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- #include "UnityTrampolineCompatibility.h"
- #include "UnityRendering.h"
- #if UNITY_CAN_USE_METAL
- #include "UnityMetalSupport.h"
- #include <QuartzCore/QuartzCore.h>
- #include <libkern/OSAtomic.h>
- #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<MTLDevice> 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<MTLDevice> device) {}
- #endif
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