Files
ppsspp/ios/ViewControllerMetal.mm
T
Henrik RydgårdandClaude Opus 5.5 a4ca6af0dc iOS: Pass restart arguments on, and restart into GL when Vulkan fails
RESTART_APP's arguments, like --start-screen=touchscreentest, were only
logged. Worse, the block that got them captured param1 by reference, and
ran after the request's string was gone. Copy them, and parse them along
with the startup path when relaunching.

When Vulkan failed to initialize, the config switched to OpenGL, but
the Metal view controller stayed, so nothing rendered until the user
restarted the app by hand. Restart it automatically, unless OpenGL is
disabled, where config loading would pick Vulkan again and loop.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00

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6.9 KiB
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#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/Vulkan/VulkanGraphicsContext.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/GPU/GraphicsContext.h"
#include "Common/Thread/ThreadUtil.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/EmuThread.h"
#include "GPU/Vulkan/VulkanUtil.h"
// ViewController lifecycle:
// https://www.progressconcepts.com/blog/ios-appdelegate-viewcontroller-method-order/
#pragma mark -
#pragma mark PPSSPPViewControllerMetal
static std::atomic<bool> exitRenderLoop;
static std::atomic<bool> renderLoopRunning;
static std::thread g_renderLoopThread;
@interface PPSSPPViewControllerMetal () {
GraphicsContext *graphicsContext;
}
@end // @interface
@implementation PPSSPPViewControllerMetal {}
- (id)init {
self = [super init];
return self;
}
static void VulkanRenderLoop(GraphicsContext *graphicsContext, CAMetalLayer *metalLayer) {
// Only a provisional name, RunGraphicsLoop renames the thread once it knows its role.
SetCurrentThreadName("RenderLoop");
_assert_(graphicsContext);
std::string errorMessage;
if (!graphicsContext->InitSurface(WINDOWSYSTEM_METAL_EXT, (__bridge void *)metalLayer, nullptr, &errorMessage)) {
ERROR_LOG(Log::G3D, "Failed to initialize graphics context for surface: %s", errorMessage.c_str());
System_Toast("Failed to initialize graphics context.");
renderLoopRunning = false;
return;
}
const auto frame = [](GraphicsContext *graphicsContext) {
NativeFrame(graphicsContext);
return !exitRenderLoop;
};
RunGraphicsLoop(graphicsContext, new NativeApplication(), frame, []() { return exitRenderLoop.load(); });
// 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->ShutdownSurface();
// exitRenderLoop is reset by whoever set it, after joining us.
renderLoopRunning = 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()) {
if (renderLoopRunning) {
ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Already running");
return false;
}
// The previous thread gave up by itself (failed surface init). Reap it so we can try again.
WARN_LOG(Log::G3D, "runVulkanRenderLoop: Joining a render thread that had already exited");
g_renderLoopThread.join();
g_renderLoopThread = std::thread();
}
_assert_(!exitRenderLoop);
CAMetalLayer *metalLayer = (CAMetalLayer *)self.view.layer;
// Set before the thread exists, so an exit request can't slip in ahead of it.
renderLoopRunning = true;
g_renderLoopThread = std::thread(VulkanRenderLoop, graphicsContext, metalLayer);
return true;
}
- (void)requestExitVulkanRenderLoop {
INFO_LOG(Log::G3D, "requestExitVulkanRenderLoop");
// Don't go by renderLoopRunning - the thread might have bailed by itself, and still needs joining.
if (!g_renderLoopThread.joinable()) {
INFO_LOG(Log::G3D, "Render loop not running, nothing to join");
return;
}
exitRenderLoop = true;
g_renderLoopThread.join();
g_renderLoopThread = std::thread();
exitRenderLoop = false;
}
// 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");
// Normally already done by willResignActive, but not when the app is terminated.
[self requestExitVulkanRenderLoop];
if (graphicsContext) {
graphicsContext->ShutdownAPI();
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");
self.view.multipleTouchEnabled = YES;
// self.view.insetsLayoutMarginsFromSafeArea = NO;
// self.view.clipsToBounds = YES;
graphicsContext = new VulkanGraphicsContext();
std::string errorMessage;
if (!graphicsContext->InitAPI(nullptr, &g_Config.sVulkanDevice, &errorMessage)) {
delete graphicsContext;
graphicsContext = nullptr; // The render loop and shutdown check for this.
if (g_Config.IsBackendEnabled(GPUBackend::OPENGL)) {
ERROR_LOG(Log::System, "Failed to initialize Vulkan, switching to OpenGL: %s", errorMessage.c_str());
g_Config.iGPUBackend = (int)GPUBackend::OPENGL;
SetGPUBackend(GPUBackend::OPENGL);
// We're still the Metal view controller, so nothing would render. Restarting brings up the GL one.
System_RestartApp("");
} else {
// Config loading would switch straight back to Vulkan, so restarting would just loop.
ERROR_LOG(Log::System, "Failed to initialize Vulkan, and OpenGL is disabled: %s", errorMessage.c_str());
}
}
[self updateResolutionWithView:self.view];
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);
}
- (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");
}
@end
@implementation PPSSPPMetalView
/** Returns a Metal-compatible layer. */
+(Class) layerClass { return [CAMetalLayer class]; }
@end