mirror of https://github.com/encounter/SDL.git
metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
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9a98e4b647
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@ -752,11 +752,6 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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static void
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METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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data.mtllayer.drawableSize = CGSizeMake(event->data1, event->data2);
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}
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if (event->event == SDL_WINDOWEVENT_SHOWN ||
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event->event == SDL_WINDOWEVENT_HIDDEN) {
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// !!! FIXME: write me
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@ -848,12 +843,20 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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mtltexdesc.height = (texture->h + 1) / 2;
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mtltexdesc.textureType = MTLTextureType2DArray;
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mtltexdesc.arrayLength = 2;
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mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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} else if (nv12) {
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mtltexdesc.pixelFormat = MTLPixelFormatRG8Unorm;
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mtltexdesc.width = (texture->w + 1) / 2;
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mtltexdesc.height = (texture->h + 1) / 2;
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}
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if (yuv || nv12) {
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mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture_uv == nil) {
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#if !__has_feature(objc_arc)
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[mtltexture release];
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#endif
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return SDL_SetError("Texture allocation failed");
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}
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}
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METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
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@ -39,16 +39,16 @@
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#define METALVIEW_TAG 255
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@interface SDL_cocoametalview : NSView {
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NSInteger _tag;
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}
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@interface SDL_cocoametalview : NSView
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- (instancetype)initWithFrame:(NSRect)frame
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scale:(CGFloat)scale;
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highDPI:(BOOL)highDPI;
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/* Override superclass tag so this class can set it. */
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@property (assign, readonly) NSInteger tag;
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@property (nonatomic) BOOL highDPI;
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@end
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SDL_cocoametalview* Cocoa_Mtl_AddMetalView(SDL_Window* window);
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@ -33,9 +33,6 @@
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@implementation SDL_cocoametalview
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/* The synthesized getter should be called by super's viewWithTag. */
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@synthesize tag = _tag;
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/* Return a Metal-compatible layer. */
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+ (Class)layerClass
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{
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@ -57,27 +54,48 @@
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}
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- (instancetype)initWithFrame:(NSRect)frame
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scale:(CGFloat)scale
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highDPI:(BOOL)highDPI
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{
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if ((self = [super initWithFrame:frame])) {
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_tag = METALVIEW_TAG;
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self.highDPI = highDPI;
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self.wantsLayer = YES;
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/* Allow resize. */
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self.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
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/* Set the desired scale. */
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((CAMetalLayer *) self.layer).drawableSize = NSSizeToCGSize([self bounds].size);
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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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- (NSInteger)tag
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{
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return METALVIEW_TAG;
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}
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- (void)updateDrawableSize
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{
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CAMetalLayer *metalLayer = (CAMetalLayer *)self.layer;
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CGSize size = self.bounds.size;
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CGSize backingSize = size;
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if (self.highDPI) {
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/* Note: NSHighResolutionCapable must be set to true in the app's
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* Info.plist in order for the backing size to be high res.
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*/
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backingSize = [self convertSizeToBacking:size];
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}
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metalLayer.contentsScale = backingSize.height / size.height;
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metalLayer.drawableSize = backingSize;
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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)resizeWithOldSuperviewSize:(NSSize)oldSize
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{
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[super resizeWithOldSuperviewSize:oldSize];
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[self updateDrawableSize];
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}
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@end
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@ -87,24 +105,10 @@ Cocoa_Mtl_AddMetalView(SDL_Window* window)
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{
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SDL_WindowData* data = (__bridge SDL_WindowData *)window->driverdata;
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NSView *view = data->nswindow.contentView;
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CGFloat scale = 1.0;
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BOOL highDPI = (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) != 0;
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SDL_cocoametalview *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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* N.B. In order for backingScaleFactor to be > 1,
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* NSHighResolutionCapable must be set to true in the app's Info.plist.
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*/
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NSWindow* nswindow = data->nswindow;
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if ([nswindow.screen respondsToSelector:@selector(backingScaleFactor)])
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scale = data->nswindow.screen.backingScaleFactor;
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}
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SDL_cocoametalview *metalview
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= [[SDL_cocoametalview alloc] initWithFrame:view.frame scale:scale];
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metalview = [[SDL_cocoametalview alloc] initWithFrame:view.frame highDPI:highDPI];
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[view addSubview:metalview];
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return metalview;
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}
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@ -49,9 +49,8 @@
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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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/* Set the desired scale. */
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((CAMetalLayer *) self.layer).drawableSize = self.bounds.size;
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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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@ -60,14 +59,16 @@
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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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CGSize bounds;
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[super layoutSubviews];
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[self updateDrawableSize];
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}
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bounds = [self bounds].size;
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bounds.width *= self.layer.contentsScale;
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bounds.height *= self.layer.contentsScale;
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((CAMetalLayer *) self.layer).drawableSize = bounds;
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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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