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:
@@ -90,6 +90,17 @@ UIKitPlatform :: struct {
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keyboard_visible: bool = false;
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keyboard_height: f32 = 0.0;
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// Keyboard height SNAPS to its target value when the observer fires.
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// It does NOT interpolate in lockstep with iOS's keyboard animation.
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// Reason: with OpenGL ES + CAEAGLLayer, our renderbuffer is baked at
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// `presentRenderbuffer` time, while UIKit's keyboard view is composited
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// by CoreAnimation at vsync. We can't make the compositor interpolate
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// the renderbuffer's contents in lockstep with the keyboard's frame.
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// True lockstep requires a Metal renderer (CAMetalLayer +
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// `present(at: targetTimestamp)` keeps the pipeline at 1 frame) plus
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// curve-accurate prediction. Tracked as the Metal port in
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// current/CHECKPOINT.md.
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saved_title: [*]u8 = null;
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}
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@@ -316,6 +327,8 @@ uikit_keyboard_will_change_frame :: (self: *void, _cmd: *void, notification: *vo
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if h < 0.0 { h = 0.0; }
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if h > sh { h = sh; }
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// SNAP to target. See comment on UIKitPlatform.keyboard_height for why
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// lockstep interpolation is deferred until the Metal renderer.
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plat.keyboard_height = xx h;
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plat.keyboard_visible = h > 0.5;
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}
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@@ -587,11 +600,10 @@ uikit_gl_view_tick :: (self: *void, _cmd: *void, link: *void) callconv(.c) {
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if !plat.has_frame_closure { return; }
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if !plat.gl_initialized { return; }
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// Pull this frame's duration from the display link.
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sel_dur := sel_registerName("duration".ptr);
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msg_d : (*void, *void) -> f64 = xx objc_msgSend;
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d := msg_d(link, sel_dur);
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plat.delta_time = xx d;
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dur_d : f64 = msg_d(link, sel_dur);
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plat.delta_time = xx dur_d;
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fn := plat.frame_closure;
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fn();
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