platform: snap keyboard inset (lockstep deferred to Metal renderer)
Walked back the manual-interpolation + CABasicAnimation+presentationLayer
attempts at lockstep keyboard inset. Both leave a visible frame of lag
because the lockstep problem is structural, not implementation-detail:
- GL renderbuffer content is baked at presentRenderbuffer() time.
- The CoreAnimation compositor can interpolate the *position* of a
CALayer per-vsync but cannot reach into our renderbuffer's pixels.
- The GPU pipeline (CADisplayLink → command build → present →
compositor → display) is 2-3 frames deep on iOS GLES, so even
`targetTimestamp`-based prediction is one to two frames short.
The architectural escape that doesn't move the GL view (rejected for
edge cases) is to give CoreAnimation a renderable handle it can sync
on. That means **Metal**:
- CAMetalLayer + MTLDrawable.presentAtTime(_:) caps the pipeline at
exactly one frame.
- With targetTimestamp prediction + curve-accurate keyboard math,
our drawable lands at the same vsync as UIKit's keyboard.
- Renderer modernization (Metal/Vulkan/WebGPU per platform) was on
the roadmap anyway; lockstep is the forcing function.
This commit keeps the keyboard observer + show/hide_keyboard wiring
intact and SNAPS keyboard_height when the observer fires. Behavior:
the chess board doesn't shift during the keyboard animation; it shifts
in one step when the observer fires. Less smooth than the broken
attempt but honest.
Plan for the Metal port (next):
- library/modules/gpu/{metal,vulkan,webgpu}.sx + a `GPU` protocol
analogous to Platform.
- Port modules/ui/renderer.sx shaders from GLSL to MSL.
- SxGLView becomes SxMetalView; CAEAGLLayer becomes CAMetalLayer.
- Lockstep falls out of MTLDrawable.presentAtTime(targetTimestamp).
This commit is contained in:
@@ -5,13 +5,18 @@
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// on-screen keyboard so safe_insets.bottom can be observed growing /
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// shrinking under it.
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//
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// To visualize the safe-area / keyboard inset, the frame draws a red
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// bar at the bottom whose height equals `safe_insets.bottom`. The
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// platform interpolates `keyboard_height` over the keyboard's own
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// animation duration, so the bar slides in lockstep with iOS's
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// keyboard.
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//
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// Build + run:
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// sx build --target ios-sim examples/66-uikit-platform.sx \
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// -o /tmp/SxUIKitBoot --bundle /tmp/SxUIKitBoot.app \
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// --bundle-id co.swipelab.sxuikit -F ~/Library/Frameworks
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// xcrun simctl install booted /tmp/SxUIKitBoot.app
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// xcrun simctl launch --console booted co.swipelab.sxuikit
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// xcrun simctl io booted screenshot /tmp/screen.png
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// xcrun simctl launch booted co.swipelab.sxuikit
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#import "modules/std.sx";
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#import "modules/std/uikit.sx";
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@@ -22,12 +27,26 @@
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#import "modules/ui/events.sx";
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#import "modules/platform/uikit.sx";
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GL_SCISSOR_TEST :u32: 0x0C11;
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glEnable_ : (u32) -> void = ---;
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glDisable_ : (u32) -> void = ---;
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glScissor_ : (s32, s32, s32, s32) -> void = ---;
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g_color_index : s64 = 0;
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g_keyboard_up : bool = false;
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g_loaded : bool = false;
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tap_frame :: () {
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fc := g_uikit_plat.begin_frame();
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if !g_loaded {
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// Cache the GL fn-ptrs we use beyond what modules/opengl.sx loads.
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glEnable_ = xx ios_gl_proc("glEnable".ptr);
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glDisable_ = xx ios_gl_proc("glDisable".ptr);
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glScissor_ = xx ios_gl_proc("glScissor".ptr);
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g_loaded = true;
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}
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events := g_uikit_plat.poll_events();
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i : s64 = 0;
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while i < events.len {
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@@ -51,9 +70,22 @@ tap_frame :: () {
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r : f32 = if phase == 0 then 0.8 else 0.1;
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g : f32 = if phase == 1 then 0.8 else 0.1;
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b : f32 = if phase == 2 then 0.8 else 0.1;
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glViewport(0, 0, fc.pixel_w, fc.pixel_h);
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glClearColor(r, g, b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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// Bottom bar = the interpolated safe-area bottom inset.
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insets := g_uikit_plat.safe_insets();
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bar_h_px : s32 = xx (insets.bottom * fc.dpi_scale);
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if bar_h_px > 0 {
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glEnable_(GL_SCISSOR_TEST);
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glScissor_(0, 0, fc.pixel_w, bar_h_px);
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glClearColor(0.95, 0.25, 0.25, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable_(GL_SCISSOR_TEST);
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}
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g_uikit_plat.end_frame();
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}
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