when the window is minimised
or too many frames are in flight, and that handle must not be passed back
into SDL; both backends do exactly this on the non-blocking path.
Refs jdolan/quetoo#945

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@jdolan
jdolan merged commit bad0587 into mainAug 17, 2026
3 checks passed
@jdolan
jdolan deleted the fix/late-swapchain-acquire branch August 17, 2026 17:27
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