Files
ppsspp/ios/ViewControllerMetal.mm
T
Henrik RydgårdandClaude Opus 5.5 5704b972e7 iOS: Remove OpenGL support from the app
The app now always uses the Metal view controller with Vulkan (MoltenVK),
for both the App Store and sideload builds. The GL view controller is gone,
and Common/GPU/OpenGL (except GLFeatures, used by the shader generators) and
GPU/GLES are no longer compiled for it. PPSSPP_API_ANY_GL is now off for
all of iOS except the libretro core, which still uses GLES.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:13:28 +02:00

227 lines
6.4 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];
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.
// There's no other backend to fall back to.
ERROR_LOG(Log::System, "Failed to initialize Vulkan: %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