diff --git a/osu.Framework/Graphics/Veldrid/Batches/VeldridVertexBatch.cs b/osu.Framework/Graphics/Veldrid/Batches/VeldridVertexBatch.cs index dc483145d3..674aa93c62 100644 --- a/osu.Framework/Graphics/Veldrid/Batches/VeldridVertexBatch.cs +++ b/osu.Framework/Graphics/Veldrid/Batches/VeldridVertexBatch.cs @@ -17,7 +17,7 @@ internal abstract class VeldridVertexBatch : IVertexBatch /// /// Most documentation recommends that three buffers are used to avoid contention. /// - /// We already have a triple buffer (see ) governing draw nodes. + /// We already have a triple buffer governing draw nodes. /// In theory we could set this to two, but there's also a global usage of a vertex batch in (see ). /// /// So this is for now an unfortunate memory overhead. Further work could be done to provide diff --git a/osu.Framework/Platform/GameHost.cs b/osu.Framework/Platform/GameHost.cs index 22ed284c51..9a1876df5a 100644 --- a/osu.Framework/Platform/GameHost.cs +++ b/osu.Framework/Platform/GameHost.cs @@ -451,9 +451,9 @@ protected virtual void OnExited() Exited?.Invoke(); } - protected TripleBuffer DrawRoots = new TripleBuffer(); + private readonly TripleBuffer drawRoots = new TripleBuffer(); - protected Container Root; + internal Container Root { get; private set; } private ulong frameCount; @@ -479,7 +479,7 @@ protected virtual void UpdateFrame() Root.UpdateSubTree(); Root.UpdateSubTreeMasking(); - using (var buffer = DrawRoots.GetForWrite()) + using (var buffer = drawRoots.GetForWrite()) buffer.Object = Root.GenerateDrawNodeSubtree(frameCount, buffer.Index, false); } @@ -511,7 +511,7 @@ protected virtual void DrawFrame() Renderer.WaitUntilNextFrameReady(); didRenderFrame = false; - buffer = DrawRoots.GetForRead(); + buffer = drawRoots.GetForRead(); } if (buffer == null)