ios-unity/Classes/Unity/MetalHelper.mm
2022-07-11 13:33:51 +08:00

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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
#if !(TARGET_IPHONE_SIMULATOR && defined(__IPHONE_13_0)) && !(TARGET_TVOS_SIMULATOR && defined(__TVOS_13_0))
extern Class MTLHeapDescriptorClass;
extern "C" void UnityAddNewMetalAPIImplIfNeeded(id<MTLDevice> device)
{
// we were adding [MTLDevice supportsTextureSampleCount:] and MTLTextureDescriptor.usage
// but after we switched to ios 9.0 as min target this is no longer needed
if (class_getProperty(MTLHeapDescriptorClass, "storageMode") == 0)
{
IMP MTLHeapDescriptor_SetStorageMode_IMP = imp_implementationWithBlock(^void(id _self, MTLStorageMode mode) {});
class_replaceMethod(MTLHeapDescriptorClass, @selector(setStorageMode:), MTLHeapDescriptor_SetStorageMode_IMP, MTLHeapDescriptor_setStorageMode_Enc);
}
if (class_getProperty(MTLHeapDescriptorClass, "size") == 0)
{
IMP MTLHeapDescriptor_SetSize_IMP = imp_implementationWithBlock(^void(id _self, NSUInteger size) {});
class_replaceMethod(MTLHeapDescriptorClass, @selector(setSize:), MTLHeapDescriptor_SetSize_IMP, MTLHeapDescriptor_setSize_Enc);
}
}
#else
extern "C" void UnityAddNewMetalAPIImplIfNeeded(id<MTLDevice> device) {}
#endif
extern "C" void InitRenderingMTL()
{
#if UNITY_TRAMPOLINE_IN_USE
extern bool _supportsMSAA;
_supportsMSAA = true;
MTLTextureDescriptorClass = [UnityGetMetalBundle() classNamed: @"MTLTextureDescriptor"];
#endif
}
static MTLPixelFormat GetColorFormatForSurface(const UnityDisplaySurfaceMTL* surface)
{
MTLPixelFormat colorFormat = surface->srgb ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm;
#if (PLATFORM_IOS && UNITY_HAS_IOSSDK_10_0) || (PLATFORM_TVOS && UNITY_HAS_TVOSSDK_11_0)
if (surface->wideColor && UnityIsWideColorSupported())
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
#if PLATFORM_OSX && __MAC_10_12
CGColorSpaceRef colorSpaceRef = nil;
if (surface->wideColor)
colorSpaceRef = CGColorSpaceCreateWithName(surface->srgb ? kCGColorSpaceExtendedLinearSRGB : kCGColorSpaceExtendedSRGB);
else
colorSpaceRef = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
surface->layer.colorspace = colorSpaceRef;
CGColorSpaceRelease(colorSpaceRef);
#endif
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";
}
}
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;
#if PLATFORM_OSX || PLATFORM_TVOS
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
#if (PLATFORM_IOS && UNITY_HAS_IOSSDK_10_0) || (PLATFORM_TVOS && UNITY_HAS_TVOSSDK_10_0)
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];
#if PLATFORM_OSX || PLATFORM_TVOS
surface->stencilRB = surface->depthRB;
#else
MTLTextureDescriptor* stencilTexDesc = [MTLTextureDescriptorClass texture2DDescriptorWithPixelFormat: MTLPixelFormatStencil8 width: surface->targetW height: surface->targetH mipmapped: NO];
stencilTexDesc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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 };
// 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)
[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];
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)
{
if (surface->presentCB)
{
// currently we expect EndFrameRenderingMTL to be called AFTER unity is done with "main" CB
// alas internally main CB is enqueued right before commit (like is done there),
// so we need to make sure it was committed (and niled) to make sure we present to external screens AFTER drawing is done
assert(UnityCurrentMTLCommandBuffer() == nil);
[surface->presentCB enqueue]; [surface->presentCB commit];
surface->presentCB = nil;
}
surface->systemColorRB = nil;
surface->drawable = nil;
}
extern "C" void PreparePresentNonMainScreenMTL(UnityDisplaySurfaceMTL* surface)
{
if (surface->drawable)
{
surface->presentCB = [surface->drawableCommandQueue commandBuffer];
[surface->presentCB presentDrawable: surface->drawable];
}
}
#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