public virtual void Render()

in source/SkiaSharp.Views/SkiaSharp.Views/Platform/iOS/SKGLLayer.cs [50:114]


		public virtual void Render()
		{
			if (glContext == null)
			{
				PrepareGLContexts();
			}

			EAGLContext.SetCurrentContext(glContext);

			// get the new surface size
			var newSize = lastSize;
			if (recreateSurface)
			{
				Gles.glGetRenderbufferParameteriv(Gles.GL_RENDERBUFFER, Gles.GL_RENDERBUFFER_WIDTH, out var bufferWidth);
				Gles.glGetRenderbufferParameteriv(Gles.GL_RENDERBUFFER, Gles.GL_RENDERBUFFER_HEIGHT, out var bufferHeight);
				newSize = new SKSizeI(bufferWidth, bufferHeight);
			}

			// manage the drawing surface
			if (recreateSurface || renderTarget == null || lastSize != newSize || !renderTarget.IsValid)
			{
				// create or update the dimensions
				lastSize = newSize;

				// read the info from the buffer
				Gles.glGetIntegerv(Gles.GL_FRAMEBUFFER_BINDING, out var framebuffer);
				Gles.glGetIntegerv(Gles.GL_STENCIL_BITS, out var stencil);
				Gles.glGetIntegerv(Gles.GL_SAMPLES, out var samples);
				var maxSamples = context.GetMaxSurfaceSampleCount(colorType);
				if (samples > maxSamples)
					samples = maxSamples;
				glInfo = new GRGlFramebufferInfo((uint)framebuffer, colorType.ToGlSizedFormat());

				// destroy the old surface
				surface?.Dispose();
				surface = null;
				canvas = null;

				// re-create the render target
				renderTarget?.Dispose();
				renderTarget = new GRBackendRenderTarget(newSize.Width, newSize.Height, samples, stencil, glInfo);
			}

			// create the surface
			if (surface == null)
			{
				surface = SKSurface.Create(context, renderTarget, surfaceOrigin, colorType);
				canvas = surface.Canvas;
			}

			using (new SKAutoCanvasRestore(canvas, true))
			{
				// start drawing
				var e = new SKPaintGLSurfaceEventArgs(surface, renderTarget, surfaceOrigin, colorType);
				OnPaintSurface(e);
			}

			// flush the SkiaSharp context to the GL context
			canvas.Flush();
			context.Flush();

			// present the GL buffers
			glContext.PresentRenderBuffer(Gles.GL_RENDERBUFFER);
			EAGLContext.SetCurrentContext(null);
		}