mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-30 18:49:13 +02:00
290 lines
8.1 KiB
Plaintext
290 lines
8.1 KiB
Plaintext
#import "AppDelegate.h"
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#import "ViewControllerMetal.h"
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#import "iOSCoreAudio.h"
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#include "Common/Log.h"
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#include "Common/GPU/Vulkan/VulkanLoader.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/GPU/Vulkan/VulkanGraphicsContext.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/thin3d_create.h"
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#include "Common/Data/Text/Parsers.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/OSD.h"
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#include "Common/System/NativeApp.h"
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#include "Common/System/Request.h"
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#include "Common/GPU/GraphicsContext.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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// ViewController lifecycle:
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// https://www.progressconcepts.com/blog/ios-appdelegate-viewcontroller-method-order/
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#pragma mark -
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#pragma mark PPSSPPViewControllerMetal
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static std::atomic<bool> exitRenderLoop;
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static std::atomic<bool> renderLoopRunning;
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static std::thread g_renderLoopThread;
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@interface PPSSPPViewControllerMetal () {
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GraphicsContext *graphicsContext;
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}
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@end // @interface
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@implementation PPSSPPViewControllerMetal {}
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- (id)init {
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self = [super init];
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return self;
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}
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// Should be very similar to the Android one, probably mergeable.
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// This is the EmuThread for iOS.
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static void VulkanRenderLoop(GraphicsContext *graphicsContext, CAMetalLayer *metalLayer) {
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SetCurrentThreadName("EmuThreadVulkan");
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INFO_LOG(Log::G3D, "Entering EmuThreadVulkan");
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_assert_(graphicsContext);
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if (exitRenderLoop) {
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WARN_LOG(Log::G3D, "runVulkanRenderLoop: ExitRenderLoop requested at start, skipping the whole thing.");
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renderLoopRunning = false;
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exitRenderLoop = false;
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return;
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}
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// This is up here to prevent race conditions, in case we pause during init.
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renderLoopRunning = true;
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//WARN_LOG(G3D, "runVulkanRenderLoop. desiredBackbufferSizeX=%d desiredBackbufferSizeY=%d",
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// desiredBackbufferSizeX, desiredBackbufferSizeY);
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std::string errorMessage;
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if (!graphicsContext->InitSurface(WINDOWSYSTEM_METAL_EXT, (__bridge void *)metalLayer, nullptr, &errorMessage)) {
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// On Android, if we get here, really no point in continuing.
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// The UI is supposed to render on any device both on OpenGL and Vulkan. If either of those don't work
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// on a device, we blacklist it. Hopefully we should have already failed in InitAPI anyway and reverted to GL back then.
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ERROR_LOG(Log::G3D, "Failed to initialize graphics context.");
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System_Toast("Failed to initialize graphics context.");
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delete graphicsContext;
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graphicsContext = nullptr;
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renderLoopRunning = false;
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return;
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}
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if (!exitRenderLoop) {
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if (!NativeInitGraphics(graphicsContext)) {
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ERROR_LOG(Log::G3D, "Failed to initialize graphics.");
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// Gonna be in a weird state here..
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}
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graphicsContext->ThreadStart();
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while (!exitRenderLoop) {
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NativeFrame(graphicsContext);
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}
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INFO_LOG(Log::G3D, "Leaving Vulkan main loop.");
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} else {
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INFO_LOG(Log::G3D, "Not entering main loop.");
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}
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NativeShutdownGraphics(graphicsContext);
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graphicsContext->ThreadEnd();
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// Shut the graphics context down to the same state it was in when we entered the render thread.
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INFO_LOG(Log::G3D, "Shutting down graphics context...");
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graphicsContext->ShutdownSurface();
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renderLoopRunning = false;
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exitRenderLoop = false;
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WARN_LOG(Log::G3D, "Render loop function exited.");
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}
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- (bool)runVulkanRenderLoop {
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INFO_LOG(Log::G3D, "runVulkanRenderLoop");
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if (!graphicsContext) {
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ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Tried to enter without a created graphics context.");
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return false;
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}
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if (g_renderLoopThread.joinable()) {
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ERROR_LOG(Log::G3D, "runVulkanRenderLoop: Already running");
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return false;
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}
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CAMetalLayer *metalLayer = (CAMetalLayer *)self.view.layer;
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g_renderLoopThread = std::thread(VulkanRenderLoop, graphicsContext, metalLayer);
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return true;
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}
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- (void)requestExitVulkanRenderLoop {
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INFO_LOG(Log::G3D, "requestExitVulkanRenderLoop");
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if (!renderLoopRunning) {
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ERROR_LOG(Log::System, "Render loop already exited");
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return;
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}
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_assert_(g_renderLoopThread.joinable());
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exitRenderLoop = true;
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g_renderLoopThread.join();
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_assert_(!g_renderLoopThread.joinable());
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}
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// These two are forwarded from the appDelegate
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- (void)didBecomeActive {
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[super didBecomeActive];
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INFO_LOG(Log::G3D, "didBecomeActive Metal");
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// Spin up the emu thread. It will in turn spin up the Vulkan render thread
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// on its own.
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[self updateResolutionWithView:self.view];
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[self runVulkanRenderLoop];
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}
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- (void)willResignActive {
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INFO_LOG(Log::G3D, "willResignActive Metal");
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[self requestExitVulkanRenderLoop];
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[super willResignActive];
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}
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- (void)shutdown {
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[super shutdown];
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INFO_LOG(Log::System, "shutdown");
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g_Config.Save("shutdown vk");
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// Hopefully requestExitVulkanRenderLoop has been called from willResignActive here...
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if (graphicsContext) {
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graphicsContext->ShutdownAPI();
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delete graphicsContext;
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graphicsContext = NULL;
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}
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}
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- (void)dealloc
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{
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INFO_LOG(Log::System, "dealloc VK");
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}
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- (void)loadView {
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INFO_LOG(Log::G3D, "Creating metal view");
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// The view gets auto-resized later.
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PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
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self.view = metalView;
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}
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- (void)viewDidLoad {
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[super viewDidLoad];
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[self hideKeyboard];
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INFO_LOG(Log::System, "Metal viewDidLoad");
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UIScreen* screen = [(AppDelegate*)[UIApplication sharedApplication].delegate screen];
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self.view.frame = [screen bounds];
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self.view.multipleTouchEnabled = YES;
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// self.view.insetsLayoutMarginsFromSafeArea = NO;
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// self.view.clipsToBounds = YES;
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graphicsContext = new VulkanGraphicsContext();
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std::string errorMessage;
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if (!graphicsContext->InitAPI(nullptr, &g_Config.sVulkanDevice, &errorMessage)) {
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ERROR_LOG(Log::System, "Failed to initialize Vulkan, switching to OpenGL: %s", errorMessage.c_str());
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g_Config.iGPUBackend = (int)GPUBackend::OPENGL;
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SetGPUBackend(GPUBackend::OPENGL);
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delete graphicsContext;
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// TODO: What to do here?
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}
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[self updateResolutionWithView:self.view];
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if ([[GCController controllers] count] > 0) {
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[self setupController:[[GCController controllers] firstObject]];
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}
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INFO_LOG(Log::G3D, "Detected size: %dx%d", g_display.pixel_xres, g_display.pixel_yres);
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}
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- (UIView *)getView {
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return [self view];
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}
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- (void)viewWillAppear:(BOOL)animated {
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[super viewWillAppear:animated];
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INFO_LOG(Log::G3D, "viewWillAppear");
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// This is to make sure we get 1:1 pixels.
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UIWindowScene *scene = self.view.window.windowScene;
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if (scene) {
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self.view.contentScaleFactor = scene.screen.nativeScale;
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}
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if (@available(iOS 16.0, *)) {
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[self setNeedsUpdateOfSupportedInterfaceOrientations];
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}
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}
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- (void)viewWillDisappear:(BOOL)animated {
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[super viewWillDisappear:animated];
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INFO_LOG(Log::G3D, "viewWillDisappear");
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}
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- (void)viewDidDisappear:(BOOL)animated {
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[super viewDidDisappear: animated];
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INFO_LOG(Log::G3D, "viewDidDisappear");
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}
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- (void)bindDefaultFBO {
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// Do nothing
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}
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- (void)viewWillLayoutSubviews {
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[super viewWillLayoutSubviews];
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// This is the first reliable place where self.view.bounds
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// matches the forced orientation.
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CGRect bounds = self.view.bounds;
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INFO_LOG(Log::G3D, "Correcting metal view layout: %dx%d",
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(int)bounds.size.width, (int)bounds.size.height);
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// Update your Metal layer/viewport here if necessary
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}
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- (void)viewWillTransitionToSize:(CGSize)size
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withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
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[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
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[self.view endEditing:YES]; // clears any input focus
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[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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NSLog(@"Rotating to size: %@", NSStringFromCGSize(size));
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} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
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NSLog(@"Rotation finished");
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// Reinitialize graphics context to match new size
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[self requestExitVulkanRenderLoop];
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[self updateResolutionWithView:self.view];
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[self runVulkanRenderLoop];
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}];
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}
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@end
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@implementation PPSSPPMetalView
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/** Returns a Metal-compatible layer. */
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+(Class) layerClass { return [CAMetalLayer class]; }
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@end
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