#import "AppDelegate.h" #import "ViewControllerMetal.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/System/Display.h" #include "Common/System/System.h" #include "Common/System/OSD.h" #include "Common/System/NativeApp.h" #include "Common/System/Request.h" #include "Common/GraphicsContext.h" #include "Common/Thread/ThreadUtil.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "GPU/Vulkan/VulkanUtil.h" // ViewController lifecycle: // https://www.progressconcepts.com/blog/ios-appdelegate-viewcontroller-method-order/ 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() override; // Inverses InitFromRenderThread. void Shutdown() override; void Resize() override {} void *GetAPIContext() override { return g_Vulkan; } Draw::DrawContext *GetDrawContext() override { return draw_; } private: VulkanContext *g_Vulkan = nullptr; Draw::DrawContext *draw_ = nullptr; GraphicsContextState state_ = GraphicsContextState::PENDING; }; bool IOSVulkanContext::InitFromRenderThread(CAMetalLayer *layer, int desiredBackbufferSizeX, int desiredBackbufferSizeY) { INFO_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: desiredwidth=%d desiredheight=%d", desiredBackbufferSizeX, desiredBackbufferSizeY); if (!g_Vulkan) { ERROR_LOG(Log::G3D, "IOSVulkanContext::InitFromRenderThread: No Vulkan context"); return false; } VkResult res = g_Vulkan->InitSurface(WINDOWSYSTEM_METAL_EXT, (__bridge void *)layer, nullptr); if (res != VK_SUCCESS) { ERROR_LOG(Log::G3D, "g_Vulkan->InitSurface failed: '%s'", VulkanResultToString(res)); return false; } bool useMultiThreading = g_Config.bRenderMultiThreading; if (g_Config.iInflightFrames == 1) { useMultiThreading = false; } draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, useMultiThreading); VkPresentModeKHR presentMode = ConfigPresentModeToVulkan(draw_); // This MUST run on the main thread. We're taking our chances with a dispatch_sync here. g_Vulkan->InitSwapchain(presentMode); if (false) { delete draw_; ERROR_LOG(Log::G3D, "InitSwapchain failed"); g_Vulkan->DestroySwapchain(); g_Vulkan->DestroySurface(); g_Vulkan->DestroyDevice(); g_Vulkan->DestroyInstance(); return false; } SetGPUBackend(GPUBackend::VULKAN); bool shaderSuccess = draw_->CreatePresets(); // Doesn't fail, we ship the compiler. _assert_msg_(shaderSuccess, "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); return true; } void IOSVulkanContext::ShutdownFromRenderThread() { INFO_LOG(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(Log::G3D, "Done with ShutdownFromRenderThread"); } void IOSVulkanContext::Shutdown() { INFO_LOG(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(Log::G3D, "IOSVulkanContext::Shutdown completed"); } bool IOSVulkanContext::InitAPI() { INFO_LOG(Log::G3D, "IOSVulkanContext::Init"); init_glslang(); g_LogOptions.breakOnError = true; g_LogOptions.breakOnWarning = true; g_LogOptions.msgBoxOnError = false; INFO_LOG(Log::G3D, "Creating Vulkan context"); Version gitVer(PPSSPP_GIT_VERSION); std::string errorStr; if (!VulkanLoad(&errorStr)) { ERROR_LOG(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{}; InitVulkanCreateInfoFromConfig(&info); if (!g_Vulkan->CreateInstanceAndDevice(info)) { 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(Log::G3D, "Vulkan device created!"); state_ = GraphicsContextState::INITIALIZED; return true; } #pragma mark - #pragma mark PPSSPPViewControllerMetal static std::atomic exitRenderLoop; static std::atomic renderLoopRunning; static std::thread g_renderLoopThread; @interface PPSSPPViewControllerMetal () { IOSVulkanContext *graphicsContext; } @end // @interface @implementation PPSSPPViewControllerMetal {} - (id)init { self = [super init]; return self; } // Should be very similar to the Android one, probably mergeable. // This is the EmuThread for iOS. void VulkanRenderLoop(IOSVulkanContext *graphicsContext, CAMetalLayer *metalLayer) { SetCurrentThreadName("EmuThreadVulkan"); INFO_LOG(Log::G3D, "Entering EmuThreadVulkan"); if (!graphicsContext) { ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context."); renderLoopRunning = false; exitRenderLoop = false; return; } if (exitRenderLoop) { WARN_LOG(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; int desiredBackbufferSizeX = g_display.pixel_xres; int desiredBackbufferSizeY = g_display.pixel_yres; //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(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(Log::G3D, "Failed to initialize graphics."); // Gonna be in a weird state here.. } graphicsContext->ThreadStart(); while (!exitRenderLoop) { NativeFrame(graphicsContext); } INFO_LOG(Log::G3D, "Leaving Vulkan main loop."); } else { INFO_LOG(Log::G3D, "Not entering main loop."); } NativeShutdownGraphics(); graphicsContext->ThreadEnd(); // Shut the graphics context down to the same state it was in when we entered the render thread. INFO_LOG(Log::G3D, "Shutting down graphics context..."); graphicsContext->ShutdownFromRenderThread(); renderLoopRunning = false; exitRenderLoop = false; WARN_LOG(Log::G3D, "Render loop function exited."); } - (bool)runVulkanRenderLoop { INFO_LOG(Log::G3D, "runVulkanRenderLoop"); if (!graphicsContext) { ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context."); return false; } if (g_renderLoopThread.joinable()) { ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Already running"); return false; } CAMetalLayer *metalLayer = (CAMetalLayer *)self.view.layer; g_renderLoopThread = std::thread(VulkanRenderLoop, graphicsContext, metalLayer); return true; } - (void)requestExitVulkanRenderLoop { INFO_LOG(Log::G3D, "requestExitVulkanRenderLoop"); if (!renderLoopRunning) { ERROR_LOG(Log::System, "Render loop already exited"); return; } _assert_(g_renderLoopThread.joinable()); exitRenderLoop = true; g_renderLoopThread.join(); _assert_(!g_renderLoopThread.joinable()); } // These two are forwarded from the appDelegate - (void)didBecomeActive { [super didBecomeActive]; INFO_LOG(Log::G3D, "didBecomeActive Metal"); // Spin up the emu thread. It will in turn spin up the Vulkan render thread // on its own. [self updateResolutionWithView:self.view]; [self runVulkanRenderLoop]; } - (void)willResignActive { INFO_LOG(Log::G3D, "willResignActive Metal"); [self requestExitVulkanRenderLoop]; [super willResignActive]; } - (void)shutdown { [super shutdown]; INFO_LOG(Log::System, "shutdown"); g_Config.Save("shutdown vk"); if (graphicsContext) { graphicsContext->Shutdown(); delete graphicsContext; graphicsContext = NULL; } } - (void)dealloc { INFO_LOG(Log::System, "dealloc VK"); } - (void)loadView { INFO_LOG(Log::G3D, "Creating metal view"); // The view gets auto-resized later. PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)]; self.view = metalView; } - (void)viewDidLoad { [super viewDidLoad]; [self hideKeyboard]; INFO_LOG(Log::System, "Metal viewDidLoad"); UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen]; self.view.frame = [screen bounds]; self.view.multipleTouchEnabled = YES; // self.view.insetsLayoutMarginsFromSafeArea = NO; // self.view.clipsToBounds = YES; graphicsContext = new IOSVulkanContext(); [self updateResolutionWithView:self.view]; if (!graphicsContext->InitAPI()) { _assert_msg_(false, "Failed to init Vulkan"); } if ([[GCController controllers] count] > 0) { [self setupController:[[GCController controllers] firstObject]]; } INFO_LOG(Log::G3D, "Detected size: %dx%d", g_display.pixel_xres, g_display.pixel_yres); } - (UIView *)getView { return [self view]; } - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; INFO_LOG(Log::G3D, "viewWillAppear"); // This is to make sure we get 1:1 pixels. UIWindowScene *scene = self.view.window.windowScene; if (scene) { self.view.contentScaleFactor = scene.screen.nativeScale; } if (@available(iOS 16.0, *)) { [self setNeedsUpdateOfSupportedInterfaceOrientations]; } } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; INFO_LOG(Log::G3D, "viewWillDisappear"); } - (void)viewDidDisappear:(BOOL)animated { [super viewDidDisappear: animated]; INFO_LOG(Log::G3D, "viewDidDisappear"); } - (void)bindDefaultFBO { // Do nothing } - (void)viewWillLayoutSubviews { [super viewWillLayoutSubviews]; // This is the first reliable place where self.view.bounds // matches the forced orientation. CGRect bounds = self.view.bounds; INFO_LOG(Log::G3D, "Correcting metal view layout: %dx%d", (int)bounds.size.width, (int)bounds.size.height); // Update your Metal layer/viewport here if necessary } - (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id)coordinator { [super viewWillTransitionToSize:size withTransitionCoordinator:coordinator]; [self.view endEditing:YES]; // clears any input focus [coordinator animateAlongsideTransition:^(id context) { NSLog(@"Rotating to size: %@", NSStringFromCGSize(size)); } completion:^(id context) { NSLog(@"Rotation finished"); // Reinitialize graphics context to match new size [self requestExitVulkanRenderLoop]; [self updateResolutionWithView:self.view]; [self runVulkanRenderLoop]; }]; } @end @implementation PPSSPPMetalView /** Returns a Metal-compatible layer. */ +(Class) layerClass { return [CAMetalLayer class]; } @end