#import "AppDelegate.h"
#import "ViewControllerMetal.h"
#import "DisplayManager.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<bool> exitRenderLoop;
static std::atomic<bool> 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 runVulkanRenderLoop];
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
}
- (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");
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
PPSSPPMetalView *metalView = [[PPSSPPMetalView alloc] initWithFrame:CGRectMake(0, 0, screenWidth,screenHeight)];
self.view = metalView;
}
- (void)viewDidLoad {
[super viewDidLoad];
[self hideKeyboard];
[[DisplayManager shared] setupDisplayListener];
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();
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
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");
self.view.contentScaleFactor = UIScreen.mainScreen.nativeScale;
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
INFO_LOG(Log::G3D, "viewWillDisappear");
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear: animated];
INFO_LOG(Log::G3D, "viewWillDisappear");
}
- (void)bindDefaultFBO
{
// Do nothing
}
- (void)viewWillTransitionToSize:(CGSize)size
withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
[self.view endEditing:YES]; // clears any input focus
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
NSLog(@"Rotating to size: %@", NSStringFromCGSize(size));
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
NSLog(@"Rotation finished");
// Reinitialize graphics context to match new size
[self requestExitVulkanRenderLoop];
[self runVulkanRenderLoop];
[[DisplayManager shared] updateResolution:[UIScreen mainScreen]];
}];
}
@end
@implementation PPSSPPMetalView
/** Returns a Metal-compatible layer. */
+(Class) layerClass { return [CAMetalLayer class]; }
@end