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punktfunk/clients/apple/Sources/PunktfunkKit/Video/SessionPresenter.swift
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enricobuehler 3ba19f28a2
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feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.

Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.

tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:59:01 +02:00

233 lines
12 KiB
Swift
Raw Blame History

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// Per-session presenter stack shared by the macOS and iOS/tvOS stream views: stage-2 (explicit
// VTDecompressionSession decode → CAMetalLayer, driven by the hosting view's CADisplayLink) is the
// default; stage-1 (StreamPump → AVSampleBufferDisplayLayer) is the Metal-unavailable / DEBUG
// fallback. The views own the platform bits — capture, window/scale tracking, and constructing the
// display link — and delegate the shared presenter lifecycle here.
//
// Main-thread only: start/layout/stop and the display-link tick all run on the main runloop.
#if canImport(Metal) && canImport(QuartzCore)
import AVFoundation
import Foundation
import QuartzCore
#if os(tvOS)
import UIKit
#endif
/// Weak-target wrapper for CADisplayLink. The link retains its target, so targeting a view or
/// presenter directly makes a `owner → link → owner` cycle that only `invalidate()` breaks — if a
/// teardown is ever missed the owner leaks and keeps ticking. The proxy is what the link retains;
/// the handler closure captures the owner `[weak]`, so the owner can deallocate and its `deinit`
/// invalidate the link.
public final class DisplayLinkProxy: NSObject {
private let onTick: (CADisplayLink) -> Void
public init(_ onTick: @escaping (CADisplayLink) -> Void) { self.onTick = onTick }
@objc public func tick(_ link: CADisplayLink) { onTick(link) }
}
/// Which presenter a session runs. Stage-2/stage-3 are the same Metal pipeline with arrival vs
/// glass-gated present pacing (`PresentPacing` — see Stage2Pipeline for the tradeoff, and why
/// stage-3 exists: stage-2's present-on-arrival saturates the layer's FIFO image queue on panels
/// running near the stream rate). Stage-1 (compressed video straight to the system layer) is a
/// DEBUG-only diagnostic. Internal (not private) for unit tests.
enum PresenterChoice: Equatable {
case stage1
case stage2
case stage3
/// Resolve from the `PUNKTFUNK_PRESENTER` env override (A/B without touching settings) first,
/// then the persisted `DefaultsKey.presenter` setting; anything unknown (or an empty env var)
/// falls back to the platform default. `allowStage1` is false in release builds, where a
/// leftover DEBUG "stage1" value silently maps to the default rather than reviving the
/// freeze-prone fallback.
static func resolve(setting: String?, env: String?, allowStage1: Bool) -> PresenterChoice {
let raw = env.flatMap { $0.isEmpty ? nil : $0 } ?? setting
switch raw {
case "stage1": return allowStage1 ? .stage1 : platformDefault
case "stage2": return .stage2
case "stage3": return .stage3
default: return platformDefault
}
}
/// tvOS defaults to GLASS pacing: an Apple TV is the sticky-FIFO worst case by construction —
/// a fixed 60 Hz panel fed a 60 fps stream, where arrival pacing pins the layer's image queue
/// at ~3 drawables and every frame rides ~50 ms of queue (the measured display stage there).
/// The Settings picker can still force stage-2 for an A/B. Everything else keeps stage-2 (the
/// proven default; ProMotion/desktop panels out-tick the stream often enough to drain).
static var platformDefault: PresenterChoice {
#if os(tvOS)
.stage3
#else
.stage2
#endif
}
}
final class SessionPresenter {
private var pump: StreamPump?
private var stage2: Stage2Pipeline?
private var stage2Link: CADisplayLink?
private var metalLayer: CAMetalLayer?
private var connection: PunktfunkConnection?
/// Start the presenter for `connection`. `baseLayer` is the view's AVSampleBufferDisplayLayer:
/// stage-1 enqueues into it; stage-2 leaves it idle and composites an opaque CAMetalLayer
/// sublayer over it. `makeDisplayLink` supplies the platform link (macOS `NSView.displayLink`
/// tracks the view's display; iOS/tvOS uses the plain `CADisplayLink` init) — only called when
/// stage-2 engages. Call `layout(in:contentsScale:)` right after so the sublayer has a frame
/// before the first tick.
func start(
connection: PunktfunkConnection,
baseLayer: AVSampleBufferDisplayLayer,
endToEndMeter: LatencyMeter?,
decodeMeter: LatencyMeter? = nil,
displayMeter: LatencyMeter? = nil,
makeDisplayLink: (AnyObject, Selector) -> CADisplayLink,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?
) {
stop()
self.connection = connection
// Presenter choice — stage-2 is the DEFAULT (explicit VTDecompressionSession decode + a
// CAMetalLayer/display-link present): it can detect + recover a wedged decoder where
// stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference. Stage-3 is
// the same pipeline with glass-gated present pacing (the settings picker's live A/B — see
// PresentPacing). Stage-1 is reachable only via the DEBUG presenter value; release maps it
// back to stage-2 (the stage-1 pump below stays the automatic fallback if Metal is missing).
#if DEBUG
let allowStage1 = true
#else
let allowStage1 = false
#endif
let choice = PresenterChoice.resolve(
setting: UserDefaults.standard.string(forKey: DefaultsKey.presenter),
env: ProcessInfo.processInfo.environment["PUNKTFUNK_PRESENTER"],
allowStage1: allowStage1)
if choice != .stage1,
let pipeline = Stage2Pipeline(
endToEndMeter: endToEndMeter, decodeMeter: decodeMeter,
displayMeter: displayMeter,
pacing: choice == .stage3 ? .glass : .arrival) {
let metal = pipeline.layer
// The opaque metal layer composites OVER the AVSampleBufferDisplayLayer base, which
// sits idle (un-enqueued) in stage-2. contentsScale + frame are set in layout().
baseLayer.addSublayer(metal)
metalLayer = metal
stage2 = pipeline
// The link is the vsync CLOCK + putBack-retry nudge, not the presentation trigger
// (frame arrival is — see Stage2Pipeline's header). timestamp→targetTimestamp is the
// link's own report of the current refresh period (tracks VRR rate changes).
let proxy = DisplayLinkProxy { [weak self] link in
self?.stage2?.renderTick(
targetMediaTime: link.targetTimestamp,
period: link.targetTimestamp - link.timestamp)
}
let link = makeDisplayLink(proxy, #selector(DisplayLinkProxy.tick(_:)))
link.add(to: .main, forMode: .common)
stage2Link = link
syncFrameRate(hz: connection.currentMode().refreshHz)
pipeline.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
} else {
let pump = StreamPump()
pump.start(
connection: connection, layer: baseLayer,
onFrame: onFrame, onSessionEnd: onSessionEnd)
self.pump = pump
}
}
/// Hint the display link with the stream's cadence. On iOS/tvOS a range is always required:
/// without one, ProMotion devices cap CADisplayLink at 60 Hz (iPhones additionally need
/// `CADisableMinimumFrameDurationOnPhone` in Info.plist), so a 120 fps stream would present
/// at half rate with the ring silently dropping every other frame. `maximum` allows up to 120
/// so the system MAY tick faster than a sub-120 stream (each extra tick is a near-free empty
/// `renderTick`, and presenting on a denser grid shortens the decode→glass wait).
///
/// The `allowVRR` setting (default on) widens that hint into a true variable-refresh request:
/// `preferred` = the stream rate with a low floor, so a ProMotion / adaptive-sync display can
/// drop its physical refresh to match the content. With VRR off we fall back to the proven
/// behavior — iOS keeps a 30 Hz floor; macOS leaves the NSView link at its display's native
/// rate (it already tracks the display and must NOT be capped to the stream rate).
/// Re-applied from `layout` so a mid-session `Reconfigure` picks up a new refresh.
private func syncFrameRate(hz: UInt32) {
guard hz > 0, let link = stage2Link else { return }
let hzF = Float(hz)
let allowVRR = UserDefaults.standard.object(forKey: DefaultsKey.allowVRR) as? Bool ?? true
#if os(macOS)
// Off: `.default` = the link free-runs at the display's native rate (pre-VRR behavior).
// On: request the content rate with a 24 Hz floor — capped at the display, never at the
// stream rate, so an adaptive-sync panel can track the stream.
let range: CAFrameRateRange = allowVRR
? CAFrameRateRange(minimum: min(hzF, 24), maximum: max(hzF, 120), preferred: hzF)
: .default
#else
// A range is mandatory here (see above); VRR only lowers the floor (24 vs 30) so the
// panel can drop deeper to match content on a sub-rate or momentarily stalling stream.
let floor = allowVRR ? min(hzF, 24) : min(hzF, 30)
let range = CAFrameRateRange(minimum: floor, maximum: max(hzF, 120), preferred: hzF)
#endif
if link.preferredFrameRateRange != range { link.preferredFrameRateRange = range }
}
/// Position the stage-2 metal sublayer aspect-fit in the hosting view (the host streams at the
/// client's native mode, so this is usually the full bounds; it letterboxes a resized window).
/// The layer FRAME + contentsScale set here are what the presenter sizes its drawable from
/// (frame × scale) — the shader then performs the decoded→on-screen scale (bicubic luma), so a
/// native-mode session stays pixel-exact 1:1 and a mismatched window beats the compositor's
/// bilinear. No-op for stage-1 or before start.
func layout(in bounds: CGRect, contentsScale: CGFloat) {
guard let metalLayer, let connection else { return }
let mode = connection.currentMode()
syncFrameRate(hz: mode.refreshHz) // track a mid-session Reconfigure's new refresh
let fit: CGRect = (mode.width > 0 && mode.height > 0)
? AVMakeRect(
aspectRatio: CGSize(width: Int(mode.width), height: Int(mode.height)),
insideRect: bounds)
: bounds
// No implicit resize animation; contentsScale tracks the view's backing/display scale.
CATransaction.begin()
CATransaction.setDisableActions(true)
metalLayer.contentsScale = contentsScale
metalLayer.frame = fit
CATransaction.commit()
// Hand the resulting pixel size to the render thread (it must not read layer geometry
// cross-thread) — this is what the presenter sizes its drawable to.
stage2?.setDrawableTarget(CGSize(
width: (fit.width * contentsScale).rounded(),
height: (fit.height * contentsScale).rounded()))
#if os(tvOS)
// Push the display's live EDR headroom alongside: > 1 means the TV is composited in an
// HDR mode (the session's AVDisplayManager request landed — see StreamViewIOS), and HDR
// frames flip to PQ passthrough. The stream view also re-layouts on mode-switch/screen-
// mode notifications, so a mid-session switch reaches here without a bounds change.
stage2?.setDisplayHeadroom(UIScreen.main.currentEDRHeadroom)
#endif
}
/// Stop the active pump/pipeline (≤ one poll timeout; stage-2 joins its pump) and detach the
/// stage-2 layer + link. Does not close the connection — that stays with whoever owns it.
/// Idempotent.
func stop() {
pump?.stop()
pump = nil
stage2Link?.invalidate()
stage2Link = nil
stage2?.stop() // stops the pump (synchronous join) + drops the decode session
stage2 = nil
metalLayer?.removeFromSuperlayer()
metalLayer = nil
connection = nil
}
deinit {
// The owning view's stop() normally ran already; this covers a missed teardown so the
// display link can't keep ticking a deallocated pipeline.
stage2Link?.invalidate()
stage2?.stop()
pump?.stop()
}
}
#endif