drawViewHierarchyInRect:afterScreenUpdates: delays other animations
I used one of my Apple developer support tickets to ask Apple about my issue.
It turns out it is a confirmed bug (radar number 17851775). Their hypothesis for what is happening is below:
The method drawViewHierarchyInRect:afterScreenUpdates: performs its operations on the GPU as much as possible, and much of this work will probably happen outside of your app’s address space in another process. Passing YES as the afterScreenUpdates: parameter to drawViewHierarchyInRect:afterScreenUpdates: will cause a Core Animation to flush all of its buffers in your task and in the rendering task. As you may imagine, there’s a lot of other internal stuff that goes on in these cases too. Engineering theorizes that it may very well be a bug in this machinery related to the effect you are seeing.
In comparison, the method renderInContext: performs its operations inside of your app’s address space and does not use the GPU based process for performing the work. For the most part, this is a different code path and if it is working for you, then that is a suitable workaround. This route is not as efficient as it does not use the GPU based task. Also, it is not as accurate for screen captures as it may exclude blurs and other Core Animation features that are managed by the GPU task.
And they also provided a workaround. They suggested that instead of:
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 0);
[self.view drawViewHierarchyInRect:self.view.bounds afterScreenUpdates:YES];
UIImage *im = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
/* Use im */
I should do this
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 0);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *im = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
/* Use im */
Hopefully this is helpful for someone!