Not quite. AppKit throttle view refresh to 60fps but it certainly won't 
throttle code that changes the gfx more often than that, i.e. something like 
this

    for(;;) view.layer.contents = (id) getNextFrame();

will hog the CPU. So I need some external timing mechanism to set 
layer.contents not more often than necessary. I need to see if CADisplayLink 
can do that...

On 16.10.2020 at 00:48 Graham Cox wrote:

> Appkit already throttles view refreshes to 60fps. There’s nothing you need to 
> do.

> —Graham



>> On 16 Oct 2020, at 6:13 am, 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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-- 
Best regards,
 Andreas Falkenhahn                            mailto:andr...@falkenhahn.com

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