281 lines
8.2 KiB
Plaintext
281 lines
8.2 KiB
Plaintext
#include "UnityAppController+Rendering.h"
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#include "UnityAppController+ViewHandling.h"
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#include "Unity/InternalProfiler.h"
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#include "Unity/UnityMetalSupport.h"
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#include "Unity/DisplayManager.h"
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#include "Unity/EAGLContextHelper.h"
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#include "UI/UnityView.h"
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#include <dlfcn.h>
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// On some devices presenting render buffer may sporadically take long time to complete even with very simple scenes.
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// In these cases display link still fires at steady frame rate but input processing becomes stuttering.
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// As a workaround this switch disables display link during rendering a frame.
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// If you are running a GPU bound scene and experience frame drop you may want to disable this switch.
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#define ENABLE_DISPLAY_LINK_PAUSING 1
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#define ENABLE_RUNLOOP_ACCEPT_INPUT 1
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// _glesContextCreated was renamed to _renderingInited
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extern bool _renderingInited;
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extern bool _unityAppReady;
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extern bool _skipPresent;
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extern bool _didResignActive;
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static int _renderingAPI = 0;
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static int SelectRenderingAPIImpl();
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static bool _enableRunLoopAcceptInput = false;
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@implementation UnityAppController (Rendering)
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- (void)createDisplayLink
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{
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_displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)];
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[self callbackFramerateChange: -1];
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[_displayLink addToRunLoop: [NSRunLoop currentRunLoop] forMode: NSRunLoopCommonModes];
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}
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- (void)destroyDisplayLink
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{
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[_displayLink invalidate];
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_displayLink = nil;
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}
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- (void)processTouchEvents
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{
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// On multicore devices running at 60 FPS some touch event delivery isn't properly interleaved with graphical frames.
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// Running additional run loop here improves event handling in those cases.
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// Passing here an NSDate from the past invokes run loop only once.
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#if ENABLE_RUNLOOP_ACCEPT_INPUT
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// We get "NSInternalInconsistencyException: unexpected start state" exception if there are events queued and app is
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// going to background at the same time. This happens when we render additional frame after receiving
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// applicationWillResignActive. So check if we are supposed to ignore input.
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bool ignoreInput = [[UIApplication sharedApplication] isIgnoringInteractionEvents];
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if (!ignoreInput && _enableRunLoopAcceptInput)
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{
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static NSDate* past = [NSDate dateWithTimeIntervalSince1970: 0]; // the oldest date we can get
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[[NSRunLoop currentRunLoop] acceptInputForMode: NSDefaultRunLoopMode beforeDate: past];
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}
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#endif
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}
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- (void)repaintDisplayLink
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{
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#if ENABLE_DISPLAY_LINK_PAUSING
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_displayLink.paused = YES;
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#endif
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if (!_didResignActive)
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{
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[self repaint];
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[self processTouchEvents];
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}
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#if ENABLE_DISPLAY_LINK_PAUSING
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_displayLink.paused = NO;
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#endif
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}
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- (void)repaint
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{
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#if UNITY_SUPPORT_ROTATION
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[self checkOrientationRequest];
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#endif
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[_unityView recreateRenderingSurfaceIfNeeded];
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UnityDeliverUIEvents();
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if (!UnityIsPaused())
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UnityRepaint();
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}
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- (void)callbackGfxInited
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{
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InitRendering();
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_renderingInited = true;
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[self shouldAttachRenderDelegate];
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[_renderDelegate mainDisplayInited: _mainDisplay.surface];
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[_unityView recreateRenderingSurface];
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_mainDisplay.surface->allowScreenshot = 1;
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}
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- (void)callbackPresent:(const UnityFrameStats*)frameStats
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{
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if (_skipPresent || _didResignActive)
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return;
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// metal needs special processing, because in case of airplay we need extra command buffers to present non-main screen drawables
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if (UnitySelectedRenderingAPI() == apiMetal)
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{
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#if UNITY_CAN_USE_METAL
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[[DisplayManager Instance].mainDisplay present];
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[[DisplayManager Instance] enumerateNonMainDisplaysWithBlock:^(DisplayConnection* conn) {
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PreparePresentNonMainScreenMTL((UnityDisplaySurfaceMTL*)conn.surface);
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}];
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#endif
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}
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else
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{
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[[DisplayManager Instance] present];
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}
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Profiler_FramePresent(frameStats);
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}
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- (void)callbackFramerateChange:(int)targetFPS
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{
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int maxFPS = (int)[UIScreen mainScreen].maximumFramesPerSecond;
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if (targetFPS <= 0)
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targetFPS = UnityGetTargetFPS();
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if (targetFPS > maxFPS)
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targetFPS = maxFPS;
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_enableRunLoopAcceptInput = (targetFPS == maxFPS && UnityDeviceCPUCount() > 1);
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_displayLink.preferredFramesPerSecond = targetFPS;
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}
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- (void)selectRenderingAPI
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{
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NSAssert(_renderingAPI == 0, @"[UnityAppController selectRenderingApi] called twice");
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_renderingAPI = SelectRenderingAPIImpl();
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}
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- (UnityRenderingAPI)renderingAPI
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{
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NSAssert(_renderingAPI != 0, @"[UnityAppController renderingAPI] called before [UnityAppController selectRenderingApi]");
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return (UnityRenderingAPI)_renderingAPI;
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}
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@end
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extern "C" void UnityGfxInitedCallback()
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{
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[GetAppController() callbackGfxInited];
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}
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extern "C" void UnityPresentContextCallback(struct UnityFrameStats const* unityFrameStats)
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{
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[GetAppController() callbackPresent: unityFrameStats];
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}
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extern "C" void UnityFramerateChangeCallback(int targetFPS)
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{
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[GetAppController() callbackFramerateChange: targetFPS];
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}
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extern "C" void UnityInitMainScreenRenderingCallback()
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{
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[GetAppController().mainDisplay initRendering];
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}
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static NSBundle* _MetalBundle = nil;
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static id<MTLDevice> _MetalDevice = nil;
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static EAGLContext* _GlesContext = nil;
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static bool IsMetalSupported(int /*api*/)
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{
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_MetalBundle = [NSBundle bundleWithPath: @"/System/Library/Frameworks/Metal.framework"];
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if (_MetalBundle)
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{
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[_MetalBundle load];
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_MetalDevice = ((MTLCreateSystemDefaultDeviceFunc)::dlsym(dlopen(0, RTLD_LOCAL | RTLD_LAZY), "MTLCreateSystemDefaultDevice"))();
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if (_MetalDevice)
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return true;
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}
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[_MetalBundle unload];
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return false;
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}
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static bool IsGlesSupported(int api)
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{
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_GlesContext = [[EAGLContext alloc] initWithAPI: (EAGLRenderingAPI)api];
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return _GlesContext != nil;
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}
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typedef bool(*CheckSupportedFunc)(int);
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static int SelectRenderingAPIImpl()
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{
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// Get list of graphics APIs to try from player settings
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const int kMaxAPIs = 3;
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int apis[kMaxAPIs];
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const int apiCount = UnityGetRenderingAPIs(kMaxAPIs, apis);
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// Go over them and try each
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for (int i = 0; i < apiCount; ++i)
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{
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int api = apis[i];
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// Metal
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if (api == apiMetal)
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{
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#if UNITY_CAN_USE_METAL
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if (!IsMetalSupported(0))
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continue;
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return api;
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#else
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continue;
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#endif
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}
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// GLES3
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if (api == apiOpenGLES3)
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{
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if (!IsGlesSupported(kEAGLRenderingAPIOpenGLES3))
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continue;
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return api;
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}
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// GLES2
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if (api == apiOpenGLES2)
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{
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if (!IsGlesSupported(kEAGLRenderingAPIOpenGLES2))
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continue;
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return api;
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}
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}
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return 0;
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}
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extern "C" NSBundle* UnityGetMetalBundle()
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{
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return _MetalBundle;
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}
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extern "C" MTLDeviceRef UnityGetMetalDevice() { return _MetalDevice; }
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extern "C" MTLCommandQueueRef UnityGetMetalCommandQueue() { return ((UnityDisplaySurfaceMTL*)GetMainDisplaySurface())->commandQueue; }
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extern "C" MTLCommandQueueRef UnityGetMetalDrawableCommandQueue() { return ((UnityDisplaySurfaceMTL*)GetMainDisplaySurface())->drawableCommandQueue; }
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extern "C" EAGLContext* UnityGetDataContextEAGL()
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{
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return _GlesContext;
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}
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extern "C" int UnitySelectedRenderingAPI() { return _renderingAPI; }
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extern "C" UnityRenderBufferHandle UnityBackbufferColor() { return GetMainDisplaySurface()->unityColorBuffer; }
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extern "C" UnityRenderBufferHandle UnityBackbufferDepth() { return GetMainDisplaySurface()->unityDepthBuffer; }
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extern "C" void DisplayManagerEndFrameRendering() { [[DisplayManager Instance] endFrameRendering]; }
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extern "C" void UnityPrepareScreenshot() { UnitySetRenderTarget(GetMainDisplaySurface()->unityColorBuffer, GetMainDisplaySurface()->unityDepthBuffer); }
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extern "C" void UnityRepaint()
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{
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@autoreleasepool
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{
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// this will handle running on metal just fine (nop)
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EAGLContextSetCurrentAutoRestore autorestore(GetMainDisplaySurface());
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Profiler_FrameStart();
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UnityInputProcess();
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UnityPlayerLoop();
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Profiler_FrameEnd();
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}
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}
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