#pragma once #ifdef __OBJC__ @class CAEAGLLayer; @class EAGLContext; #else typedef struct objc_object CAEAGLLayer; typedef struct objc_object EAGLContext; #endif #ifdef __OBJC__ @class CAMetalLayer; @protocol CAMetalDrawable; @protocol MTLDrawable; @protocol MTLDevice; @protocol MTLTexture; @protocol MTLCommandBuffer; @protocol MTLCommandQueue; @protocol MTLCommandEncoder; typedef id CAMetalDrawableRef; typedef id MTLDeviceRef; typedef id MTLTextureRef; typedef id MTLCommandBufferRef; typedef id MTLCommandQueueRef; typedef id MTLCommandEncoderRef; #else typedef struct objc_object CAMetalLayer; typedef struct objc_object* CAMetalDrawableRef; typedef struct objc_object* MTLDeviceRef; typedef struct objc_object* MTLTextureRef; typedef struct objc_object* MTLCommandBufferRef; typedef struct objc_object* MTLCommandQueueRef; typedef struct objc_object* MTLCommandEncoderRef; #endif // unity internal native render buffer struct (the one you acquire in C# with RenderBuffer.GetNativeRenderBufferPtr()) struct RenderSurfaceBase; typedef struct RenderSurfaceBase* UnityRenderBufferHandle; // be aware that this struct is shared with unity implementation so you should absolutely not change it typedef struct UnityRenderBufferDesc { unsigned width, height, depth; unsigned samples; int backbuffer; } UnityRenderBufferDesc; // trick to make structure inheritance work transparently between c/cpp // for c we use "anonymous struct" #ifdef __cplusplus #define START_STRUCT(T, Base) struct T : Base { #define END_STRUCT(T) }; #else #define START_STRUCT(T, Base) typedef struct T { struct Base; #define END_STRUCT(T) } T; #endif // we will keep objc objects in struct, so we need to explicitely mark references as strong to not confuse ARC // please note that actual object lifetime is managed in objc++ code, so __unsafe_unretained is good enough for objc code // DO NOT assign objects to UnityDisplaySurface* members in objc code. // DO NOT store objects from UnityDisplaySurface* members in objc code, as this wont be caught by ARC #ifdef __OBJC__ #ifdef __cplusplus #define OBJC_OBJECT_PTR __strong #else #define OBJC_OBJECT_PTR __unsafe_unretained #endif #else #define OBJC_OBJECT_PTR #endif // unity common rendering (display) surface typedef struct UnityDisplaySurfaceBase { UnityRenderBufferHandle unityColorBuffer; UnityRenderBufferHandle unityDepthBuffer; UnityRenderBufferHandle systemColorBuffer; UnityRenderBufferHandle systemDepthBuffer; void* cvTextureCache; // CVOpenGLESTextureCacheRef void* cvTextureCacheTexture; // CVOpenGLESTextureRef void* cvPixelBuffer; // CVPixelBufferRef unsigned targetW, targetH; unsigned systemW, systemH; int msaaSamples; int useCVTextureCache; // [bool] int srgb; // [bool] int disableDepthAndStencil; // [bool] int allowScreenshot; // [bool] currently we allow screenshots (from script) only on main display int api; // [UnityRenderingAPI] } UnityDisplaySurfaceBase; // START_STRUCT confuse clang c compiler (though it is idiomatic c code that works) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wmissing-declarations" // GLES display surface START_STRUCT(UnityDisplaySurfaceGLES, UnityDisplaySurfaceBase) OBJC_OBJECT_PTR CAEAGLLayer * layer; OBJC_OBJECT_PTR EAGLContext* context; // system FB unsigned systemFB; unsigned systemColorRB; // target resolution FB/target RT to blit from unsigned targetFB; unsigned targetColorRT; // MSAA FB unsigned msaaFB; unsigned msaaColorRB; // when we enable AA for non-native resolution we need interim RT to resolve AA to (and then we will blit it to screen) UnityRenderBufferHandle resolvedColorBuffer; // will be "shared", only one depth buffer is needed unsigned depthRB; // render surface gl setup: formats and AA unsigned colorFormat; unsigned depthFormat; END_STRUCT(UnityDisplaySurfaceGLES) // Metal display surface START_STRUCT(UnityDisplaySurfaceMTL, UnityDisplaySurfaceBase) OBJC_OBJECT_PTR CAMetalLayer * layer; OBJC_OBJECT_PTR MTLDeviceRef device; OBJC_OBJECT_PTR MTLCommandQueueRef commandQueue; OBJC_OBJECT_PTR CAMetalDrawableRef drawable; OBJC_OBJECT_PTR MTLTextureRef systemColorRB; OBJC_OBJECT_PTR MTLTextureRef targetColorRT; OBJC_OBJECT_PTR MTLTextureRef targetAAColorRT; OBJC_OBJECT_PTR MTLTextureRef depthRB; OBJC_OBJECT_PTR MTLTextureRef stencilRB; unsigned colorFormat; // [MTLPixelFormat] unsigned depthFormat; // [MTLPixelFormat] END_STRUCT(UnityDisplaySurfaceMTL) // START_STRUCT confuse clang c compiler (though it is idiomatic c code that works) #pragma clang diagnostic pop // be aware that this enum is shared with unity implementation so you should absolutely not change it typedef enum UnityRenderingAPI { apiOpenGLES2 = 2, apiOpenGLES3 = 3, apiMetal = 4, } UnityRenderingAPI; #ifdef __cplusplus extern "C" { #endif int UnitySelectedRenderingAPI(); #ifdef __cplusplus } // extern "C" #endif // gles #ifdef __cplusplus extern "C" { #endif void InitRenderingGLES(); void CreateSystemRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void DestroySystemRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void CreateRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void DestroyRenderingSurfaceGLES(UnityDisplaySurfaceGLES* surface); void CreateSharedDepthbufferGLES(UnityDisplaySurfaceGLES* surface); void DestroySharedDepthbufferGLES(UnityDisplaySurfaceGLES* surface); void CreateUnityRenderBuffersGLES(UnityDisplaySurfaceGLES* surface); void DestroyUnityRenderBuffersGLES(UnityDisplaySurfaceGLES* surface); void StartFrameRenderingGLES(UnityDisplaySurfaceGLES* surface); void EndFrameRenderingGLES(UnityDisplaySurfaceGLES* surface); void PreparePresentGLES(UnityDisplaySurfaceGLES* surface); void PresentGLES(UnityDisplaySurfaceGLES* surface); #ifdef __cplusplus } // extern "C" #endif // metal #ifdef __cplusplus extern "C" { #endif void InitRenderingMTL(); void CreateSystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void DestroySystemRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void CreateRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void DestroyRenderingSurfaceMTL(UnityDisplaySurfaceMTL* surface); void CreateSharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface); void DestroySharedDepthbufferMTL(UnityDisplaySurfaceMTL* surface); void CreateUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface); void DestroyUnityRenderBuffersMTL(UnityDisplaySurfaceMTL* surface); void StartFrameRenderingMTL(UnityDisplaySurfaceMTL* surface); void EndFrameRenderingMTL(UnityDisplaySurfaceMTL* surface); void PreparePresentMTL(UnityDisplaySurfaceMTL* surface); void PresentMTL(UnityDisplaySurfaceMTL* surface); #ifdef __cplusplus } // extern "C" #endif #ifdef __cplusplus extern "C" { #endif // for Create* functions if surf is null we will actuially create new one, otherwise we update the one provided // gles: one and only one of texid/rbid should be non-zero // metal: resolveTex should be non-nil only if tex have AA UnityRenderBufferHandle UnityCreateExternalSurfaceGLES(UnityRenderBufferHandle surf, int isColor, unsigned texid, unsigned rbid, unsigned glesFormat, const UnityRenderBufferDesc* desc); UnityRenderBufferHandle UnityCreateExternalSurfaceMTL(UnityRenderBufferHandle surf, int isColor, MTLTextureRef tex, const UnityRenderBufferDesc* desc); UnityRenderBufferHandle UnityCreateExternalColorSurfaceMTL(UnityRenderBufferHandle surf, MTLTextureRef tex, MTLTextureRef resolveTex, const UnityRenderBufferDesc* desc); UnityRenderBufferHandle UnityCreateExternalDepthSurfaceMTL(UnityRenderBufferHandle surf, MTLTextureRef tex, MTLTextureRef stencilTex, const UnityRenderBufferDesc* desc); // creates "dummy" surface - will indicate "missing" buffer (e.g. depth-only RT will have color as dummy) UnityRenderBufferHandle UnityCreateDummySurface(UnityRenderBufferHandle surf, int isColor, const UnityRenderBufferDesc* desc); // disable rendering to render buffers (all Cameras that were rendering to one of buffers would be reset to use backbuffer) void UnityDisableRenderBuffers(UnityRenderBufferHandle color, UnityRenderBufferHandle depth); // destroys render buffer void UnityDestroyExternalSurface(UnityRenderBufferHandle surf); // sets current render target void UnitySetRenderTarget(UnityRenderBufferHandle color, UnityRenderBufferHandle depth); // final blit to backbuffer void UnityBlitToBackbuffer(UnityRenderBufferHandle srcColor, UnityRenderBufferHandle dstColor, UnityRenderBufferHandle dstDepth); // get native renderbuffer from handle UnityRenderBufferHandle UnityNativeRenderBufferFromHandle(void *rb); MTLCommandBufferRef UnityCurrentMTLCommandBuffer(); // sets vSync on OSX 10.13 and up #if PLATFORM_OSX void MetalUpdateDisplaySync(); #endif #ifdef __cplusplus } // extern "C" #endif // metal/gles unification #define GLES_METAL_COMMON_IMPL_SURF(f) \ inline void f(UnityDisplaySurfaceBase* surface) \ { \ if(surface->api == apiMetal) f ## MTL((UnityDisplaySurfaceMTL*)surface); \ else f ## GLES((UnityDisplaySurfaceGLES*)surface);\ } \ #define GLES_METAL_COMMON_IMPL(f) \ inline void f() \ { \ if(UnitySelectedRenderingAPI() == apiMetal) f ## MTL(); \ else f ## GLES();\ } \ GLES_METAL_COMMON_IMPL(InitRendering); GLES_METAL_COMMON_IMPL_SURF(CreateSystemRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(DestroySystemRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(CreateRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(DestroyRenderingSurface); GLES_METAL_COMMON_IMPL_SURF(CreateSharedDepthbuffer); GLES_METAL_COMMON_IMPL_SURF(DestroySharedDepthbuffer); GLES_METAL_COMMON_IMPL_SURF(CreateUnityRenderBuffers); GLES_METAL_COMMON_IMPL_SURF(DestroyUnityRenderBuffers); GLES_METAL_COMMON_IMPL_SURF(StartFrameRendering); GLES_METAL_COMMON_IMPL_SURF(EndFrameRendering); GLES_METAL_COMMON_IMPL_SURF(PreparePresent); GLES_METAL_COMMON_IMPL_SURF(Present); #undef GLES_METAL_COMMON_IMPL_SURF #undef GLES_METAL_COMMON_IMPL