#include "UnityTrampolineCompatibility.h" #include "UnityRendering.h" #if UNITY_CAN_USE_METAL #include "UnityMetalSupport.h" #include #include #if UNITY_TRAMPOLINE_IN_USE #include "UnityAppController.h" #include "CVTextureCache.h" #endif #include "ObjCRuntime.h" #if UNITY_TRAMPOLINE_IN_USE static Class MTLTextureDescriptorClass; #else extern Class MTLTextureDescriptorClass; #endif extern "C" void UnityAddNewMetalAPIImplIfNeeded(id device) { #if UNITY_TRAMPOLINE_IN_USE MTLTextureDescriptorClass = [UnityGetMetalBundle() classNamed: @"MTLTextureDescriptor"]; #endif #if !(TARGET_IPHONE_SIMULATOR && defined(__IPHONE_13_0)) && !(TARGET_TVOS_SIMULATOR && defined(__TVOS_13_0)) if (![device respondsToSelector: @selector(supportsTextureSampleCount:)]) { IMP MTLDevice_supportsTextureSampleCount_IMP = imp_implementationWithBlock(^BOOL(id _self, NSUInteger sampleCount) { return sampleCount == 1 || sampleCount == 4; }); class_replaceMethod(object_getClass(device), @selector(supportsTextureSampleCount:), MTLDevice_supportsTextureSampleCount_IMP, MTLDevice_supportsTextureSampleCount_Enc); } // usage is dynamic property so there will be no selectors, that is why we check for property itself // if property is missed it is fine to add fake selectors if (class_getProperty(MTLTextureDescriptorClass, "usage") == 0) { IMP MTLTextureDescriptor_SetUsage_IMP = imp_implementationWithBlock(^void(id _self, MTLTextureUsage usage) {}); class_replaceMethod(MTLTextureDescriptorClass, @selector(setUsage:), MTLTextureDescriptor_SetUsage_IMP, MTLTextureDescriptor_setUsage_Enc); IMP MTLTextureDescriptor_GetUsage_IMP = imp_implementationWithBlock(^MTLTextureUsage(id _self) { return MTLTextureUsageUnknown; }); class_replaceMethod(MTLTextureDescriptorClass, @selector(usage), MTLTextureDescriptor_GetUsage_IMP, MTLTextureDescriptor_usage_Enc); } #endif } extern "C" void InitRenderingMTL() { #if UNITY_TRAMPOLINE_IN_USE extern bool _supportsMSAA; _supportsMSAA = true; #endif } static MTLPixelFormat GetColorFormatForSurface(const UnityDisplaySurfaceMTL* surface) { MTLPixelFormat colorFormat = surface->srgb ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm; #if PLATFORM_IOS && UNITY_HAS_IOSSDK_10_0 if (surface->wideColor) colorFormat = surface->srgb ? MTLPixelFormatBGR10_XR_sRGB : MTLPixelFormatBGR10_XR; #elif PLATFORM_OSX && __MAC_10_12 if (surface->wideColor) colorFormat = MTLPixelFormatRGBA16Float; #endif return colorFormat; } extern "C" void CreateSystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface) { DestroySystemRenderingSurfaceMTL(surface); MTLPixelFormat colorFormat = GetColorFormatForSurface(surface); surface->layer.presentsWithTransaction = NO; surface->layer.drawsAsynchronously = YES; #if PLATFORM_OSX MetalUpdateDisplaySync(); #endif CGFloat backgroundColorValues[] = {0, 0, 0, 1}; #if PLATFORM_IOS || PLATFORM_OSX CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateWithName(kCGColorSpaceSRGB); #else CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); #endif #if (PLATFORM_IOS && UNITY_HAS_IOSSDK_10_0) || (PLATFORM_OSX && __MAC_10_12) if (surface->wideColor) colorSpaceRef = CGColorSpaceCreateWithName(surface->srgb ? kCGColorSpaceExtendedLinearSRGB : kCGColorSpaceExtendedSRGB); #endif CGColorRef backgroundColorRef = CGColorCreate(colorSpaceRef, backgroundColorValues); surface->layer.backgroundColor = backgroundColorRef; // retained automatically #if PLATFORM_OSX && __MAC_10_12 surface->layer.colorspace = colorSpaceRef; #endif CGColorRelease(backgroundColorRef); CGColorSpaceRelease(colorSpaceRef); surface->layer.device = surface->device; surface->layer.pixelFormat = colorFormat; surface->layer.framebufferOnly = (surface->framebufferOnly != 0); surface->colorFormat = colorFormat; MTLTextureDescriptor* txDesc = [MTLTextureDescriptorClass texture2DDescriptorWithPixelFormat: colorFormat width: surface->systemW height: surface->systemH mipmapped: NO]; #if PLATFORM_OSX txDesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged; #endif txDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead; @synchronized(surface->layer) { OSAtomicCompareAndSwap32Barrier(0, 0, &surface->bufferCompleted); OSAtomicCompareAndSwap32Barrier(0, 0, &surface->bufferSwap); for (int i = 0; i < kUnityNumOffscreenSurfaces; i++) { // Allocating a proxy texture is cheap until it's being rendered to and the GPU driver does allocation surface->drawableProxyRT[i] = [surface->device newTextureWithDescriptor: txDesc]; surface->drawableProxyRT[i].label = @"DrawableProxy"; // We mostly need the proxy for some of its state like width, height and pixelFormat (not the actual memory) before we can get the real drawable // Making it empty discards its backed memory/contents for (int i = 0; i < kUnityNumOffscreenSurfaces; ++i) [surface->drawableProxyRT[i] setPurgeableState: MTLPurgeableStateEmpty]; } } } extern "C" void CreateRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface) { DestroyRenderingSurfaceMTL(surface); MTLPixelFormat colorFormat = GetColorFormatForSurface(surface); const int w = surface->targetW, h = surface->targetH; if (w != surface->systemW || h != surface->systemH || surface->useCVTextureCache) { #if PLATFORM_IOS || PLATFORM_TVOS if (surface->useCVTextureCache) surface->cvTextureCache = CreateCVTextureCache(); if (surface->cvTextureCache) { surface->cvTextureCacheTexture = CreateReadableRTFromCVTextureCache(surface->cvTextureCache, surface->targetW, surface->targetH, &surface->cvPixelBuffer); surface->targetColorRT = GetMetalTextureFromCVTextureCache(surface->cvTextureCacheTexture); } else #endif { MTLTextureDescriptor* txDesc = [MTLTextureDescriptorClass new]; txDesc.textureType = MTLTextureType2D; txDesc.width = w; txDesc.height = h; txDesc.depth = 1; txDesc.pixelFormat = colorFormat; txDesc.arrayLength = 1; txDesc.mipmapLevelCount = 1; #if PLATFORM_OSX txDesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged; #endif txDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead; surface->targetColorRT = [surface->device newTextureWithDescriptor: txDesc]; } surface->targetColorRT.label = @"targetColorRT"; } if (surface->msaaSamples > 1) { MTLTextureDescriptor* txDesc = [MTLTextureDescriptorClass new]; txDesc.textureType = MTLTextureType2DMultisample; txDesc.width = w; txDesc.height = h; txDesc.depth = 1; txDesc.pixelFormat = colorFormat; txDesc.arrayLength = 1; txDesc.mipmapLevelCount = 1; txDesc.sampleCount = surface->msaaSamples; #if PLATFORM_OSX txDesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModePrivate; #endif txDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead; if (![surface->device supportsTextureSampleCount: txDesc.sampleCount]) txDesc.sampleCount = 4; surface->targetAAColorRT = [surface->device newTextureWithDescriptor: txDesc]; surface->targetAAColorRT.label = @"targetAAColorRT"; if (!surface->targetColorRT) { MTLTextureDescriptor* txDescResolve = [txDesc copyWithZone: nil]; txDescResolve.textureType = MTLTextureType2D; txDescResolve.sampleCount = 1; surface->targetColorRT = [surface->device newTextureWithDescriptor: txDescResolve]; } } } extern "C" void DestroyRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface) { surface->targetColorRT = nil; surface->targetAAColorRT = nil; if (surface->cvTextureCacheTexture) CFRelease(surface->cvTextureCacheTexture); if (surface->cvPixelBuffer) CFRelease(surface->cvPixelBuffer); if (surface->cvTextureCache) CFRelease(surface->cvTextureCache); surface->cvTextureCache = 0; } extern "C" void CreateSharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface) { DestroySharedDepthbufferMTL(surface); #if PLATFORM_OSX MTLPixelFormat pixelFormat = MTLPixelFormatDepth32Float_Stencil8; #else MTLPixelFormat pixelFormat = MTLPixelFormatDepth32Float; #endif MTLTextureDescriptor* depthTexDesc = [MTLTextureDescriptorClass texture2DDescriptorWithPixelFormat: pixelFormat width: surface->targetW height: surface->targetH mipmapped: NO]; #if PLATFORM_OSX depthTexDesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModePrivate; #endif depthTexDesc.usage = MTLTextureUsageRenderTarget; if (surface->msaaSamples > 1) { depthTexDesc.textureType = MTLTextureType2DMultisample; depthTexDesc.sampleCount = surface->msaaSamples; if (![surface->device supportsTextureSampleCount: depthTexDesc.sampleCount]) depthTexDesc.sampleCount = 4; } surface->depthRB = [surface->device newTextureWithDescriptor: depthTexDesc]; #if PLATFORM_OSX surface->stencilRB = surface->depthRB; #else MTLTextureDescriptor* stencilTexDesc = [MTLTextureDescriptorClass texture2DDescriptorWithPixelFormat: MTLPixelFormatStencil8 width: surface->targetW height: surface->targetH mipmapped: NO]; stencilTexDesc.usage = MTLTextureUsageRenderTarget; if (surface->msaaSamples > 1) { stencilTexDesc.textureType = MTLTextureType2DMultisample; stencilTexDesc.sampleCount = surface->msaaSamples; if (![surface->device supportsTextureSampleCount: stencilTexDesc.sampleCount]) stencilTexDesc.sampleCount = 4; } surface->stencilRB = [surface->device newTextureWithDescriptor: stencilTexDesc]; #endif } extern "C" void DestroySharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface) { surface->depthRB = nil; surface->stencilRB = nil; } extern "C" void CreateUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface) { UnityRenderBufferDesc sys_desc = { surface->systemW, surface->systemH, 1, 1, 1 }; UnityRenderBufferDesc tgt_desc = { surface->targetW, surface->targetH, 1, (unsigned int)surface->msaaSamples, 1 }; surface->systemColorRB = surface->drawableProxyRT[0]; if (surface->targetAAColorRT) surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, surface->targetAAColorRT, surface->targetColorRT, &tgt_desc, nil); else if (surface->targetColorRT) surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, surface->targetColorRT, nil, &tgt_desc, nil); else surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, surface->systemColorRB, nil, &tgt_desc, surface); surface->unityDepthBuffer = UnityCreateExternalDepthSurfaceMTL(surface->unityDepthBuffer, surface->depthRB, surface->stencilRB, &tgt_desc); surface->systemColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->systemColorBuffer, surface->systemColorRB, nil, &sys_desc, surface); surface->systemDepthBuffer = UnityCreateDummySurface(surface->systemDepthBuffer, false, &sys_desc); } extern "C" void DestroySystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface) { // before we needed to nil surface->systemColorRB (to release drawable we get from the view) // but after we switched to proxy rt this is no longer needed // even more it is harmful when running rendering on another thread (as is default now) // as on render thread we do StartFrameRenderingMTL/AcquireDrawableMTL/EndFrameRenderingMTL // and DestroySystemRenderingSurfaceMTL comes on main thread so we might end up with race condition for no reason } extern "C" void DestroyUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface) { UnityDestroyExternalSurface(surface->unityColorBuffer); UnityDestroyExternalSurface(surface->systemColorBuffer); surface->unityColorBuffer = surface->systemColorBuffer = 0; UnityDestroyExternalSurface(surface->unityDepthBuffer); UnityDestroyExternalSurface(surface->systemDepthBuffer); surface->unityDepthBuffer = surface->systemDepthBuffer = 0; } extern "C" void PreparePresentMTL(UnityDisplaySurfaceMTL* surface) { if (surface->targetColorRT) UnityBlitToBackbuffer(surface->unityColorBuffer, surface->systemColorBuffer, surface->systemDepthBuffer); #if UNITY_TRAMPOLINE_IN_USE APP_CONTROLLER_RENDER_PLUGIN_METHOD(onFrameResolved); #endif } extern "C" void PresentMTL(UnityDisplaySurfaceMTL* surface) { if (surface->drawable) [UnityCurrentMTLCommandBuffer() presentDrawable: surface->drawable]; } extern "C" MTLTextureRef AcquireDrawableMTL(UnityDisplaySurfaceMTL* surface) { if (!surface) return nil; if (!surface->drawable) surface->drawable = [surface->layer nextDrawable]; // on A7 SoC nextDrawable may be nil before locking the screen if (!surface->drawable) return nil; surface->systemColorRB = [surface->drawable texture]; return surface->systemColorRB; } extern "C" void StartFrameRenderingMTL(UnityDisplaySurfaceMTL* surface) { // we will acquire drawable lazily in AcquireDrawableMTL surface->drawable = nil; #if PLATFORM_OSX bool bufferSwap = OSAtomicCompareAndSwap32Barrier(1, 0, &surface->bufferSwap); if (bufferSwap || surface->bufferCompleted == 1) { MTLTextureRef texture0 = surface->drawableProxyRT[0]; MTLTextureRef texture1 = surface->drawableProxyRT[1]; surface->drawableProxyRT[0] = texture1; surface->drawableProxyRT[1] = texture0; } #endif surface->systemColorRB = surface->drawableProxyRT[0]; // screen disconnect notification comes asynchronously // even better when preparing render we might still have [UIScreen screens].count == 2, but drawable would be nil already if (surface->systemColorRB) { UnityRenderBufferDesc sys_desc = { surface->systemW, surface->systemH, 1, 1, 1}; UnityRenderBufferDesc tgt_desc = { surface->targetW, surface->targetH, 1, (unsigned int)surface->msaaSamples, 1}; surface->systemColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->systemColorBuffer, surface->systemColorRB, nil, &sys_desc, surface); if (surface->targetColorRT == nil) { if (surface->targetAAColorRT) surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, surface->targetAAColorRT, surface->systemColorRB, &tgt_desc, surface); else surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, surface->systemColorRB, nil, &tgt_desc, surface); } } else { UnityDisableRenderBuffers(surface->unityColorBuffer, surface->unityDepthBuffer); } } extern "C" void EndFrameRenderingMTL(UnityDisplaySurfaceMTL* surface) { surface->systemColorRB = nil; surface->drawable = nil; } #else extern "C" void InitRenderingMTL() {} extern "C" void CreateSystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL*) {} extern "C" void CreateRenderingSurfaceMTL(UnityDisplaySurfaceMTL*) {} extern "C" void DestroyRenderingSurfaceMTL(UnityDisplaySurfaceMTL*) {} extern "C" void CreateSharedDepthbufferMTL(UnityDisplaySurfaceMTL*) {} extern "C" void DestroySharedDepthbufferMTL(UnityDisplaySurfaceMTL*) {} extern "C" void CreateUnityRenderBuffersMTL(UnityDisplaySurfaceMTL*) {} extern "C" void DestroySystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL*) {} extern "C" void DestroyUnityRenderBuffersMTL(UnityDisplaySurfaceMTL*) {} extern "C" void StartFrameRenderingMTL(UnityDisplaySurfaceMTL*) {} extern "C" void EndFrameRenderingMTL(UnityDisplaySurfaceMTL*) {} extern "C" void PreparePresentMTL(UnityDisplaySurfaceMTL*) {} extern "C" void PresentMTL(UnityDisplaySurfaceMTL*) {} extern "C" MTLTextureRef AcquireDrawableMTL(UnityDisplaySurfaceMTL*) { return nil; } extern "C" void UnityAddNewMetalAPIImplIfNeeded(id device) {} #endif