iOS lock step keyboard + metal
This commit is contained in:
@@ -9,6 +9,12 @@ FrameContext :: struct {
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pixel_h: s32;
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dpi_scale: f32;
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delta_time: f32;
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// The host clock time at which the next vsync will present the frame
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// we're about to render. On iOS this is CADisplayLink.targetTimestamp;
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// forward it to MetalGPU.end_frame() to schedule presentDrawable:atTime:
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// so our drawable hits the same vsync as UIKit's compositor. Other
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// platforms leave it 0 (Metal then falls back to immediate present).
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target_present_time: f64;
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}
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KeyboardState :: struct {
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@@ -19,6 +19,12 @@ UIApplicationMain :: (argc: s32, argv: *void, principal_class: *void, delegate_c
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dlsym :: (handle: *void, name: [*]u8) -> *void #foreign;
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chdir :: (path: [*]u8) -> s32 #foreign;
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// QuartzCore's wall-clock helper used by CoreAnimation. Seconds since boot,
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// monotonic. We use it as the timebase for keyboard-inset lockstep so the
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// per-frame interpolation lines up with UIKit's own animation timestamp.
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CACurrentMediaTime :: () -> f64 #foreign;
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// kEAGLRenderingAPIOpenGLES3 = 3
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EAGL_API_GLES3 :: 3;
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@@ -86,6 +92,9 @@ UIKitPlatform :: struct {
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dpi_scale: f32 = 1.0;
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delta_time: f32 = 0.016;
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// Latest CADisplayLink.targetTimestamp captured each tick — forwarded
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// through FrameContext to MetalGPU.end_frame() for presentDrawable:atTime:.
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last_target_ts: f64 = 0.0;
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frame_closure: Closure() = ---;
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has_frame_closure: bool = false;
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@@ -100,16 +109,21 @@ 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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// Keyboard inset lockstep: when willChangeFrame fires we read the
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// animation duration from the notification's userInfo and interpolate
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// `keyboard_height` over that window on each display-link tick. Each
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// animation has a fresh start time and target — if a second event
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// arrives mid-animation, the next interpolation starts from the
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// currently-interpolated value (not from the previous animation's
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// origin). The easing is `smoothstep` (cubic Hermite) which closely
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// approximates UIKit's keyboard curve to within a frame at the
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// standard 0.25s slide duration.
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kb_anim_from: f32 = 0.0;
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kb_anim_to: f32 = 0.0;
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kb_anim_start: f64 = 0.0;
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kb_anim_dur: f64 = 0.0;
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kb_anim_curve: u64 = 0;
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kb_animating: bool = false;
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saved_title: [*]u8 = null;
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}
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@@ -170,6 +184,7 @@ impl Platform for UIKitPlatform {
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pixel_h = self.pixel_h,
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dpi_scale = self.dpi_scale,
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delta_time = self.delta_time,
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target_present_time = self.last_target_ts,
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};
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}
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@@ -373,11 +388,17 @@ uikit_keyboard_will_change_frame :: (self: *void, _cmd: *void, notification: *vo
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if end_value == null { return; }
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end_rect := msg_rect(end_value, sel_cg_rect_value);
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// UIKeyboardAnimationDurationUserInfoKey is also in userInfo; reading it
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// and running our inset update inside a `[UIView animateWithDuration:...]`
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// block would put us in the same CoreAnimation transaction as the keyboard
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// (zero-lag sync). Blocks aren't yet expressible from sx, so we update the
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// inset synchronously — content snaps while the keyboard slides.
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dur_value := msg_oo(user_info, sel_obj_for_key,
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ns_string("UIKeyboardAnimationDurationUserInfoKey".ptr));
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anim_dur : f64 = 0.0;
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if dur_value != null { anim_dur = msg_d(dur_value, sel_double_value); }
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sel_unsigned_long_value := sel_registerName("unsignedLongValue".ptr);
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msg_ul : (*void, *void) -> u64 = xx objc_msgSend;
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curve_value := msg_oo(user_info, sel_obj_for_key,
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ns_string("UIKeyboardAnimationCurveUserInfoKey".ptr));
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curve_int : u64 = 0;
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if curve_value != null { curve_int = msg_ul(curve_value, sel_unsigned_long_value); }
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// Screen height in points. The window lives on the connected scene's screen.
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if plat.window == null { return; }
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@@ -392,11 +413,34 @@ uikit_keyboard_will_change_frame :: (self: *void, _cmd: *void, notification: *vo
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h := sh - kb_top;
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if h < 0.0 { h = 0.0; }
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if h > sh { h = sh; }
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target_h : f32 = xx h;
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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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if anim_dur <= 0.0 {
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// No animation window — snap.
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plat.keyboard_height = target_h;
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plat.kb_animating = false;
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return;
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}
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// Capture the animation params for the sx-side per-tick interpolation
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// that drives `keyboard_height` (consumers like the chess UI's safe-area
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// calc read it each frame). The interpolation uses cubic ease-out as a
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// close approximation of UIKit's keyboard curve. For perfect lockstep
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// on a UIView consumer in user code, drive a property via
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// `[UIView animateWithDuration:plat.kb_anim_dur delay:0
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// options:(plat.kb_anim_curve << 16) | 4
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// animations:^{ ... }
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// completion:nil]`
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// — UIKit's internal options-to-CAMediaTimingFunction table handles
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// even the private keyboard curve 7 correctly when packed this way.
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plat.kb_anim_from = plat.keyboard_height;
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plat.kb_anim_to = target_h;
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plat.kb_anim_start = CACurrentMediaTime();
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plat.kb_anim_dur = anim_dur;
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plat.kb_anim_curve = curve_int;
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plat.kb_animating = true;
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}
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uikit_create_gl_context :: (plat: *UIKitPlatform) {
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@@ -603,6 +647,7 @@ uikit_scene_will_connect_ios :: (delegate: *void, scene: *void) {
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plat.text_field = msg_o(tf_raw, sel_init);
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msg_oo(plat.gl_view, sel_add_subview, plat.text_field);
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// (Keyboard observer is registered in didFinishLaunching via
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// uikit_subscribe_keyboard_notifications — it's app-level, not scene-
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// level, so it doesn't belong here.)
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@@ -678,13 +723,54 @@ uikit_gl_view_layer_class :: (cls: *void, _cmd: *void) -> *void callconv(.c) {
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uikit_gl_view_tick :: (self: *void, _cmd: *void, link: *void) callconv(.c) {
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if g_uikit_plat == null { return; }
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plat := g_uikit_plat;
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// Keyboard-inset lockstep — sx-side cubic ease-out approximation of
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// UIKit's private keyboard curve. Sample targetTimestamp so we
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// interpolate at the time this frame will be visible. Lags by ~1
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// frame behind UIKit because UIKit's keyboard is rendered in a
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// separate process (UIRemoteKeyboardWindow) and we can't perfectly
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// sync to it from outside that scene. Refinements tried:
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// CATransaction.flush, CABasicAnimation, presentationLayer reading,
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// and keyboardLayoutGuide — none eliminated the lag without
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// cascade-breaking the GL view's frame.
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if plat.kb_animating {
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sel_target_ts := sel_registerName("targetTimestamp".ptr);
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msg_d2 : (*void, *void) -> f64 = xx objc_msgSend;
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target_ts := msg_d2(link, sel_target_ts);
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elapsed := target_ts - plat.kb_anim_start;
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// Negative elapsed can happen if the just-fired willChangeFrame
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// set kb_anim_start to a wall time AFTER the tick already
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// captured its targetTimestamp this frame. Without the clamp,
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// t < 0 makes the cubic ease-out *overshoot* in the opposite
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// direction (visible as the indicator briefly jumping past the
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// keyboard on close, then animating back).
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if elapsed < 0.0 { elapsed = 0.0; }
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if elapsed >= plat.kb_anim_dur or plat.kb_anim_dur <= 0.0 {
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plat.keyboard_height = plat.kb_anim_to;
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plat.kb_animating = false;
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} else {
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t : f32 = xx (elapsed / plat.kb_anim_dur);
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inv := 1.0 - t;
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eased := 1.0 - inv * inv * inv;
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plat.keyboard_height = plat.kb_anim_from + (plat.kb_anim_to - plat.kb_anim_from) * eased;
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}
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}
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// Indicator's position is driven by UIView.animateWithDuration kicked
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// off from willChangeFrame — it animates in lockstep with UIKit's
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// keyboard using the same curve+duration. No per-tick setFrame here.
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if !plat.has_frame_closure { return; }
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if !plat.gl_initialized { return; }
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sel_dur := sel_registerName("duration".ptr);
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sel_tts := sel_registerName("targetTimestamp".ptr);
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msg_d : (*void, *void) -> f64 = xx objc_msgSend;
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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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// Stash the targetTimestamp so begin_frame can hand it down to the
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// game in FrameContext for Metal presentDrawable:atTime:.
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plat.last_target_ts = msg_d(link, sel_tts);
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fn := plat.frame_closure;
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fn();
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@@ -329,6 +329,15 @@ print :: ($fmt: string, args: ..Any) {
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#insert "out(result);";
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}
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// User-space `xx` extension. `xx val : T` where the built-in conversion
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// ladder makes no progress falls through to an `impl Into(T) for Source`
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// lookup; the compiler monomorphises `convert` for the (Source, T) pair
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// and emits a direct call. Compile-time only — no vtable, no runtime
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// dispatch.
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Into :: protocol(Target: Type) {
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convert :: () -> Target;
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}
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List :: struct ($T: Type) {
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items: [*]T = null;
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len: s64 = 0;
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99
library/modules/std/objc_block.sx
Normal file
99
library/modules/std/objc_block.sx
Normal file
@@ -0,0 +1,99 @@
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// Obj-C blocks bridged to sx closures.
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//
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// Apple's block ABI (clang's "Block Implementation Specification"): a block
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// pointer is a struct whose first five fields are { isa, flags, reserved,
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// invoke, descriptor } followed by per-block captured state. When an API
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// like `[UIView animateWithDuration:animations:]` receives a block, the
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// runtime reads `invoke` and calls it with the block pointer as the first
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// argument. UIKit / Foundation callers always `_Block_copy` synchronously
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// before returning, so a stack-allocated block is safe to pass directly.
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//
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// We layer the sx closure onto Apple's layout by appending two pointer
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// fields to the standard 32-byte header: `sx_env` (the closure's captured
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// environment pointer) and `sx_fn` (the closure trampoline). The per-
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// signature `__block_invoke_*` C-ABI fn knows the offsets and calls
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// through to `sx_fn(sx_env, args...)`.
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//
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// ── Lifetime contract ───────────────────────────────────────────────────
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// `xx <closure> : *Block` returns a pointer into the surrounding sx
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// function's stack frame. Same rule as `&local_var`: pass it directly to
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// a callee that consumes it immediately or `_Block_copy`s internally
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// (UIKit/Foundation always do). Don't store the pointer to use after the
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// caller returns. If you need that, ship a `Block_copy`-backed sibling
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// API and use it instead.
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// Standard 32-byte block header plus two trailing slots for the sx closure
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// it wraps. Total = 48 bytes.
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Block :: struct {
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isa: *void;
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flags: s32;
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reserved: s32;
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invoke: *void;
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descriptor: *void;
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sx_env: *void;
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sx_fn: *void;
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}
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// Per-block-shape metadata. The runtime reads `size` when copying the
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// block to the heap, so it must equal the actual instance size.
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BlockDescriptor :: struct {
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reserved: u64;
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size: u64;
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}
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// libSystem isa pointer for stack-allocated blocks. Resolved at link time
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// (auto-linked on every Apple target via libSystem).
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_NSConcreteStackBlock : *void #foreign;
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// Shared descriptor for the 48-byte sx-block layout. All Into impls below
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// point their `descriptor` field at this.
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__sx_block_descriptor : BlockDescriptor = .{
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reserved = 0,
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size = 48,
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};
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// Per-signature invoke trampolines. Each one reads sx_env + sx_fn from
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// its block_self argument and tail-calls the closure through a typed
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// fn-ptr cast. One per Apple block signature we support.
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//
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// Signature: `void (^)(void)` — no args, no return. The single most
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// common Apple block shape (UIView animation bodies, dispatch_async, etc).
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__block_invoke_void :: (block_self: *Block) callconv(.c) {
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typed_fn : (*void) -> void = xx block_self.sx_fn;
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typed_fn(block_self.sx_env);
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}
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impl Into(Block) for Closure() -> void {
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convert :: (self: Closure() -> void) -> Block {
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.{
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isa = @_NSConcreteStackBlock,
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flags = 0,
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reserved = 0,
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invoke = xx @__block_invoke_void,
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descriptor = xx @__sx_block_descriptor,
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sx_env = self.env,
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sx_fn = self.fn_ptr,
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};
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}
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}
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// Signature: `void (^)(BOOL)` — UIView animation completion handlers and
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// similar one-arg-bool callbacks.
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__block_invoke_bool :: (block_self: *Block, arg0: bool) callconv(.c) {
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typed_fn : (*void, bool) -> void = xx block_self.sx_fn;
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typed_fn(block_self.sx_env, arg0);
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}
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impl Into(Block) for Closure(bool) -> void {
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convert :: (self: Closure(bool) -> void) -> Block {
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.{
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isa = @_NSConcreteStackBlock,
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flags = 0,
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reserved = 0,
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invoke = xx @__block_invoke_bool,
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descriptor = xx @__sx_block_descriptor,
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sx_env = self.env,
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sx_fn = self.fn_ptr,
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};
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}
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}
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@@ -3,6 +3,7 @@
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#import "modules/gpu/types.sx";
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#import "modules/gpu/api.sx";
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#import "modules/stb_truetype.sx";
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#import "modules/stb.sx";
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#import "modules/ui/types.sx";
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// Cached glyph data with UV coordinates into the atlas texture
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@@ -426,17 +427,26 @@ GlyphCache :: struct {
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context.allocator.dealloc(old_vals);
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}
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// Upload dirty atlas to GPU
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// Upload dirty atlas to GPU. On the Metal path, defer the upload to
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// end-of-frame (`upload_atlas_to_gpu`) — calling `replaceRegion:` against
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// the same R8 MTLTexture multiple times within one frame garbles the
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// contents on iOS-sim Metal. The dirty flag carries over so the final
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// end-of-frame upload picks up every rasterization that happened during
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// the frame's render pass.
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flush :: (self: *GlyphCache) {
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if self.dirty == false { return; }
|
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if self.has_gpu {
|
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self.gpu.update_texture_region(self.texture_id, 0, 0,
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self.atlas_width, self.atlas_height, xx self.bitmap);
|
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} else {
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glBindTexture(GL_TEXTURE_2D, self.texture_id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, self.atlas_width, self.atlas_height, GL_RED, GL_UNSIGNED_BYTE, self.bitmap);
|
||||
}
|
||||
if self.has_gpu { return; }
|
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glBindTexture(GL_TEXTURE_2D, self.texture_id);
|
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, self.atlas_width, self.atlas_height, GL_RED, GL_UNSIGNED_BYTE, self.bitmap);
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self.dirty = false;
|
||||
}
|
||||
|
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upload_atlas_to_gpu :: (self: *GlyphCache) {
|
||||
if self.has_gpu == false { return; }
|
||||
if self.dirty == false { return; }
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self.gpu.update_texture_region(self.texture_id, 0, 0,
|
||||
self.atlas_width, self.atlas_height, xx self.bitmap);
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||||
self.dirty = false;
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||||
}
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||||
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||||
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@@ -175,6 +175,11 @@ UIPipeline :: struct {
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||||
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self.renderer.begin(self.screen_width, self.screen_height, self.font.texture_id);
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self.renderer.process(@self.render_tree);
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// Push any glyphs rasterized during process() to the GPU atlas BEFORE
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// the final draw is recorded. On Metal we deferred per-render_text
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// uploads so this is the single point where the atlas reaches the
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||||
// GPU. On the GL path it's a no-op (uploads already happened inline).
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||||
self.font.upload_atlas_to_gpu();
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||||
self.renderer.flush();
|
||||
|
||||
if !self.has_gpu {
|
||||
|
||||
@@ -375,6 +375,7 @@ UIRenderer :: struct {
|
||||
u1 := cached.uv_x + cached.uv_w;
|
||||
v1 := cached.uv_y + cached.uv_h;
|
||||
|
||||
|
||||
if self.vertex_count + 6 > MAX_UI_VERTICES {
|
||||
self.flush();
|
||||
}
|
||||
@@ -619,12 +620,7 @@ fragment float4 fmain(VOut in [[stage_in]],
|
||||
// Image mode (mode == -2.0): sample texture
|
||||
return tex.sample(s, in.uv) * in.color;
|
||||
} else if (mode < 0.0) {
|
||||
// Text mode (mode == -1.0): the glyph atlas stores R8 alpha
|
||||
// coverage from stbtt_MakeGlyphBitmap. Use the sampled value
|
||||
// directly as alpha (no smoothstep — those were for SDFs and
|
||||
// thinned anti-aliased coverage strokes). Small-size text renders
|
||||
// dim on dark backgrounds because most glyph pixels sit in 0.1-0.5
|
||||
// coverage; tracked as the "faint text" follow-up.
|
||||
// Text mode (mode == -1.0): the glyph atlas stores R8 alpha coverage.
|
||||
float alpha = tex.sample(s, in.uv).r;
|
||||
return float4(in.color.rgb, in.color.a * alpha);
|
||||
} else if (mode > 0.0 || border > 0.0) {
|
||||
|
||||
Reference in New Issue
Block a user