cohtml
namespace. This document will use the name of the library (Cohtml) instead of the name of SDK (Gameface) for the rest of it.Cohtml draws the UI (a View) in a user-provided texture. The Unity integration takes care of that by calling UnitySetRenderTexture
method followed by a SetRenderTarget
render event.
Cohtml performs incremental rendering by updating only the parts of the UI texture that have changed. It will not redraw everything in the UI, which improves performance significantly. The user should not draw anything on the UI texture except the output of Cohtml. Internally Cohtml uses the Coherent Labs Renoir graphics library.
Cohtml asynchronously records rendering commands that are later executed in the render thread when the DrawView
render event is issued.
This is the reason every View
object has a corresponding ViewRenderer
. The View
lives on the main thread and "controls" the page, while the ViewRenderer
is only in charge of drawing it and lives on the render thread.
On different platforms, Cohtml can draw with different rendering APIs. The API specific code is encapsulated in a Renoir backend. The Gameface Unity plugin uses different backends depending on the selected graphics rendering API in the project settings.
Gameface supports the following rendering APIs:
The Vulkan SDK includes validation layers, which hook into API entry points and provide debugging functionality. In our samples we enable Vulkan validation layers by default on Windows, but not on Android. The motivation for this is, that on Android the layers should be explicitly packaged in the apk. Generally the following guide should be followed. Alternatively, if you want to package the validation layers in an already built apk you can use ApkTool and SignApk to do so. This can be achieved by extracting all the tools in the apk output directory and executing a script similar to the following one:
@ECHO OFFSETLOCALSET FileName=ActivityCohtmlSET Platform=armeabi-v7aSET AndroidNDKPath=C:\Microsoft\AndroidNDK64\android-ndk-r16bSET ValidationLayerFolder=%AndroidNDKPath%\sources\third_party\vulkan\src\build-android\jniLibs\%Platform%SET ApkTool=apktool_2.3.3.jarECHO %FileName%java -jar %ApkTool% d %FileName%.apk`copy /Y %ValidationLayerFolder%\libVkLayer_core_validation.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_image.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_object_tracker.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_parameter_validation.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_swapchain.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_threading.so %FileName%\lib\%Platform%\copy /Y %ValidationLayerFolder%\libVkLayer_unique_objects.so %FileName%\lib\%Platform%\java -jar %ApkTool% b %FileName%move %FileName%\dist\%FileName%.apk %FileName%_UNALIGNED.apkjava -jar signapk.jar certificate.pem key.pk8 %FileName%_UNALIGNED.apk %FileName%.apkdel %FileName%_UNALIGNED.apkrmdir /s /q %FileName%ENDLOCAL
Developers have the possibility to gain further insight in the rendering commands generated by the runtime by calling the View::EmitRenderingMetadata method. Metadata markers will be inserted in the rendering command stream that can be hooked to third-party tools like PIX, RenderDoc, Razor etc. or internal engine profilers. The markers will show which elements generate every rendering command in the stream. The backend should also implement the marker related commands, for DirectX 11 backend you should enable the DX11_ANNOTATE_EVENTS
define which by default is enabled only in Debug.
Note: Enabling this option would only be reserved during application development and debugging as it incurs a significant CPU overhead!
SDF on GPU - Font generation on the GPU.