Get Vulkan rendering on iOS (still, need to hook up input etc)

This commit is contained in:
Henrik Rydgård 2024-05-22 15:47:04 +02:00
parent 09e2c78a33
commit 5f79046e01
10 changed files with 572 additions and 27 deletions

View File

@ -140,6 +140,8 @@ if(IOS_APP_STORE)
# Set a global default to not generate schemes for each target.
# Makes using XCode sligthly more sane.
set(CMAKE_XCODE_GENERATE_SCHEME NO)
set(CMAKE_XCODE_SCHEME_ENABLE_GPU_API_VALIDATION FALSE)
set(CMAKE_XCODE_SCHEME_ENABLE_GPU_FRAME_CAPTURE_MODE DISABLED)
message("iOS App Store build")
else()
message("iOS sideload build")

View File

@ -183,6 +183,11 @@ VkResult VulkanContext::CreateInstance(const CreateInfo &info) {
if (EnableInstanceExtension(VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME, 0)) {
extensionsLookup_.EXT_swapchain_colorspace = true;
}
#if PPSSPP_PLATFORM(IOS_APP_STORE)
if (EnableInstanceExtension(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME, 0)) {
}
#endif
// Validate that all the instance extensions we ask for are actually available.
for (auto ext : instance_extensions_enabled_) {
@ -206,6 +211,10 @@ VkResult VulkanContext::CreateInstance(const CreateInfo &info) {
inst_info.enabledExtensionCount = (uint32_t)instance_extensions_enabled_.size();
inst_info.ppEnabledExtensionNames = instance_extensions_enabled_.size() ? instance_extensions_enabled_.data() : nullptr;
#if PPSSPP_PLATFORM(IOS_APP_STORE)
inst_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
#endif
#if SIMULATE_VULKAN_FAILURE == 2
VkResult res = VK_ERROR_INCOMPATIBLE_DRIVER;
#else
@ -896,7 +905,7 @@ VkResult VulkanContext::ReinitSurface() {
surface_ = VK_NULL_HANDLE;
}
INFO_LOG(G3D, "Creating Vulkan surface for window (%p %p)", winsysData1_, winsysData2_);
INFO_LOG(G3D, "Creating Vulkan surface for window (data1=%p data2=%p)", winsysData1_, winsysData2_);
VkResult retval = VK_SUCCESS;
@ -1311,7 +1320,11 @@ bool VulkanContext::InitSwapchain() {
VkExtent2D currentExtent { surfCapabilities_.currentExtent };
// https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkSurfaceCapabilitiesKHR.html
// currentExtent is the current width and height of the surface, or the special value (0xFFFFFFFF, 0xFFFFFFFF) indicating that the surface size will be determined by the extent of a swapchain targeting the surface.
if (currentExtent.width == 0xFFFFFFFFu || currentExtent.height == 0xFFFFFFFFu) {
if (currentExtent.width == 0xFFFFFFFFu || currentExtent.height == 0xFFFFFFFFu
#if PPSSPP_PLATFORM(IOS)
|| currentExtent.width == 0 || currentExtent.height == 0
#endif
) {
_dbg_assert_((bool)cbGetDrawSize_)
if (cbGetDrawSize_) {
currentExtent = cbGetDrawSize_();

View File

@ -33,6 +33,7 @@
#if !PPSSPP_PLATFORM(IOS_APP_STORE)
#define VK_NO_PROTOTYPES
#define VK_ENABLE_BETA_EXTENSIONS 1 // VK_KHR_portability_subset
#endif
#include "ext/vulkan/vulkan.h"

View File

@ -1,5 +1,6 @@
#import "AppDelegate.h"
#import "ViewController.h"
#import "ViewControllerMetal.h"
#import "iOSCoreAudio.h"
#import "Common/System/System.h"
#import "Common/System/NativeApp.h"
@ -91,17 +92,25 @@
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
PPSSPPViewControllerGL *vc = [[PPSSPPViewControllerGL alloc] init];
// Here we can switch viewcontroller depending on backend.
self.viewController = vc;
// Choose viewcontroller depending on backend.
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN) {
PPSSPPViewControllerMetal *vc = [[PPSSPPViewControllerMetal alloc] init];
self.viewController = vc;
self.window.rootViewController = vc;
} else {
PPSSPPViewControllerGL *vc = [[PPSSPPViewControllerGL alloc] init];
// Here we can switch viewcontroller depending on backend.
self.viewController = vc;
self.window.rootViewController = vc;
}
[self.window makeKeyAndVisible];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(handleAudioSessionInterruption:) name:AVAudioSessionInterruptionNotification object:[AVAudioSession sharedInstance]];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(handleMediaServicesWereReset:) name:AVAudioSessionMediaServicesWereResetNotification object:nil];
self.window.rootViewController = vc;
[self.window makeKeyAndVisible];
return YES;
}

View File

@ -133,18 +133,11 @@
}
- (void)updateResolution:(UIScreen *)screen {
float scale = screen.scale;
if ([screen respondsToSelector:@selector(nativeScale)]) {
scale = screen.nativeScale;
}
float scale = screen.nativeScale;
CGSize size = screen.bounds.size;
if (size.height > size.width) {
float h = size.height;
size.height = size.width;
size.width = h;
std::swap(size.height, size.width);
}
if (screen == [UIScreen mainScreen]) {
@ -159,10 +152,10 @@
g_display.dpi_scale_real_y = g_display.dpi_scale_y;
g_display.pixel_xres = size.width * scale;
g_display.pixel_yres = size.height * scale;
g_display.dp_xres = g_display.pixel_xres * g_display.dpi_scale_x;
g_display.dp_yres = g_display.pixel_yres * g_display.dpi_scale_y;
g_display.pixel_in_dps_x = (float)g_display.pixel_xres / (float)g_display.dp_xres;
g_display.pixel_in_dps_y = (float)g_display.pixel_yres / (float)g_display.dp_yres;
@ -171,7 +164,7 @@
// PSP native resize
PSP_CoreParameter().pixelWidth = g_display.pixel_xres;
PSP_CoreParameter().pixelHeight = g_display.pixel_yres;
NativeResized();
NSLog(@"Updated display resolution: (%d, %d) @%.1fx", g_display.pixel_xres, g_display.pixel_yres, scale);

View File

@ -3,6 +3,7 @@
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
#import <GameController/GameController.h>
#import "iCade/iCadeReaderView.h"
#import "CameraHelper.h"
#import "LocationHelper.h"
@ -13,5 +14,3 @@
iCadeEventDelegate, LocationHandlerDelegate, CameraFrameDelegate,
UIGestureRecognizerDelegate, UIKeyInput, PPSSPPViewController>
@end
extern id <PPSSPPViewController> sharedViewController;

View File

@ -93,15 +93,13 @@ static bool threadStopped = false;
id<PPSSPPViewController> sharedViewController;
// TODO: Reach these through sharedViewController
static CameraHelper *cameraHelper;
@interface PPSSPPViewControllerGL () {
ICadeTracker g_iCadeTracker;
TouchTracker g_touchTracker;
GraphicsContext *graphicsContext;
LocationHelper *locationHelper;
CameraHelper *cameraHelper;
}
@property (nonatomic, strong) EAGLContext* context;

View File

@ -17,3 +17,5 @@
- (void)stopVideo;
@end
extern id <PPSSPPViewController> sharedViewController;

View File

@ -1,3 +1,18 @@
// ViewControllerMetal
// Used by both Vulkan/MoltenVK and the future Metal backend.
#pragma once
#include "ViewControllerCommon.h"
#import "iCade/iCadeReaderView.h"
#import "CameraHelper.h"
#import "LocationHelper.h"
@interface PPSSPPViewControllerMetal : UIViewController<
iCadeEventDelegate, LocationHandlerDelegate, CameraFrameDelegate,
UIGestureRecognizerDelegate, UIKeyInput, PPSSPPViewController>
@end
/** The Metal-compatibile view. */
@interface PPSSPPMetalView : UIView
@end

View File

@ -1 +1,514 @@
#include "ViewControllerMetal.h"
#import "AppDelegate.h"
#import "ViewControllerMetal.h"
#import "DisplayManager.h"
#include "Controls.h"
#import "iOSCoreAudio.h"
#include "Common/Log.h"
#include "Common/GPU/Vulkan/VulkanLoader.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/thin3d_create.h"
#include "Common/Data/Text/Parsers.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/OSD.h"
#include "Common/System/NativeApp.h"
#include "Common/GraphicsContext.h"
#include "Common/Thread/ThreadUtil.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
// TODO: Share this between backends.
static uint32_t FlagsFromConfig() {
uint32_t flags;
if (g_Config.bVSync) {
flags = VULKAN_FLAG_PRESENT_FIFO;
} else {
flags = VULKAN_FLAG_PRESENT_MAILBOX | VULKAN_FLAG_PRESENT_IMMEDIATE;
}
return flags;
}
enum class GraphicsContextState {
PENDING,
INITIALIZED,
FAILED_INIT,
SHUTDOWN,
};
class IOSVulkanContext : public GraphicsContext {
public:
IOSVulkanContext();
~IOSVulkanContext() {
delete g_Vulkan;
g_Vulkan = nullptr;
}
bool InitAPI();
bool InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY);
void ShutdownFromRenderThread(); // Inverses InitFromRenderThread.
void Shutdown();
void Resize();
void *GetAPIContext() { return g_Vulkan; }
Draw::DrawContext *GetDrawContext() { return draw_; }
private:
VulkanContext *g_Vulkan = nullptr;
Draw::DrawContext *draw_ = nullptr;
GraphicsContextState state_ = GraphicsContextState::PENDING;
};
IOSVulkanContext::IOSVulkanContext() {}
bool IOSVulkanContext::InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY) {
INFO_LOG(G3D, "IOSVulkanContext::InitFromRenderThread: desiredwidth=%d desiredheight=%d", desiredBackbufferSizeX, desiredBackbufferSizeY);
if (!g_Vulkan) {
ERROR_LOG(G3D, "IOSVulkanContext::InitFromRenderThread: No Vulkan context");
return false;
}
VkResult res = g_Vulkan->InitSurface(WINDOWSYSTEM_METAL_EXT, (void *)layer, nullptr);
if (res != VK_SUCCESS) {
ERROR_LOG(G3D, "g_Vulkan->InitSurface failed: '%s'", VulkanResultToString(res));
return false;
}
bool success = true;
if (g_Vulkan->InitSwapchain()) {
bool useMultiThreading = g_Config.bRenderMultiThreading;
if (g_Config.iInflightFrames == 1) {
useMultiThreading = false;
}
draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, useMultiThreading);
SetGPUBackend(GPUBackend::VULKAN);
success = draw_->CreatePresets(); // Doesn't fail, we ship the compiler.
_assert_msg_(success, "Failed to compile preset shaders");
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
renderManager->SetInflightFrames(g_Config.iInflightFrames);
success = renderManager->HasBackbuffers();
} else {
success = false;
}
INFO_LOG(G3D, "IOSVulkanContext::Init completed, %s", success ? "successfully" : "but failed");
if (!success) {
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
g_Vulkan->DestroyDevice();
g_Vulkan->DestroyInstance();
}
return success;
}
void IOSVulkanContext::ShutdownFromRenderThread() {
INFO_LOG(G3D, "IOSVulkanContext::Shutdown");
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
delete draw_;
draw_ = nullptr;
g_Vulkan->WaitUntilQueueIdle();
g_Vulkan->PerformPendingDeletes();
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
INFO_LOG(G3D, "Done with ShutdownFromRenderThread");
}
void IOSVulkanContext::Shutdown() {
INFO_LOG(G3D, "Calling NativeShutdownGraphics");
g_Vulkan->DestroyDevice();
g_Vulkan->DestroyInstance();
// We keep the g_Vulkan context around to avoid invalidating a ton of pointers around the app.
finalize_glslang();
INFO_LOG(G3D, "IOSVulkanContext::Shutdown completed");
}
void IOSVulkanContext::Resize() {
INFO_LOG(G3D, "IOSVulkanContext::Resize begin (oldsize: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
g_Vulkan->DestroySwapchain();
g_Vulkan->DestroySurface();
g_Vulkan->UpdateFlags(FlagsFromConfig());
g_Vulkan->ReinitSurface();
g_Vulkan->InitSwapchain();
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
INFO_LOG(G3D, "IOSVulkanContext::Resize end (final size: %dx%d)", g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
}
extern const char *PPSSPP_GIT_VERSION;
bool IOSVulkanContext::InitAPI() {
INFO_LOG(G3D, "IOSVulkanContext::Init");
init_glslang();
g_LogOptions.breakOnError = true;
g_LogOptions.breakOnWarning = true;
g_LogOptions.msgBoxOnError = false;
INFO_LOG(G3D, "Creating Vulkan context");
Version gitVer(PPSSPP_GIT_VERSION);
std::string errorStr;
if (!VulkanLoad(&errorStr)) {
ERROR_LOG(G3D, "Failed to load Vulkan driver library: %s", errorStr.c_str());
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
if (!g_Vulkan) {
// TODO: Assert if g_Vulkan already exists here?
g_Vulkan = new VulkanContext();
}
VulkanContext::CreateInfo info{};
info.app_name = "PPSSPP";
info.app_ver = gitVer.ToInteger();
info.flags = FlagsFromConfig();
VkResult res = g_Vulkan->CreateInstance(info);
if (res != VK_SUCCESS) {
ERROR_LOG(G3D, "Failed to create vulkan context: %s", g_Vulkan->InitError().c_str());
VulkanSetAvailable(false);
delete g_Vulkan;
g_Vulkan = nullptr;
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
int physicalDevice = g_Vulkan->GetBestPhysicalDevice();
if (physicalDevice < 0) {
ERROR_LOG(G3D, "No usable Vulkan device found.");
g_Vulkan->DestroyInstance();
delete g_Vulkan;
g_Vulkan = nullptr;
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
g_Vulkan->ChooseDevice(physicalDevice);
INFO_LOG(G3D, "Creating Vulkan device (flags: %08x)", info.flags);
if (g_Vulkan->CreateDevice() != VK_SUCCESS) {
INFO_LOG(G3D, "Failed to create vulkan device: %s", g_Vulkan->InitError().c_str());
System_Toast("No Vulkan driver found. Using OpenGL instead.");
g_Vulkan->DestroyInstance();
delete g_Vulkan;
g_Vulkan = nullptr;
state_ = GraphicsContextState::FAILED_INIT;
return false;
}
g_Vulkan->SetCbGetDrawSize([]() {
return VkExtent2D {(uint32_t)g_display.pixel_xres, (uint32_t)g_display.pixel_yres};
});
INFO_LOG(G3D, "Vulkan device created!");
state_ = GraphicsContextState::INITIALIZED;
return true;
}
#pragma mark -
#pragma mark PPSSPPViewControllerMetal
static std::atomic<bool> exitRenderLoop;
static std::atomic<bool> renderLoopRunning;
static bool renderer_inited = false;
static std::mutex renderLock;
@interface PPSSPPViewControllerMetal () {
ICadeTracker g_iCadeTracker;
TouchTracker g_touchTracker;
IOSVulkanContext *graphicsContext;
LocationHelper *locationHelper;
CameraHelper *cameraHelper;
}
@property (nonatomic) GCController *gameController __attribute__((weak_import));
@end // @interface
@implementation PPSSPPViewControllerMetal
- (id)init {
self = [super init];
if (self) {
sharedViewController = self;
g_iCadeTracker.InitKeyMap();
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillTerminate:) name:UIApplicationWillTerminateNotification object:nil];
if ([GCController class]) // Checking the availability of a GameController framework
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidConnect:) name:GCControllerDidConnectNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(controllerDidDisconnect:) name:GCControllerDidDisconnectNotification object:nil];
}
}
return self;
}
// Should be very similar to the Android one, probably mergeable.
void VulkanRenderLoop(IOSVulkanContext *graphicsContext, CAMetalLayer *metalLayer, int desiredBackbufferSizeX, int desiredBackbufferSizeY) {
SetCurrentThreadName("EmuThread");
if (!graphicsContext) {
ERROR_LOG(G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
renderLoopRunning = false;
exitRenderLoop = false;
return;
}
if (exitRenderLoop) {
WARN_LOG(G3D, "runVulkanRenderLoop: ExitRenderLoop requested at start, skipping the whole thing.");
renderLoopRunning = false;
exitRenderLoop = false;
return;
}
// This is up here to prevent race conditions, in case we pause during init.
renderLoopRunning = true;
//WARN_LOG(G3D, "runVulkanRenderLoop. desiredBackbufferSizeX=%d desiredBackbufferSizeY=%d",
// desiredBackbufferSizeX, desiredBackbufferSizeY);
if (!graphicsContext->InitFromRenderThread(metalLayer, desiredBackbufferSizeX, desiredBackbufferSizeY)) {
// On Android, if we get here, really no point in continuing.
// The UI is supposed to render on any device both on OpenGL and Vulkan. If either of those don't work
// on a device, we blacklist it. Hopefully we should have already failed in InitAPI anyway and reverted to GL back then.
ERROR_LOG(G3D, "Failed to initialize graphics context.");
System_Toast("Failed to initialize graphics context.");
delete graphicsContext;
graphicsContext = nullptr;
renderLoopRunning = false;
return;
}
if (!exitRenderLoop) {
if (!NativeInitGraphics(graphicsContext)) {
ERROR_LOG(G3D, "Failed to initialize graphics.");
// Gonna be in a weird state here..
}
graphicsContext->ThreadStart();
renderer_inited = true;
while (!exitRenderLoop) {
{
std::lock_guard<std::mutex> renderGuard(renderLock);
NativeFrame(graphicsContext);
}
// Here Android processes frame commands.
}
INFO_LOG(G3D, "Leaving Vulkan main loop.");
} else {
INFO_LOG(G3D, "Not entering main loop.");
}
NativeShutdownGraphics();
renderer_inited = false;
graphicsContext->ThreadEnd();
// Shut the graphics context down to the same state it was in when we entered the render thread.
INFO_LOG(G3D, "Shutting down graphics context...");
graphicsContext->ShutdownFromRenderThread();
renderLoopRunning = false;
exitRenderLoop = false;
WARN_LOG(G3D, "Render loop function exited.");
}
- (void)loadView {
INFO_LOG(G3D, "Creating metal view");
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, screenWidth,screenHeight)];
self.view = metalView;
}
- (void)viewDidLoad {
[super viewDidLoad];
[[DisplayManager shared] setupDisplayListener];
INFO_LOG(SYSTEM, "Metal viewDidLoad");
UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen];
self.view.frame = [screen bounds];
self.view.multipleTouchEnabled = YES;
graphicsContext = new IOSVulkanContext();
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
if (!graphicsContext->InitAPI()) {
_assert_msg_(false, "Failed to init Vulkan");
}
int desiredBackbufferSizeX = g_display.pixel_xres;
int desiredBackbufferSizeY = g_display.pixel_yres;
INFO_LOG(G3D, "Detected size: %dx%d", desiredBackbufferSizeX, desiredBackbufferSizeY);
CAMetalLayer *layer = (CAMetalLayer *)self.view.layer;
[self hideKeyboard];
// Spin up the emu thread. It will in turn spin up the Vulkan render thread
// on its own.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
VulkanRenderLoop(graphicsContext, layer, desiredBackbufferSizeX, desiredBackbufferSizeY);
});
}
// Allow device rotation to resize the swapchain
-(void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id)coordinator {
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
// TODO: Handle resizing properly.
// demo_resize(&demo);
}
- (UIView *)getView {
return [self view];
}
/** Since this is a single-view app, initialize Vulkan as view is appearing. */
- (void)viewWillAppear:(BOOL) animated {
[super viewWillAppear: animated];
self.view.contentScaleFactor = UIScreen.mainScreen.nativeScale;
uint32_t fps = 60;
/*
_displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(renderLoop)];
[_displayLink setFrameInterval: 60 / fps];
[_displayLink addToRunLoop: NSRunLoop.currentRunLoop forMode: NSDefaultRunLoopMode];
*/
}
/*
-(void) renderLoop {
demo_draw(&demo);
}
*/
- (void)viewDidDisappear: (BOOL) animated {
// [_displayLink invalidate];
// [_displayLink release];
// demo_cleanup(&demo);
[super viewDidDisappear: animated];
}
- (BOOL)prefersHomeIndicatorAutoHidden {
return YES;
}
- (void)shareText:(NSString *)text {
NSArray *items = @[text];
UIActivityViewController * viewController = [[UIActivityViewController alloc] initWithActivityItems:items applicationActivities:nil];
dispatch_async(dispatch_get_main_queue(), ^{
[self presentViewController:viewController animated:YES completion:nil];
});
}
extern float g_safeInsetLeft;
extern float g_safeInsetRight;
extern float g_safeInsetTop;
extern float g_safeInsetBottom;
- (void)viewSafeAreaInsetsDidChange {
if (@available(iOS 11.0, *)) {
[super viewSafeAreaInsetsDidChange];
// we use 0.0f instead of safeAreaInsets.bottom because the bottom overlay isn't disturbing (for now)
g_safeInsetLeft = self.view.safeAreaInsets.left;
g_safeInsetRight = self.view.safeAreaInsets.right;
g_safeInsetTop = self.view.safeAreaInsets.top;
g_safeInsetBottom = 0.0f;
}
}
- (void)bindDefaultFBO
{
// Do nothing
}
- (void)buttonDown:(iCadeState)button
{
g_iCadeTracker.ButtonDown(button);
}
- (void)buttonUp:(iCadeState)button
{
g_iCadeTracker.ButtonUp(button);
}
// The below is inspired by https://stackoverflow.com/questions/7253477/how-to-display-the-iphone-ipad-keyboard-over-a-full-screen-opengl-es-app
// It's a bit limited but good enough.
-(void) deleteBackward {
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.flags = KEY_DOWN | KEY_UP;
input.keyCode = NKCODE_DEL;
NativeKey(input);
INFO_LOG(SYSTEM, "Backspace");
}
-(BOOL) hasText
{
return YES;
}
-(void) insertText:(NSString *)text
{
std::string str = std::string([text UTF8String]);
INFO_LOG(SYSTEM, "Chars: %s", str.c_str());
UTF8 chars(str);
while (!chars.end()) {
uint32_t codePoint = chars.next();
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.flags = KEY_CHAR;
input.unicodeChar = codePoint;
NativeKey(input);
}
}
-(BOOL) canBecomeFirstResponder
{
return YES;
}
-(void) showKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
[self becomeFirstResponder];
});
}
-(void) hideKeyboard {
dispatch_async(dispatch_get_main_queue(), ^{
[self resignFirstResponder];
});
}
@end
@implementation PPSSPPMetalView
/** Returns a Metal-compatible layer. */
+(Class) layerClass { return [CAMetalLayer class]; }
@end