yunque9/web_xcode/Classes/Unity/EAGLContextHelper.mm

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#include "EAGLContextHelper.h"
#include "UnityRendering.h"
#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
extern "C" bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglContext, void* eaglLayer)
{
return [(__bridge EAGLContext*)eaglContext renderbufferStorage: GL_RENDERBUFFER fromDrawable: (__bridge CAEAGLLayer*)eaglLayer];
}
extern "C" void DeallocateRenderBufferStorageFromEAGLLayer(void* eaglContext)
{
// After deprecating OpenGL ES, Apple implement gles driver in metal.
// Alas, it seem that on older iOS versions (< 13.0) there seems to be a bug in
// [EAGLContext renderbufferStorage: fromDrawable:nil]
// resulting in metal validation failure.
// Thankfully this code path is taken only to delete the backbuffer, so this is not that bad:
// we go there only on exit/going-to-background or unloading unity library
// If we look at the metal - all this would mean drawable recreation (and this happens inside gles driver)
// so memory-wise we should be still fine ignoring this completely
if (UnityiOS130orNewer())
[(__bridge EAGLContext*)eaglContext renderbufferStorage: GL_RENDERBUFFER fromDrawable: nil];
}
extern "C" EAGLContext* UnityCreateContextEAGL(EAGLContext * parent, int api)
{
const int targetApi = parent ? parent.API : api;
EAGLSharegroup* group = parent ? parent.sharegroup : nil;
return [[EAGLContext alloc] initWithAPI: (EAGLRenderingAPI)targetApi sharegroup: group];
}
extern "C" void UnityMakeCurrentContextEAGL(EAGLContext* context)
{
[EAGLContext setCurrentContext: context];
}
extern "C" EAGLContext* UnityGetCurrentContextEAGL()
{
return [EAGLContext currentContext];
}
EAGLContextSetCurrentAutoRestore::EAGLContextSetCurrentAutoRestore(EAGLContext* cur_) : old([EAGLContext currentContext]), cur(cur_)
{
if (old != cur)
{
[EAGLContext setCurrentContext: cur];
UnityOnSetCurrentGLContext(cur);
}
}
EAGLContextSetCurrentAutoRestore::EAGLContextSetCurrentAutoRestore(UnityDisplaySurfaceBase* surface)
: old(surface->api == apiMetal ? nil : [EAGLContext currentContext]),
cur(surface->api == apiMetal ? nil : ((UnityDisplaySurfaceGLES*)surface)->context)
{
if (old != cur)
{
[EAGLContext setCurrentContext: cur];
UnityOnSetCurrentGLContext(cur);
}
}
EAGLContextSetCurrentAutoRestore::~EAGLContextSetCurrentAutoRestore()
{
if (old != cur)
{
[EAGLContext setCurrentContext: old];
if (old)
UnityOnSetCurrentGLContext(old);
}
}