Files
VoidLink/VoidLink/Metal/MetalViewController.m
T
Acaki 6f381362dd Revert "fix: sync imgui fps to stream fps to avoid it interferes with displaylink timings"
This reverts commit 5d1bed4d25.

Revert "fix: another attempt to fix occasional video freeze with metal renderer"

This reverts commit 958b391afa.

Revert "fix: attempt to fix occasional video freeze with metal renderer"

This reverts commit bcb4d0a905.

Revert "feat: use CAMetalDisplayLink for metal renderer to fix refresh rate issues"

This reverts commit 9e20efff4b.

Revert "Revert "MetalViewController: run a no-op DisplayLink at the target framerate so iOS won't switch to a slower rate""

This reverts commit 39b2621e30.
2025-08-22 17:39:25 +08:00

140 lines
4.3 KiB
Objective-C

//
// MetalViewController.m
//
// Created by Andy Grundman.
// Ported to VoidLink by Acaki.
// Copyright (c) 2025 Moonlight Stream. All rights reserved.
//
#import "MetalViewController.h"
#import "FrameQueue.h"
#import "ImGuiRenderer.h"
#import "MetalVideoRenderer.h"
@implementation MetalViewController {
FrameQueue *_frameQueue;
float _framerate;
BOOL _enableHdr;
MetalView *_metalView;
MetalVideoRenderer *_renderer;
MetricsHandler _metricsHandler;
CADisplayLink *_displayLink;
}
- (nonnull instancetype)initWithFrame:(CGRect)bounds framerate:(float)framerate enableHdr:(BOOL)enableHdr metricsHandler:(MetricsHandler)metricsHandler {
self = [super init];
if (self) {
_bounds = bounds;
_frameQueue = [FrameQueue sharedInstance];
_framerate = framerate;
_enableHdr = enableHdr;
_metricsHandler = metricsHandler;
}
return self;
}
- (void)loadView {
self.view = [[MetalView alloc] initWithFrame:_bounds];
Log(LOG_I, @"[MetalViewController] created MetalView %@", (MetalView *)self.view);
}
- (void)viewDidLoad {
[super viewDidLoad];
__block MetalView *view = (MetalView *)self.view;
if (!view) {
Log(LOG_E, @"The view attached to MetalViewController isn't a MetalView.");
return;
}
_metalView = view;
_metalView.delegate = self;
_metalView.framerate = _framerate;
// Select the device to render with.
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
if (!device) {
Log(LOG_E, @"Metal isn't supported on this device.");
self.view = [[UIView alloc] initWithFrame:self.view.frame];
return;
}
view.metalLayer.device = device;
// Initialize the renderer.
MetalVideoRenderer *renderer = [[MetalVideoRenderer alloc] initWithMetalDevice:device
drawablePixelFormat:MTLPixelFormatBGR10A2Unorm
framerate:self->_framerate];
if (!renderer) {
Log(LOG_E, @"The renderer couldn't be initialized.");
return;
}
self->_renderer = renderer;
Log(LOG_I, @"[MetalViewController] viewDidLoad, created renderer: %@", renderer);
// Initialize the renderer-dependent view properties.
view.metalLayer.pixelFormat = renderer.colorPixelFormat;
view.metalLayer.maximumDrawableCount = 3;
// We need a no-op displaylink timer or iOS can decide to run at 60fps
// The overhead from this should be minimal.
_displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkHandler:)];
if (@available(iOS 15.0, tvOS 15.0, *)) {
_displayLink.preferredFrameRateRange = CAFrameRateRangeMake(_framerate, _framerate, _framerate);
} else {
_displayLink.preferredFramesPerSecond = _framerate;
}
[_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)displayLinkHandler:(CADisplayLink *)link {
// Rendering does not use DisplayLink, this exists to fool iOS into keeping us running at the desired framerate
}
- (void)waitToRenderTo:(nonnull CAMetalLayer *)layer {
// Renderer obtains a nextDrawable, waiting if necessary
if (@available(iOS 13.0, *)) {
[_renderer waitToRenderTo:layer];
}
// If we don't have a frame yet, wait on that too
[_frameQueue waitForEnqueue];
}
/// Draw frame (used by manual loop)
- (void)renderTo:(nonnull CAMetalLayer *)layer {
if (!_renderer.isStopping) {
CFTimeInterval timeout = (1.0f / _framerate) - _renderer.averageGPUTime;
Frame *frame = [_frameQueue dequeueWithTimeout:timeout];
if (frame) {
if (@available(iOS 13.0, *)) {
[_renderer renderFrame:frame toLayer:layer];
}
}
}
}
- (void)drawableResize:(CGSize)size {
[_renderer drawableResize:size];
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
Log(LOG_I, @"[MetalViewController] viewDidDisappear");
if (_displayLink) {
[_displayLink invalidate];
}
[_renderer shutdown];
_renderer = nil;
}
#if TARGET_OS_IOS
// Hides the Home indicator button automatically.
- (BOOL)prefersHomeIndicatorAutoHidden {
return YES;
}
#endif
@end