#include "UnityAppController+Rendering.h" #include "UnityAppController+ViewHandling.h" #include "Unity/InternalProfiler.h" #include "Unity/DisplayManager.h" #include "UI/UnityView.h" #include #import 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 _MetalDevice = nil; static id _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(); } }