The ScreenManager keeps a list of secondary outputs, each with its own
swapchain, recreated after a lost device. Platform code adds, resizes and
removes them from any thread through Native_AddOutput() and friends, which
take effect at the start of the next frame.
Each frame, every output is drawn by the topmost screen that claims it
(Screen::renderOutput). EmuScreen claims Game outputs: it presents the
game there, laid out for that output, and leaves it out of the backbuffer,
where the touch controls and the menus stay. Not in non-buffered mode,
which draws straight into the backbuffer.
--game-window opens such an output on Mac, with Metal. It's a smoke test
for multiple swapchains, and a stand-in for an AirPlay display.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The backbuffer is now a Swapchain, from GetPrimarySwapchain(), and
callers bind, measure and read it back through that instead of nullptr.
nullptr still means it too. Backends with one swapchain map the primary
to their old backbuffer path.
On Metal, CreateSwapchain() adds more, each with its own layer, depth
buffer and drawable. Passes merge per swapchain, and Present() presents
every drawable acquired that frame. The backbuffer is just the first
of them. Nothing creates a second one yet.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
tvOS only does that with a Back press it gets to see, so the view controller
lets controller events through to UIKit while the top screen is top level
(the new TOP_LEVEL_CHANGED notification), and passes presses that aren't
keyboard keys on to super. Elsewhere Back stays ours.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It only replaced the top screen, but most callers switch from a dialog:
Play on the game screen, the store, the installers, the framedump
launcher. The screens under it stayed alive, so launching a game from the
game screen and exiting it left [MainScreen, MainScreen], one more each
time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
That set dialogFinished_ to the caller, which processFinishDialog() then
deleted while it was still in the stack, leaking the popup. Take the
pointer out first and loop. Nothing does this now (MemStickScreen and
DevMenuScreen work around it), but it's easy to do by accident.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Popups are transparent, so the screen under one still renders, and
render() ran DoRecreateViews(). A RecreateViews() on that screen (a
resize or rotation on DisplayLayoutScreen or TouchControlLayoutScreen,
MainScreen on RECENT_FILES_CHANGED from the recent-files thread, the
achievements login finishing) then deleted the choice that opened the
popup. Closing the popup wrote through it and called its handlers.
Leave the old views in place until the screen is back on top, where
update() recreates them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NativeIsAtTopLevel() made a virtual call on the top screen from the Java
UI thread, while the render thread could be deleting it. Two quick Back
presses could hit that. Cache the flag in ScreenManager::Update()
instead, like passInputToMapper_ (now atomic too).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>