GamesData/GameUploadDocuments/3.GoalRush/Build/Unity/Classes/UnityAppController+Rendering.mm
2025-07-03 12:53:49 +04:00

201 lines
6.1 KiB
Plaintext

#include "UnityAppController+Rendering.h"
#include "UnityAppController+ViewHandling.h"
#include "Unity/InternalProfiler.h"
#include "Unity/DisplayManager.h"
#include "UI/UnityView.h"
#include <dlfcn.h>
#import <Metal/Metal.h>
extern bool _skipPresent;
extern bool _didResignActive;
static int _renderingAPI = 0;
static void SelectRenderingAPIImpl();
@implementation UnityAppController (Rendering)
- (void)createDisplayLink
{
_displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)];
[self callbackFramerateChange: -1];
[_displayLink addToRunLoop: [NSRunLoop currentRunLoop] forMode: NSRunLoopCommonModes];
}
- (void)destroyDisplayLink
{
[_displayLink invalidate];
_displayLink = nil;
}
- (void)repaintDisplayLink
{
if (!_didResignActive)
{
UnityDisplayLinkCallback(_displayLink.timestamp);
[self repaint];
}
}
- (void)repaint
{
if (_unityView.skipRendering)
return;
#if UNITY_SUPPORT_ROTATION
[self checkOrientationRequest];
#endif
[_unityView recreateRenderingSurfaceIfNeeded];
[_unityView processKeyboard];
UnityDeliverUIEvents();
if (!UnityIsPaused())
UnityRepaint();
}
- (void)callbackGfxInited
{
assert(self.engineLoadState < kUnityEngineLoadStateRenderingInitialized && "Graphics should not have been initialized at this point");
InitRendering();
[self advanceEngineLoadState: kUnityEngineLoadStateRenderingInitialized];
[self shouldAttachRenderDelegate];
[_unityView recreateRenderingSurface];
[_renderDelegate mainDisplayInited: _mainDisplay.surface];
_mainDisplay.surface->allowScreenshot = 1;
}
- (void)callbackPresent:(const UnityFrameStats*)frameStats
{
if (_skipPresent)
return;
// metal needs special processing, because in case of airplay we need extra command buffers to present non-main screen drawables
if (UnitySelectedRenderingAPI() == apiMetal)
{
[[DisplayManager Instance].mainDisplay present];
#if !PLATFORM_VISIONOS
[[DisplayManager Instance] enumerateNonMainDisplaysWithBlock:^(DisplayConnection* conn) {
PreparePresentNonMainScreenMTL((UnityDisplaySurfaceMTL*)conn.surface);
}];
#endif
}
else
{
[[DisplayManager Instance] present];
}
Profiler_FramePresent(frameStats);
}
- (void)callbackFramerateChange:(int)targetFPS
{
if (targetFPS <= 0)
targetFPS = UnityGetTargetFPS();
// on tvos it is possible to start application without a screen attached
// alas, mainScreen is set in this case, but the values provided are bogus
// and in the case of maxFPS = 0 we will end up in endless recursion
#if !PLATFORM_VISIONOS
const int maxFPS = (int)[UIScreen mainScreen].maximumFramesPerSecond;
#else
// no UIScreen on VisionOS
const int maxFPS = 90;
#endif
if (maxFPS > 0 && targetFPS > maxFPS)
{
targetFPS = maxFPS;
// note that this changes FPS, resulting in UnityFramerateChangeCallback call, calling this method recursively recursively
UnitySetTargetFPS(targetFPS);
return;
}
if (@available(iOS 15.0, tvOS 15.0, *))
_displayLink.preferredFrameRateRange = CAFrameRateRangeMake(targetFPS, targetFPS, targetFPS);
else
_displayLink.preferredFramesPerSecond = targetFPS;
}
- (void)selectRenderingAPI
{
NSAssert(_renderingAPI == 0, @"[UnityAppController selectRenderingApi] called twice");
SelectRenderingAPIImpl();
}
- (UnityRenderingAPI)renderingAPI
{
NSAssert(_renderingAPI != 0, @"[UnityAppController renderingAPI] called before [UnityAppController selectRenderingApi]");
return (UnityRenderingAPI)_renderingAPI;
}
@end
extern "C" void UnityGfxInitedCallback()
{
[GetAppController() callbackGfxInited];
}
extern "C" void UnityPresentContextCallback(struct UnityFrameStats const* unityFrameStats)
{
[GetAppController() callbackPresent: unityFrameStats];
}
extern "C" void UnityFramerateChangeCallback(int targetFPS)
{
[GetAppController() callbackFramerateChange: targetFPS];
}
static NSBundle* _MetalBundle = nil;
static id<MTLDevice> _MetalDevice = nil;
static id<MTLCommandQueue> _MetalCommandQueue = nil;
static void SelectRenderingAPIImpl()
{
assert(_renderingAPI == 0 && "Rendering API selection was done twice");
_renderingAPI = UnityGetRenderingAPI();
if (_renderingAPI == apiMetal)
{
_MetalBundle = [NSBundle bundleWithPath: @"/System/Library/Frameworks/Metal.framework"];
_MetalDevice = MTLCreateSystemDefaultDevice();
_MetalCommandQueue = [_MetalDevice newCommandQueueWithMaxCommandBufferCount: UnityCommandQueueMaxCommandBufferCountMTL()];
assert(_MetalDevice != nil && _MetalCommandQueue != nil && "Could not initialize Metal.");
}
}
extern "C" NSBundle* UnityGetMetalBundle() { return _MetalBundle; }
extern "C" MTLDeviceRef UnityGetMetalDevice() { return _MetalDevice; }
extern "C" MTLCommandQueueRef UnityGetMetalCommandQueue() { return _MetalCommandQueue; }
extern "C" int UnitySelectedRenderingAPI() { return _renderingAPI; }
extern "C" void UnitySelectRenderingAPI() { SelectRenderingAPIImpl(); }
// deprecated and no longer used by unity itself (will soon be removed)
extern "C" MTLCommandQueueRef UnityGetMetalDrawableCommandQueue() { return UnityGetMetalCommandQueue(); }
extern "C" UnityRenderBufferHandle UnityBackbufferColor() { return GetMainDisplaySurface()->unityColorBuffer; }
extern "C" UnityRenderBufferHandle UnityBackbufferDepth() { return GetMainDisplaySurface()->unityDepthBuffer; }
extern "C" void DisplayManagerEndFrameRendering() { [[DisplayManager Instance] endFrameRendering]; }
extern "C" void UnityPrepareScreenshot() { UnitySetRenderTarget(GetMainDisplaySurface()->unityColorBuffer, GetMainDisplaySurface()->unityDepthBuffer); }
extern "C" void UnityRepaint()
{
@autoreleasepool
{
Profiler_FrameStart();
if (UnityIsBatchmode())
UnityBatchPlayerLoop();
else
UnityPlayerLoop();
Profiler_FrameEnd();
}
}