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a791689086
Caleb Cornett's comments: "A few weeks ago, Alex added a partial Metal API to SDL2: https://hg.libsdl.org/SDL/rev/22c8e7cd8d38 I noticed it was missing a few features that would help Metal become a first-class citizen in SDL, so I went ahead and wrote them! Here are the new APIs: 1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer to specify that they intend to create a window for use with SDL_MetalView. The flag is used to ensure correct usage of the API and to prevent accidentally defaulting to OpenGL on iOS. 2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a pointer to the view's backing CAMetalLayer. This simplifies things considerably, since in the current version of the SDL_Metal API the programmer is required to bridge-cast a SDL_MetalView handle to an NSView or UIView (depending on the platform) and then extract the layer from there. SDL_Metal_GetLayer automatically handles all of that, making the operation simple and cross-platform. 3. SDL_Metal_GetDrawableSize(). This function already exists in the current SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize on Apple platforms) but was not publicly exposed. My patch exposes this function for public use. It works just like you'd expect. Tested on macOS 10.14 and iOS 12.4." Fixes Bugzilla #4796.
143 lines
4.2 KiB
Objective-C
143 lines
4.2 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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* @author Mark Callow, www.edgewise-consulting.com.
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*
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* Thanks to Alex Szpakowski, @slime73 on GitHub, for his gist showing
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* how to add a CAMetalLayer backed view.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_VULKAN || SDL_VIDEO_METAL)
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#import "../SDL_sysvideo.h"
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#import "SDL_uikitwindow.h"
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#import "SDL_uikitmetalview.h"
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#include "SDL_assert.h"
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@implementation SDL_uikitmetalview
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/* Returns a Metal-compatible layer. */
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+ (Class)layerClass
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{
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return [CAMetalLayer class];
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}
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- (instancetype)initWithFrame:(CGRect)frame
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scale:(CGFloat)scale
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{
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if ((self = [super initWithFrame:frame])) {
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self.tag = METALVIEW_TAG;
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self.layer.contentsScale = scale;
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[self updateDrawableSize];
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}
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return self;
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}
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/* Set the size of the metal drawables when the view is resized. */
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- (void)layoutSubviews
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{
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[super layoutSubviews];
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[self updateDrawableSize];
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}
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- (void)updateDrawableSize
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{
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CGSize size = self.bounds.size;
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size.width *= self.layer.contentsScale;
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size.height *= self.layer.contentsScale;
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((CAMetalLayer *)self.layer).drawableSize = size;
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}
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@end
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SDL_MetalView
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UIKit_Metal_CreateView(_THIS, SDL_Window * window)
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{ @autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
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CGFloat scale = 1.0;
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SDL_uikitmetalview *metalview;
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if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
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/* Set the scale to the natural scale factor of the screen - then
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* the backing dimensions of the Metal view will match the pixel
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* dimensions of the screen rather than the dimensions in points
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* yielding high resolution on retine displays.
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*/
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if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
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scale = data.uiwindow.screen.nativeScale;
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} else {
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scale = data.uiwindow.screen.scale;
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}
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}
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metalview = [[SDL_uikitmetalview alloc] initWithFrame:data.uiwindow.bounds
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scale:scale];
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[metalview setSDLWindow:window];
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return (void*)CFBridgingRetain(metalview);
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}}
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void
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UIKit_Metal_DestroyView(_THIS, SDL_MetalView view)
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{ @autoreleasepool {
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SDL_uikitmetalview *metalview = CFBridgingRelease(view);
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if ([metalview isKindOfClass:[SDL_uikitmetalview class]]) {
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[metalview setSDLWindow:NULL];
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}
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}}
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void *
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UIKit_Metal_GetLayer(_THIS, SDL_MetalView view)
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{ @autoreleasepool {
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SDL_uikitview *uiview = (__bridge SDL_uikitview *)view;
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return (__bridge void *)uiview.layer;
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}}
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void
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UIKit_Metal_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
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SDL_uikitview *view = (SDL_uikitview*)data.uiwindow.rootViewController.view;
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SDL_uikitmetalview* metalview = [view viewWithTag:METALVIEW_TAG];
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if (metalview) {
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CAMetalLayer *layer = (CAMetalLayer*)metalview.layer;
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assert(layer != NULL);
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if (w) {
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*w = layer.drawableSize.width;
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}
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if (h) {
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*h = layer.drawableSize.height;
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}
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} else {
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SDL_GetWindowSize(window, w, h);
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_VULKAN || SDL_VIDEO_METAL) */
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