#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 InitRenderingMTL() { #if UNITY_TRAMPOLINE_IN_USE MTLTextureDescriptorClass = NSClassFromString(@"MTLTextureDescriptor"); #endif } static MTLPixelFormat GetColorFormatForSurface(const UnityDisplaySurfaceMTL* surface) { MTLPixelFormat colorFormat = surface->srgb ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm; #if PLATFORM_IOS || PLATFORM_TVOS if (surface->wideColor && UnityIsWideColorSupported()) colorFormat = surface->srgb ? MTLPixelFormatBGR10_XR_sRGB : MTLPixelFormatBGR10_XR; #elif PLATFORM_OSX if (surface->hdr) { if (@available(macOS 10.15, *)) { colorFormat = UnityHDRSurfaceDepth() == 0 ? MTLPixelFormatBGR10A2Unorm : MTLPixelFormatRGBA16Float; } } else if (surface->wideColor) colorFormat = MTLPixelFormatRGBA16Float; #endif return colorFormat; } static uint32_t GetCVPixelFormatForSurface(const UnityDisplaySurfaceMTL* surface) { // this makes sense only for ios (at least we dont support this on macos) uint32_t colorFormat = kCVPixelFormatType_32BGRA; #if PLATFORM_IOS || PLATFORM_TVOS if (surface->wideColor && UnityIsWideColorSupported()) colorFormat = kCVPixelFormatType_30RGB; #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 if (UnityPreserveFramebufferAlpha()) { const CGFloat components[] = {1.0f, 1.0f, 1.0f, 0.0f}; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGColorRef color = CGColorCreate(colorSpace, components); surface->layer.opaque = NO; surface->layer.backgroundColor = color; CGColorRelease(color); CGColorSpaceRelease(colorSpace); } #endif #if PLATFORM_OSX surface->layer.opaque = YES; MetalUpdateDisplaySync(); #endif #if PLATFORM_OSX CGColorSpaceRef colorSpaceRef = nil; if (surface->hdr) colorSpaceRef = UnityHDRSurfaceDepth() == 0 ? CGColorSpaceCreateWithName(CFSTR("kCGColorSpaceITUR_2020_PQ_EOTF")) : CGColorSpaceCreateWithName(CFSTR("kCGColorSpaceITUR_709")); else if (surface->wideColor) colorSpaceRef = CGColorSpaceCreateWithName(surface->srgb ? kCGColorSpaceExtendedLinearSRGB : kCGColorSpaceExtendedSRGB); else colorSpaceRef = CGColorSpaceCreateWithName(kCGColorSpaceSRGB); surface->layer.colorspace = colorSpaceRef; CGColorSpaceRelease(colorSpaceRef); #endif // Update the native screen resolution UnityUpdateDrawableSize(surface); surface->layer.device = surface->device; surface->layer.pixelFormat = colorFormat; surface->layer.framebufferOnly = (surface->framebufferOnly != 0); surface->colorFormat = (unsigned)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) { #if PLATFORM_OSX surface->proxySwaps = 0; #endif 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"; #if PLATFORM_IOS || PLATFORM_TVOS [surface->drawableProxyRT[i] setPurgeableState: MTLPurgeableStateEmpty]; #endif // Mark each drawableProxy surface as needing a clear load action when next rendered to as its contents are undefined. surface->drawableProxyNeedsClear[i] = true; } } } 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 = CreateReadableRTFromCVTextureCache2(surface->cvTextureCache, surface->targetW, surface->targetH, GetCVPixelFormatForSurface(surface), colorFormat, &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 = 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; txDesc.resourceOptions = MTLResourceStorageModePrivate; txDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead; if (![surface->device supportsTextureSampleCount: txDesc.sampleCount]) txDesc.sampleCount = 4; surface->targetAAColorRT = [surface->device newTextureWithDescriptor: txDesc]; surface->targetAAColorRT.label = @"targetAAColorRT"; } } 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 (surface->disableDepthAndStencil) return; MTLPixelFormat pixelFormat = MTLPixelFormatDepth32Float_Stencil8; MTLTextureDescriptor* depthTexDesc = [MTLTextureDescriptorClass texture2DDescriptorWithPixelFormat: pixelFormat width: surface->targetW height: surface->targetH mipmapped: NO]; depthTexDesc.resourceOptions = MTLResourceStorageModePrivate; #if PLATFORM_IOS || PLATFORM_TVOS if (surface->memorylessDepth) depthTexDesc.storageMode = MTLStorageModeMemoryless; #endif depthTexDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead; 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]; surface->stencilRB = surface->depthRB; } 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 }; // To avoid race condition with EndFrameRenderingMTL where systemColorRB is nulled we store it here MTLTextureRef systemColorRB = surface->drawableProxyRT[0]; surface->systemColorRB = systemColorRB; // we could unify all of it with ugly chain of ternary operators but what if karma exists? if (surface->targetColorRT) { // render to interim RT: we do NOT need to request drawable MTLTextureRef texRender = surface->targetAAColorRT ? surface->targetAAColorRT : surface->targetColorRT; MTLTextureRef texResolve = surface->targetAAColorRT ? surface->targetColorRT : nil; surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, texRender, texResolve, &tgt_desc, nil); } else { // render to backbuffer directly: we will request drawable hence we need to pass surface MTLTextureRef texRender = surface->targetAAColorRT ? surface->targetAAColorRT : systemColorRB; MTLTextureRef texResolve = surface->targetAAColorRT ? systemColorRB : nil; surface->unityColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->unityColorBuffer, texRender, texResolve, &tgt_desc, surface); } if (surface->depthRB) surface->unityDepthBuffer = UnityCreateExternalDepthSurfaceMTL(surface->unityDepthBuffer, surface->depthRB, surface->stencilRB, &tgt_desc); else surface->unityDepthBuffer = UnityCreateDummySurface(surface->unityDepthBuffer, false, &tgt_desc); surface->systemColorBuffer = UnityCreateExternalColorSurfaceMTL(surface->systemColorBuffer, 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) { // for some reason presentDrawable: afterMinimumDuration: is missing from simulator headers completely in xcode 12 #if (PLATFORM_IOS || PLATFORM_TVOS) && !(TARGET_IPHONE_SIMULATOR || TARGET_TVOS_SIMULATOR) const int targetFPS = UnityGetTargetFPS(); assert(targetFPS > 0); [UnityCurrentMTLCommandBuffer() presentDrawable: surface->drawable afterMinimumDuration: 1.0 / targetFPS]; return; #endif // note that we end up here if presentDrawable: afterMinimumDuration: is not supported [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" int UnityCommandQueueMaxCommandBufferCountMTL() { // customizable argument to pass towards [MTLDevice newCommandQueueWithMaxCommandBufferCount:], // the default value is 64 but with Parallel Render Encoder workloads, it might need to be increased return 256; } extern "C" void StartFrameRenderingMTL(UnityDisplaySurfaceMTL* surface) { // we will acquire drawable lazily in AcquireDrawableMTL surface->drawable = nil; surface->systemColorRB = surface->drawableProxyRT[0]; 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); } } extern "C" void EndFrameRenderingMTL(UnityDisplaySurfaceMTL* surface) { @autoreleasepool { if (surface->presentCB) { [surface->presentCB enqueue]; [surface->presentCB commit]; surface->presentCB = nil; } surface->systemColorRB = surface->drawableProxyRT[0]; surface->drawable = nil; } #if PLATFORM_OSX @synchronized(surface->layer) { // Swap proxy buffers MTLTextureRef texture0 = surface->drawableProxyRT[0]; MTLTextureRef texture1 = surface->drawableProxyRT[1]; surface->drawableProxyRT[0] = texture1; surface->drawableProxyRT[1] = texture0; surface->proxySwaps++; surface->proxyReady = 1; // Swap the needs clear state of the swapped proxy buffers, to ensure that each surface // will get cleared at least once when the proxy buffer surfaces are recreated. std::swap(surface->drawableProxyNeedsClear[0], surface->drawableProxyNeedsClear[1]); } #endif } extern "C" void PreparePresentNonMainScreenMTL(UnityDisplaySurfaceMTL* surface) { if (surface->drawable) { // presentCB logic should be removed when we update the minimum version to iOS 12.0 // as the "one presentDrawable per command buffer" behaviour apparently was fixed if (@available(iOS 12.0, *)) { [UnityCurrentMTLCommandBuffer() presentDrawable: surface->drawable]; } else { surface->presentCB = [surface->drawableCommandQueue commandBuffer]; [surface->presentCB presentDrawable: surface->drawable]; } } } extern "C" void SetDrawableSizeMTL(UnityDisplaySurfaceMTL* surface, int width, int height) { surface->layer.drawableSize = CGSizeMake(width, height); } #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" int UnityCommandQueueMaxCommandBufferCountMTL() { return 0; } extern "C" void SetDrawableSizeMTL(UnityDisplaySurfaceMTL*, int, int) {} extern "C" MTLTextureRef AcquireDrawableMTL(UnityDisplaySurfaceMTL*) { return nil; } #endif