Badminton-Scoreboard/Classes/Unity/DisplayManager.mm

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2023-10-08 02:24:48 +00:00
#include "DisplayManager.h"
#include "UI/UnityView.h"
#include "UnityAppController.h"
#include "UI/UnityAppController+ViewHandling.h"
#import <QuartzCore/QuartzCore.h>
#import <CoreGraphics/CoreGraphics.h>
#include "UnityMetalSupport.h"
static DisplayManager* _DisplayManager = nil;
@interface DisplayConnection ()
@property (readonly, nonatomic) UnityDisplaySurfaceMTL* surfaceMTL;
@end
@implementation DisplayConnection
{
BOOL _needRecreateSurface;
CGSize _requestedRenderingSize;
UIScreen* _screen;
UIWindow* _window;
UIView* _view;
CGSize _screenSize;
UnityDisplaySurfaceBase* _surface;
}
@synthesize screen = _screen;
@synthesize window = _window;
@synthesize view = _view;
@synthesize screenSize = _screenSize;
@synthesize surface = _surface;
@synthesize surfaceMTL;
- (UnityDisplaySurfaceMTL*)surfaceMTL
{
assert(_surface->api == apiMetal);
return (UnityDisplaySurfaceMTL*)_surface;
}
- (id)init:(UIScreen*)targetScreen
{
if ((self = [super init]))
{
self->_screen = targetScreen;
#if !PLATFORM_TVOS
targetScreen.currentMode = targetScreen.preferredMode;
#endif
// UIScreenOverscanCompensationNone == UIScreenOverscanCompensationInsetApplicationFrame so it will work with pre-ios9 just fine
targetScreen.overscanCompensation = UIScreenOverscanCompensationNone;
self->_screenSize = targetScreen.currentMode.size;
self->_needRecreateSurface = NO;
self->_requestedRenderingSize = CGSizeMake(-1, -1);
}
return self;
}
- (void)createWithWindow:(UIWindow*)window andView:(UIView*)view
{
_window = window;
_view = view;
CGSize layerSize = _view.layer.bounds.size;
_screenSize = CGSizeMake(roundf(layerSize.width) * _view.contentScaleFactor, roundf(layerSize.height) * _view.contentScaleFactor);
}
- (void)createView:(BOOL)useForRendering
{
[self createView: useForRendering showRightAway: YES];
}
- (void)createView:(BOOL)useForRendering showRightAway:(BOOL)showRightAway;
{
NSAssert(_screen != [UIScreen mainScreen], @"DisplayConnection for mainScreen should be created with createWithWindow:andView:");
if (_view == nil)
{
UIWindow* window = [[UIWindow alloc] initWithFrame: _screen.bounds];
window.screen = _screen;
UIView* view = [(useForRendering ? [UnityRenderingView alloc] : [UIView alloc]) initWithFrame: _screen.bounds];
view.contentScaleFactor = UnityScreenScaleFactor(_screen);
[self createWithWindow: window andView: view];
if (showRightAway)
{
[window addSubview: view];
window.hidden = NO;
}
}
}
- (void)shouldShowWindow:(BOOL)show
{
_window.hidden = show ? NO : YES;
_window.screen = show ? _screen : nil;
}
- (UnityDisplaySurfaceBase*)initRendering
{
if (_surface)
return _surface;
UnityDisplaySurfaceBase* ret = NULL;
const int api = UnitySelectedRenderingAPI();
if (api == apiMetal)
{
UnityDisplaySurfaceMTL* surf = new UnityDisplaySurfaceMTL();
surf->layer = (CAMetalLayer*)_view.layer;
surf->device = UnityGetMetalDevice();
surf->commandQueue = [surf->device newCommandQueueWithMaxCommandBufferCount: UnityCommandQueueMaxCommandBufferCountMTL()];
surf->drawableCommandQueue = [surf->device newCommandQueueWithMaxCommandBufferCount: UnityCommandQueueMaxCommandBufferCountMTL()];
ret = surf;
}
else
ret = new UnityDisplaySurfaceBase();
ret->api = api;
return ret;
}
- (void)recreateSurface:(RenderingSurfaceParams)params
{
UnityDisplaySurfaceBase* surface = [self initRendering];
// On metal we depend on hardware screen compositor to handle upscaling this way avoiding additional blit
CGSize layerSize = _view.layer.bounds.size;
float scale = _view.contentScaleFactor;
CGSize screenSize = CGSizeMake(layerSize.width * scale, layerSize.height * scale);
// if we did request custom resolution we apply it here.
// for metal we use hardware scaler which will be triggered exactly because our window is not of "native" size
// but we also want to enforce native resolution as maximum, otherwise we might run out of memory vert fast
// TODO: how about supersampling screenshots? maybe there are reasonable usecases
if (UnitySelectedRenderingAPI() == apiMetal && params.renderW > 0 && params.renderH > 0)
_screenSize = CGSizeMake(fminf(screenSize.width, params.renderW), fminf(screenSize.height, params.renderH));
else
_screenSize = screenSize;
bool systemSizeChanged = surface->systemW != _screenSize.width || surface->systemH != _screenSize.height;
bool msaaChanged = surface->msaaSamples != params.msaaSampleCount;
bool depthFmtChanged = surface->disableDepthAndStencil != params.disableDepthAndStencil;
bool cvCacheChanged = surface->useCVTextureCache != params.useCVTextureCache;
bool memorylessChanged = surface->memorylessDepth != params.metalMemorylessDepth;
bool renderSizeChanged = false;
if ((params.renderW > 0 && surface->targetW != params.renderW) // changed resolution
|| (params.renderH > 0 && surface->targetH != params.renderH) // changed resolution
|| (params.renderW <= 0 && surface->targetW != surface->systemW) // no longer need intermediate fb
|| (params.renderH <= 0 && surface->targetH != surface->systemH) // no longer need intermediate fb
)
{
renderSizeChanged = true;
}
bool recreateSystemSurface = systemSizeChanged;
bool recreateRenderingSurface = systemSizeChanged || renderSizeChanged || msaaChanged || cvCacheChanged;
bool recreateDepthbuffer = systemSizeChanged || renderSizeChanged || msaaChanged || depthFmtChanged || memorylessChanged;
surface->disableDepthAndStencil = params.disableDepthAndStencil;
surface->systemW = (unsigned)_screenSize.width;
surface->systemH = (unsigned)_screenSize.height;
surface->targetW = params.renderW > 0 ? params.renderW : surface->systemW;
surface->targetH = params.renderH > 0 ? params.renderH : surface->systemH;
surface->msaaSamples = params.msaaSampleCount;
surface->srgb = params.srgb;
surface->wideColor = params.wideColor;
surface->hdr = params.hdr;
surface->useCVTextureCache = params.useCVTextureCache;
surface->memorylessDepth = params.metalMemorylessDepth;
const int api = UnitySelectedRenderingAPI();
if (api == apiMetal)
{
UnityDisplaySurfaceMTL* mtlSurf = (UnityDisplaySurfaceMTL*)surface;
recreateSystemSurface = recreateSystemSurface || mtlSurf->systemColorRB == 0;
mtlSurf->framebufferOnly = params.metalFramebufferOnly;
}
if (recreateSystemSurface)
CreateSystemRenderingSurface(surface);
if (recreateRenderingSurface)
CreateRenderingSurface(surface);
if (recreateDepthbuffer)
CreateSharedDepthbuffer(surface);
if (recreateSystemSurface || recreateRenderingSurface || recreateDepthbuffer)
CreateUnityRenderBuffers(surface);
_surface = surface;
UnityInvalidateDisplayDataCache((__bridge void*)_screen);
}
- (void)destroySurface
{
if (_surface)
{
DestroySystemRenderingSurface(_surface);
DestroyRenderingSurface(_surface);
DestroySharedDepthbuffer(_surface);
DestroyUnityRenderBuffers(_surface);
const int api = UnitySelectedRenderingAPI();
if (api == apiMetal)
{
self.surfaceMTL->device = nil;
self.surfaceMTL->layer = nil;
}
}
delete _surface;
_surface = 0;
}
- (void)dealloc
{
NSAssert(_surface == 0, @"At this point surface should be already destroyed!");
_view = nil;
_window = nil;
}
- (void)present
{
PreparePresent(self.surface);
Present(self.surface);
if (_needRecreateSurface)
{
RenderingSurfaceParams params =
{
.msaaSampleCount = _surface->msaaSamples,
.renderW = (int)_requestedRenderingSize.width,
.renderH = (int)_requestedRenderingSize.height,
.srgb = _surface->srgb,
.wideColor = _surface->wideColor,
.hdr = _surface->hdr,
.metalFramebufferOnly = 0,
.metalMemorylessDepth = 0,
.disableDepthAndStencil = _surface->disableDepthAndStencil,
.useCVTextureCache = self.surface->cvTextureCache != 0,
};
[self recreateSurface: params];
_needRecreateSurface = NO;
_requestedRenderingSize = CGSizeMake(_surface->targetW, _surface->targetH);
}
}
- (void)requestRenderingResolution:(CGSize)res
{
_requestedRenderingSize = res;
_needRecreateSurface = YES;
}
@end
@implementation DisplayManager
{
NSMapTable* _displayConnection;
DisplayConnection* _mainDisplay;
}
@synthesize mainDisplay = _mainDisplay;
@synthesize displayCount;
- (NSUInteger)displayCount { return _displayConnection.count; }
- (void)registerScreen:(UIScreen*)screen
{
[_displayConnection setObject: [[DisplayConnection alloc] init: screen] forKey: screen];
}
- (id)init
{
if ((self = [super init]))
{
[[NSNotificationCenter defaultCenter] addObserver: self
selector: @selector(screenDidConnect:)
name: UIScreenDidConnectNotification
object: nil
];
[[NSNotificationCenter defaultCenter] addObserver: self
selector: @selector(screenDidDisconnect:)
name: UIScreenDidDisconnectNotification
object: nil
];
_displayConnection = [NSMapTable
mapTableWithKeyOptions: NSPointerFunctionsStrongMemory | NSPointerFunctionsObjectPointerPersonality
valueOptions: NSPointerFunctionsStrongMemory | NSPointerFunctionsObjectPointerPersonality
];
for (UIScreen* screen in [UIScreen screens])
[self registerScreen: screen];
_mainDisplay = self[[UIScreen mainScreen]];
}
return self;
}
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver: self];
}
- (BOOL)displayAvailable:(UIScreen*)targetScreen;
{
return self[targetScreen] != nil;
}
- (DisplayConnection*)display:(UIScreen*)targetScreen
{
return self[targetScreen];
}
- (id)objectForKeyedSubscript:(id)key
{
NSAssert([key isKindOfClass: [UIScreen class]], @"DisplayManager allows only UIScreen as subscript");
return [_displayConnection objectForKey: (UIScreen*)key];
}
- (void)updateDisplayListCacheInUnity;
{
// [UIScreen screens] might be out of sync to what is indicated to the
// application via UIScreenDidConnectNotification and UIScreenDidDisconnectNotification
// notifications. For example, on disconnection [UIScreen screens] might still
// have the screen that the display manager no longer knows about.
const unsigned MAX_DISPLAYS_SUPPORTED = 8; // sync this to the value on Unity side
void* screens[MAX_DISPLAYS_SUPPORTED];
unsigned screenCount = 0;
UIScreen* mainScreen = [UIScreen mainScreen];
screens[screenCount++] = (__bridge void*)mainScreen;
for (UIScreen* screen in _displayConnection)
{
if (screen == mainScreen)
continue;
screens[screenCount++] = (__bridge void*)screen;
}
UnityUpdateDisplayListCache(screens, screenCount);
}
- (void)enumerateDisplaysWithBlock:(void (^)(DisplayConnection* conn))block
{
for (UIScreen* screen in _displayConnection)
{
// if we want simple mirroring unity wont create rendering backing for display
// in that case we dont want to touch Display
DisplayConnection* conn = [_displayConnection objectForKey: screen];
if (conn.surface != nil)
block(conn);
}
}
- (void)enumerateNonMainDisplaysWithBlock:(void (^)(DisplayConnection* conn))block
{
for (UIScreen* screen in _displayConnection)
{
DisplayConnection* conn = [_displayConnection objectForKey: screen];
if (conn != _mainDisplay && conn.surface != nil)
block(conn);
}
}
- (void)startFrameRendering
{
[self enumerateDisplaysWithBlock:^(DisplayConnection* conn) {
StartFrameRendering(conn.surface);
}];
}
- (void)endFrameRendering
{
[self enumerateDisplaysWithBlock:^(DisplayConnection* conn) {
EndFrameRendering(conn.surface);
}];
}
- (void)present
{
[self enumerateDisplaysWithBlock:^(DisplayConnection* conn) {
[conn present];
}];
}
- (void)screenDidConnect:(NSNotification*)notification
{
[self registerScreen: (UIScreen*)[notification object]];
[self updateDisplayListCacheInUnity];
}
- (void)screenDidDisconnect:(NSNotification*)notification
{
UIScreen* screen = (UIScreen*)[notification object];
DisplayConnection* conn = (DisplayConnection*)self[screen];
if (conn != nil && conn.surface != nil)
UnityDisableRenderBuffers(conn.surface->unityColorBuffer, conn.surface->unityDepthBuffer);
[conn destroySurface];
conn = nil;
[_displayConnection removeObjectForKey: screen];
[self updateDisplayListCacheInUnity];
}
+ (void)Initialize
{
NSAssert(_DisplayManager == nil, @"[DisplayManager Initialize] called after creating handler");
if (!_DisplayManager)
_DisplayManager = [[DisplayManager alloc] init];
}
+ (DisplayManager*)Instance
{
if (!_DisplayManager)
_DisplayManager = [[DisplayManager alloc] init];
return _DisplayManager;
}
+ (void)Destroy
{
_DisplayManager = nil;
}
@end
//==============================================================================
//
// Unity Interface:
static void EnsureDisplayIsInited(DisplayConnection* conn)
{
// main screen view will be created in AppController,
// so we can assume that we need to init secondary display from script
// meaning: gles + show right away
if (conn.view == nil)
[conn createView: YES];
int api = UnitySelectedRenderingAPI();
bool needRecreate = false;
if (conn.surface == 0)
needRecreate = true;
else if (api == apiMetal)
needRecreate = conn.surfaceMTL->layer == nil;
if (needRecreate)
{
RenderingSurfaceParams params =
{
.msaaSampleCount = UnityGetDesiredMSAASampleCount(1),
.renderW = -1, // native resolution at first (can be changed later)
.renderH = -1, // native resolution at first (can be changed later)
.srgb = UnityGetSRGBRequested(),
.wideColor = 0, // i am not sure how to handle wide color here (and if it is even supported for airplay)
.hdr = 0,
.metalFramebufferOnly = UnityMetalFramebufferOnly(),
.metalMemorylessDepth = UnityMetalMemorylessDepth(),
.disableDepthAndStencil = UnityDisableDepthAndStencilBuffers(),
.useCVTextureCache = 0,
};
[conn recreateSurface: params];
{
DisplayConnection* main = [DisplayManager Instance].mainDisplay;
StartFrameRendering(main.surface);
}
}
}
#if !PLATFORM_TVOS
extern "C" int UnityDisplayManager_DisplayCount()
{
return (int)[DisplayManager Instance].displayCount;
}
extern "C" bool UnityDisplayManager_DisplayAvailable(void* nativeDisplay)
{
if (nativeDisplay == NULL)
return false;
return [[DisplayManager Instance] displayAvailable: (__bridge UIScreen*)nativeDisplay];
}
extern "C" bool UnityDisplayManager_DisplayActive(void* nativeDisplay)
{
return UnityDisplayManager_DisplayAvailable(nativeDisplay);
}
extern "C" void UnityDisplayManager_DisplaySystemResolution(void* nativeDisplay, int* w, int* h)
{
if (nativeDisplay == NULL)
return;
DisplayConnection* conn = [DisplayManager Instance][(__bridge UIScreen*)nativeDisplay];
EnsureDisplayIsInited(conn);
// CODE ARCHEOLOGY: We were creating full-screen buffer for "system" RT, and (possibly) resized for "target" RT,
// CODE ARCHEOLOGY: and if the resolution was changed we were blitting target to system to rescale the image.
// CODE ARCHEOLOGY: Since then we have switched to using OS scaling mechanism, i.e. we are creating window
// CODE ARCHEOLOGY: with rendering extents and let iOS do the upscale
// CODE ARCHEOLOGY: We should revisit the rendering code to possibly get rid of the code needed for this setup
// CODE ARCHEOLOGY: but for now we do the minimal change to unbreak native resolution query
// note that we mimic size calculation that we use in other places, i.e. using screen bounds + content scale factor
// we should also note that we tweak CAMetalLayer.drawableSize (well, that's the way to trigger native upscale)
// so we have CAMetalLayer.drawableSize = rendering size
// and CAMetalLayer.size = system (native) size
const CGSize layerSize = conn.view.layer.bounds.size; const float scale = conn.view.contentScaleFactor;
*w = (int)(layerSize.width * scale);
*h = (int)(layerSize.height * scale);
}
extern "C" void UnityDisplayManager_DisplayRenderingResolution(void* nativeDisplay, int* w, int* h)
{
if (nativeDisplay == NULL)
return;
DisplayConnection* conn = [DisplayManager Instance][(__bridge UIScreen*)nativeDisplay];
EnsureDisplayIsInited(conn);
*w = (int)conn.surface->targetW;
*h = (int)conn.surface->targetH;
}
extern "C" void UnityDisplayManager_DisplayRenderingBuffers(void* nativeDisplay, void** colorBuffer, void** depthBuffer)
{
if (nativeDisplay == NULL)
return;
DisplayConnection* conn = [DisplayManager Instance][(__bridge UIScreen*)nativeDisplay];
EnsureDisplayIsInited(conn);
if (colorBuffer)
*colorBuffer = conn.surface->unityColorBuffer;
if (depthBuffer)
*depthBuffer = conn.surface->unityDepthBuffer;
}
extern "C" void UnityDisplayManager_SetRenderingResolution(void* nativeDisplay, int w, int h)
{
if (nativeDisplay == NULL)
return;
UIScreen* screen = (__bridge UIScreen*)nativeDisplay;
DisplayConnection* conn = [DisplayManager Instance][screen];
EnsureDisplayIsInited(conn);
if (screen == [UIScreen mainScreen])
UnityRequestRenderingResolution(w, h);
else
[conn requestRenderingResolution: CGSizeMake(w, h)];
}
extern "C" int UnityDisplayManager_PrimaryDisplayIndex()
{
return 0;
}
#endif
extern "C" void UnityActivateScreenForRendering(void* nativeDisplay)
{
if (nativeDisplay == NULL)
return;
DisplayConnection* conn = [DisplayManager Instance][(__bridge UIScreen*)nativeDisplay];
EnsureDisplayIsInited(conn);
[conn shouldShowWindow: YES];
}
extern "C" float UnityScreenScaleFactor(UIScreen* screen)
{
// NOTE: All views handled by Unity have their contentScaleFactor initialized
// to value returned by this function.
// we should query nativeScale if available to get the true device resolution
// this way we avoid unnecessarily large frame buffers and downscaling.
// e.g. iPhone 6+ pretends to be a x3 device, while its physical screen is x2.6 something.
// it is available on iOS 8.0+, tvOS 9.0+
// for older ios versions we add this selector ourselves (AddNewAPIImplIfNeeded in UnityAppController.mm)
// On AppleTV screen.nativeScale returns NaN when device is in sleep mode and starting from tvOS 10 (?) it returns 0.
if (isnan(screen.nativeScale) || (screen.nativeScale == 0))
return 1.0f;
else
{
float scalingFactor = UnityCalculateScalingFactorFromTargetDPI(screen);
if (scalingFactor > 0.0f)
return scalingFactor;
else
return screen.nativeScale;
}
return screen.scale;
}
extern "C" int UnityMainScreenRefreshRate()
{
return (int)[UIScreen mainScreen].maximumFramesPerSecond;
}
extern "C" void UnityStartFrameRendering()
{
[[DisplayManager Instance] startFrameRendering];
}
extern "C" void UnityDestroyUnityRenderSurfaces()
{
[[DisplayManager Instance] enumerateDisplaysWithBlock:^(DisplayConnection* conn) {
[conn destroySurface];
}];
}
extern "C" void UnitySetBrightness(float brightness)
{
#if !PLATFORM_TVOS
brightness = (brightness > 1.0 ? 1.0 : brightness) < 0 ? 0.0 : brightness;
UIScreen* screen = [UIScreen mainScreen];
screen.brightness = brightness;
#endif
}
extern "C" float UnityGetBrightness()
{
#if !PLATFORM_TVOS
UIScreen* screen = [UIScreen mainScreen];
return screen.brightness;
#else
return 1.0f;
#endif
}
extern "C" bool UnityIsFullscreen()
{
CGSize screenSize = [[[[DisplayManager Instance] mainDisplay] screen] bounds].size;
CGSize viewSize = [[[[DisplayManager Instance] mainDisplay] view] bounds].size;
return screenSize.width == viewSize.width && screenSize.height == viewSize.height;
}