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VoidLink/VoidLink/Metal/MetalViewController.m
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2025-07-12 02:00:33 +08:00

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//
// MetalViewController.m
// VoidLink
//
// Created by Mason Chen on 2025/7/11.
// Copyright © 2025 Moonlight Game Streaming Project. All rights reserved.
//
/*
See the LICENSE.txt file for this sample’s licensing information.
Abstract:
The implementation of the cross-platform game view controller.
*/
#import "MetalViewController.h"
#import "FrameQueue.h"
#import "ImGuiRenderer.h"
#import "MetalVideoRenderer.h"
@implementation MetalViewController {
/// A queue to initialize the renderer asynchronously from the main thread.
dispatch_queue_t _dispatch_queue;
FrameQueue *_frameQueue;
float _framerate;
BOOL _enableHdr;
MetalView *_metalView;
MetalVideoRenderer *_renderer;
MetricsHandler _metricsHandler;
BOOL _stopping;
}
- (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;
_stopping = NO;
}
return self;
}
- (void)loadView {
self.view = [[MetalView alloc] initWithFrame:_bounds];
}
- (void)viewDidLoad {
[super viewDidLoad];
/// A queue to initialize the renderer asynchronously from the main thread.
_dispatch_queue = dispatch_queue_create("com.moonlight.Metal", DISPATCH_QUEUE_CONCURRENT);
__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 = [[PlatformView 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;
}
// Initialize the renderer-dependent view properties.
view.metalLayer.pixelFormat = renderer.colorPixelFormat;
view.metalLayer.colorspace = renderer.colorspace;
view.metalLayer.maximumDrawableCount = 3;
self->_renderer = renderer;
}
- (void)waitToRenderTo:(nonnull CAMetalLayer *)layer {
if (!_stopping) {
// Renderer obtains a nextDrawable, waiting if necessary
FQLog(LOG_I, @"[MetalViewController] caling [_renderer waitToRenderTo:layer]");
[_renderer waitToRenderTo:layer];
// If we don't have a frame yet, wait on that too
FQLog(LOG_I, @"[MetalViewController] caling [_renderer waitForEnqueue]");
[_frameQueue waitForEnqueue];
}
}
/// Draw frame (used by manual loop)
- (void)renderTo:(nonnull CAMetalLayer *)layer {
if (!_renderer) {
return;
}
CFTimeInterval timeout = (1.0f / _framerate) - _renderer.averageGPUTime;
FQLog(LOG_I, @"[MetalViewController] caling [_frameQueue dequeueWithTimeout:%f]", timeout);
Frame *frame = [_frameQueue dequeueWithTimeout:timeout];
if (frame) {
FQLog(LOG_I, @"[MetalViewController] calling [_renderer renderFrame] %@", frame);
[_renderer renderFrame:frame toLayer:layer];
}
}
- (void)drawableResize:(CGSize)size {
[_renderer drawableResize:size];
}
#if TARGET_OS_IOS
/// Hides the Home indicator button automatically.
- (BOOL)prefersHomeIndicatorAutoHidden {
return YES;
}
#endif
#if TARGET_OS_OSX
/// Makes the view controller the first responder to receive keyboard events.
- (void)viewDidAppear {
[_metalView.window makeFirstResponder:self];
}
/// Receives the keydown events to avoid system beeps.
///
/// The `GameInputKeyboardMouse` class handles keyboard events.
- (void)keyDown:(NSEvent *)event {
// Reference the parameter to avoid an unused parameter warning.
(void)(event);
}
/// Receives the keyup events to avoid system beeps.
///
/// The `GameInputKeyboardMouse` class handles keyboard events.
- (void)keyUp:(NSEvent *)event {
// Reference the parameter to avoid an unused parameter warning.
(void)(event);
}
#endif
@end