View Issue Details

IDProjectCategoryView StatusLast Update
0001549NoesisGUIUnitypublic2020-09-14 01:56
Reporterbungarra Assigned Tojsantos  
PrioritynormalSeveritycrash 
Status resolvedResolutionfixed 
Product Version2.2.4 
Summary0001549: Noesis 2.2.3 - 2.2.4 Crash, Editor and builds
Description

This is the crash log of unity, We are sure that it is being caused by noesis. as it is across both 2.2.4 and 2.2.3,

we have also only been experiencing crashes in unity while only NoesisView is present.
Using unity 2019.2.2f, and HDRP by unity, with our own workaround.

we changed the rendering to be at the end of the frame

    UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering += BeginCameraRendering;
    UnityEngine.Rendering.RenderPipelineManager.endFrameRendering += EndCameraRendering;

This, however, does not affect the GPUreadback. I have attached our version of NoesisView

0x00007FFA4BB39A9D (ntdll) RtlEnterCriticalSection
0x00007FFA1003ADE3 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\image.c:2723] mono_image_alloc
0x00007FFA1000FD31 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\class.c:2438] mono_class_setup_methods
0x00007FFA1000A534 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\class.c:9250] mono_class_get_methods
0x00007FF6CB9D312B (Unity) scripting_class_get_method_from_name_filter
0x00007FF6CB9D2F0E (Unity) scripting_class_get_method_from_name
0x00007FF6CB9C9E83 (Unity) ScriptingInvocation::ScriptingInvocation
0x00007FF6CB1526BE (Unity) AsyncGPUReadbackManagedBuffer::InvokeScriptingCallback
0x00007FF6CB15099D (Unity) AsyncGPUReadbackManager::InitializeClass'::2'::EarlyUpdateUpdateAsyncReadbackManagerRegistrator::Forward
0x00007FF6CB496CA8 (Unity) ExecutePlayerLoop
0x00007FF6CB496D89 (Unity) ExecutePlayerLoop
0x00007FF6CB49BBFB (Unity) PlayerLoop
0x00007FF6C9A6F1EB (Unity) PlayerLoopController::UpdateScene
0x00007FF6C9A6CCEC (Unity) Application::TickTimer
0x00007FF6CA2FC7E0 (Unity) MainMessageLoop
0x00007FF6CA2FF1FF (Unity) WinMain
0x00007FF6CCF92742 (Unity) __scrt_common_main_seh
0x00007FFA49847974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4BB9A271 (ntdll) RtlUserThreadStart

Steps To Reproduce

sit in any scene with noesis view with generic buttons, with styles and triggers.

Attached Files
NoesisView.cs (44,719 bytes)   
using UnityEngine;
using Noesis;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;

//[ExecuteInEditMode]
[AddComponentMenu("NoesisGUI/Noesis View")]
[HelpURL("https://www.noesisengine.com/docs")]
[DisallowMultipleComponent]
public class NoesisView : CustomInputInterface
{
    #region Public properties

    /// <summary>
    /// User interface definition XAML
    /// </summary>
    public NoesisXaml Xaml
    {
        set { this._xaml = value; }
        get { return this._xaml; }
    }

    /// <summary>
    /// The texture to render this View into
    /// </summary>
    public RenderTexture Texture
    {
        set { this._texture = value; }
        get { return this._texture; }
    }

    /// <summary>
    /// PPAA is a 'cheap' antialiasing algorithm useful when GPU MSAA is not enabled
    /// </summary>
    public bool IsPPAAEnabled
    {
        set { this._isPPAAEnabled = value; }
        get { return this._isPPAAEnabled; }
    }

    /// <summary>
    /// Tessellation curve tolerance in screen space. 'Medium Quality' is usually fine for PPAA (non-multisampled) 
    /// while 'High Quality' is the recommended pixel error if you are rendering to a 8x multisampled surface
    /// </summary>
    public float TessellationMaxPixelError
    {
        set { this._tessellationMaxPixelError = value; }
        get { return this._tessellationMaxPixelError; }
    }

    /// <summary>
    /// Bit flags used for debug rendering purposes.
    /// </summary>
    public RenderFlags RenderFlags
    {
        set { this._renderFlags = value; }
        get { return this._renderFlags; }
    }

    /// <summary>
    /// When continuous rendering is disabled rendering only happens when needed. For performance
    /// purposes and to save battery this is the default mode when rendering to texture.
    /// </summary>
    public bool ContinuousRendering
    {
        set { this._continuousRendering = value; }
        get { return this._continuousRendering; }
    }

    /// <summary>
    /// After LateUpdate() has been invoked this flag indicates if the GUI needs to be repainted.
    /// This flag can be used on manually painted cameras to optimize performance and save battery.
    /// </summary>
    public bool NeedsRendering
    {
        set { this._needsRendering = value; }
        get { return this._needsRendering; }
    }

    /// <summary>
    /// Enables keyboard input management.
    /// </summary>
    public bool EnableKeyboard
    {
        set { this._enableKeyboard = value; }
        get { return this._enableKeyboard; }
    }

    /// <summary>
    /// Enables mouse input management.
    /// </summary>
    public bool EnableMouse
    {
        set { this._enableMouse = value; }
        get { return this._enableMouse; }
    }

    /// <summary>
    /// Enables touch input management.
    /// </summary>
    public bool EnableTouch
    {
        set { this._enableTouch = value; }
        get { return this._enableTouch; }
    }

    /// <summary>
    /// Enables gamepad input management.
    /// </summary>
    public bool EnableGamepad
    {
        set { this._enableGamepad = value; }
        get { return this._enableGamepad; }
    }

    /// <summary>
    /// Emulate touch input with mouse.
    /// </summary>
    public bool EmulateTouch
    {
        set { this._emulateTouch = value; }
        get { return this._emulateTouch; }
    }

    /// <summary>
    /// When enabled, UI is updated using Time.realtimeSinceStartup.
    /// </summary>
    public bool UseRealTimeClock
    {
        set { this._useRealTimeClock = value; }
        get { return this._useRealTimeClock; }
    }

    /// <summary>
    /// Gets the root of the loaded Xaml.
    /// </summary>
    /// <returns>Root element.</returns>
    public FrameworkElement Content
    {
        get { return _uiView != null ? _uiView.Content : null; }
    }

    /// <summary>
    /// Indicates if this component is rendering UI to a RenderTexture.
    /// </summary>
    /// <returns></returns>
    public bool IsRenderToTexture()
    {
        return _textureCamera != null || gameObject.GetComponent<Camera>() == null;
    }

    #endregion

    #region Public events

    #region Render
    public event RenderingEventHandler Rendering
    {
        add
        {
            if (_uiView != null)
            {
                _uiView.Rendering += value;
            }
        }
        remove
        {
            if (_uiView != null)
            {
                _uiView.Rendering -= value;
            }
        }
    }

    public ViewStats GetStats()
    {
        if (_uiView != null)
        {
            return _uiView.GetStats();
        }

        return new ViewStats();
    }
    #endregion

    #region Keyboard input events
    /// <summary>
    /// Notifies Renderer that a key was pressed.
    /// </summary>
    /// <param name="key">Key identifier.</param>
    public bool KeyDown(Noesis.Key key)
    {
        if (_uiView != null)
        {
            return _uiView.KeyDown(key);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that a key was released.
    /// </summary>
    /// <param name="key">Key identifier.</param>
    public bool KeyUp(Noesis.Key key)
    {
        if (_uiView != null)
        {
            return _uiView.KeyUp(key);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that a key was translated to the corresponding character.
    /// </summary>
    /// <param name="ch">Unicode character value.</param>
    public bool Char(uint ch)
    {
        if (_uiView != null)
        {
            return _uiView.Char(ch);
        }

        return false;
    }
    #endregion

    #region Mouse input events
    /// <summary>
    /// Notifies Renderer that mouse was moved. The mouse position is specified in renderer
    /// surface pixel coordinates.
    /// </summary>
    /// <param name="x">Mouse x-coordinate.</param>
    /// <param name="y">Mouse y-coordinate.</param>
    public bool MouseMove(int x, int y)
    {
        if (_uiView != null)
        {
            return _uiView.MouseMove(x, y);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that a mouse button was pressed. The mouse position is specified in
    /// renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Mouse x-coordinate.</param>
    /// <param name="y">Mouse y-coordinate.</param>
    /// <param name="button">Indicates which button was pressed.</param>
    public bool MouseButtonDown(int x, int y, Noesis.MouseButton button)
    {
        if (_uiView != null)
        {
            return _uiView.MouseButtonDown(x, y, button);
        }

        return false;
    }

    /// Notifies Renderer that a mouse button was released. The mouse position is specified in
    /// renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Mouse x-coordinate.</param>
    /// <param name="y">Mouse y-coordinate.</param>
    /// <param name="button">Indicates which button was released.</param>
    public bool MouseButtonUp(int x, int y, Noesis.MouseButton button)
    {
        if (_uiView != null)
        {
            return _uiView.MouseButtonUp(x, y, button);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer of a mouse button double click. The mouse position is specified in
    /// renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Mouse x-coordinate.</param>
    /// <param name="y">Mouse y-coordinate.</param>
    /// <param name="button">Indicates which button was pressed.</param>
    public bool MouseDoubleClick(int x, int y, Noesis.MouseButton button)
    {
        if (_uiView != null)
        {
            return _uiView.MouseDoubleClick(x, y, button);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that mouse wheel was rotated. The mouse position is specified in
    /// renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Mouse x-coordinate.</param>
    /// <param name="y">Mouse y-coordinate.</param>
    /// <param name="wheelRotation">Indicates the amount mouse wheel has changed.</param>
    public bool MouseWheel(int x, int y, int wheelRotation)
    {
        if (_uiView != null)
        {
            return _uiView.MouseWheel(x, y, wheelRotation);
        }

        return false;
    }
    #endregion

    #region Touch input events
    /// <summary>
    /// Notifies Renderer that a finger is moving on the screen. The finger position is
    /// specified in renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Finger x-coordinate.</param>
    /// <param name="y">Finger y-coordinate.</param>
    /// <param name="touchId">Finger identifier.</param>
    public bool TouchMove(int x, int y, uint touchId)
    {
        if (_uiView != null)
        {
            return _uiView.TouchMove(x, y, touchId);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that a finger touches the screen. The finger position is
    /// specified in renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Finger x-coordinate.</param>
    /// <param name="y">Finger y-coordinate.</param>
    /// <param name="touchId">Finger identifier.</param>
    public bool TouchDown(int x, int y, uint touchId)
    {
        if (_uiView != null)
        {
            return _uiView.TouchDown(x, y, touchId);
        }

        return false;
    }

    /// <summary>
    /// Notifies Renderer that a finger is raised off the screen. The finger position is
    /// specified in renderer surface pixel coordinates.
    /// </summary>
    /// <param name="x">Finger x-coordinate.</param>
    /// <param name="y">Finger y-coordinate.</param>
    /// <param name="touchId">Finger identifier.</param>
    public bool TouchUp(int x, int y, uint touchId)
    {
        if (_uiView != null)
        {
            return _uiView.TouchUp(x, y, touchId);
        }

        return false;
    }
    #endregion

    #endregion

    #region Public methods

    /// <summary>
    /// Loads the user interface specified in the XAML property
    /// </summary>
    public void LoadXaml(bool force)
    {
        if (force)
        {
            DestroyView();
        }

        if (_xaml != null && _uiView == null)
        {
            FrameworkElement content = _xaml.Load() as FrameworkElement;

            if (content == null)
            {
                throw new System.Exception("XAML root is not FrameworkElement");
            }

            CreateView(content);
        }
    }

    #endregion

    #region Private members

    #region MonoBehavior component messages

    /// <summary>
    /// Called once when component is attached to GameObject for the first time
    /// </summary>
    void Reset()
    {
        _isPPAAEnabled = true;
        _tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
        _renderFlags = 0;
        _continuousRendering = gameObject.GetComponent<Camera>() != null;
        _enableKeyboard = true;
        _enableMouse = true;
        _enableTouch = true;
        _enableGamepad = false;
        _emulateTouch = false;
        _useRealTimeClock = false;
    }

    Camera _myCamera;

    void OnEnable()
    {
        _commands = new UnityEngine.Rendering.CommandBuffer();

        if (GetComponent<Camera>() == null)
        {
            if (_texture != null && _textureCamera == null)
            {
                _textureCamera = gameObject.AddComponent<Camera>();
                _textureCamera.clearFlags = CameraClearFlags.SolidColor;
                _textureCamera.backgroundColor = new UnityEngine.Color(0.0f, 0.0f, 0.0f, 0.0f);
                _textureCamera.renderingPath = RenderingPath.Forward;
                _textureCamera.depthTextureMode = DepthTextureMode.None;
                _textureCamera.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort;
                _textureCamera.transparencySortMode = TransparencySortMode.Orthographic;
                _textureCamera.clearStencilAfterLightingPass = false;
#if UNITY_5_6_OR_NEWER
                _textureCamera.allowHDR = false;
#else
                _textureCamera.hdr = false;
#endif
                _textureCamera.useOcclusionCulling = false;
                _textureCamera.cullingMask = 0;
                _textureCamera.targetTexture = _texture;
                _textureCamera.enabled = false;
            }
        }

        _myCamera = GetComponent<Camera>();

        LoadXaml(false);

        Camera.onPreRender += PreRender;

        UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering += BeginCameraRendering;
        UnityEngine.Rendering.RenderPipelineManager.endFrameRendering += EndCameraRendering;

    }

    void OnDisable()
    {
        Camera.onPreRender -= PreRender;


        UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering -= BeginCameraRendering;
        UnityEngine.Rendering.RenderPipelineManager.endFrameRendering -= EndCameraRendering;

    }


    private void BeginCameraRendering(ScriptableRenderContext context, Camera[] cameras)
    {
        foreach (Camera camera in cameras)
        {
            if (_myCamera == camera)
            {
                RenderOffscreen();
            }
        }
    }

    private void EndCameraRendering(ScriptableRenderContext context, Camera[] cameras)
    {
        foreach (Camera camera in cameras)
        {
            if (_myCamera == camera)
            {
                RenderOnscreen();
            }
        }
    }

    public override void OnDestroy()
    {
        base.OnDestroy();
        if (_textureCamera != null)
        {
            UnityEngine.Object.Destroy(_textureCamera);
            _textureCamera = null;
        }

        DestroyView();
    }

    UnityEngine.EventSystems.PointerEventData _pointerData;

    private UnityEngine.Vector2 ProjectPointer(float x, float y)
    {
        if (_textureCamera == null)
        {
            return new UnityEngine.Vector2(x, UnityEngine.Screen.height - y);
        }
        else if (_texture != null)
        {
            // Project using texture coordinates

            // First try with Unity GUI RawImage objects
            UnityEngine.EventSystems.EventSystem eventSystem = UnityEngine.EventSystems.EventSystem.current;

            if (eventSystem != null && eventSystem.IsPointerOverGameObject())
            {
                UnityEngine.Vector2 pos = new UnityEngine.Vector2(x, y);

                if (_pointerData == null)
                {
                    _pointerData = new UnityEngine.EventSystems.PointerEventData(eventSystem)
                    {
                        pointerId = 0,
                        position = pos
                    };
                }
                else
                {
                    _pointerData.Reset();
                }

                _pointerData.delta = pos - _pointerData.position;
                _pointerData.position = pos;

                UnityEngine.RectTransform rect = GetComponent<UnityEngine.RectTransform>();

                if (rect != null &&
                    UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(
                        rect, _pointerData.position, _pointerData.pressEventCamera, out pos))
                {
                    UnityEngine.Vector2 pivot = new UnityEngine.Vector2(
                        rect.pivot.x * rect.rect.width,
                        rect.pivot.y * rect.rect.height);

                    float texCoordX = (pos.x + pivot.x) / rect.rect.width;
                    float texCoordY = (pos.y + pivot.y) / rect.rect.height;

                    float localX = _texture.width * texCoordX;
                    float localY = _texture.height * (1.0f - texCoordY);
                    return new UnityEngine.Vector2(localX, localY);
                }
            }

            // NOTE: A MeshCollider must be attached to the target to obtain valid
            // texture coordinates, otherwise Hit Testing won't work

            UnityEngine.Ray ray = UnityEngine.Camera.main.ScreenPointToRay(new UnityEngine.Vector3(x, y, 0));

            UnityEngine.RaycastHit hit;
            if (UnityEngine.Physics.Raycast(ray, out hit))
            {
                if (hit.collider.gameObject == gameObject)
                {
                    float localX = _texture.width * hit.textureCoord.x;
                    float localY = _texture.height * (1.0f - hit.textureCoord.y);
                    return new UnityEngine.Vector2(localX, localY);
                }
            }

            return new UnityEngine.Vector2(-1, -1);
        }

        return Vector2.zero;
    }

    private bool _touchEmulated = false;
    private UnityEngine.Vector3 _mousePos;

    private void UpdateMouse()
    {
        // mouse move
        if (_mousePos != UnityEngine.Input.mousePosition)
        {
            _mousePos = UnityEngine.Input.mousePosition;
            UnityEngine.Vector2 mouse = ProjectPointer(_mousePos.x, _mousePos.y);

            if (_emulateTouch && _touchEmulated)
            {
                _uiView.TouchMove((int)mouse.x, (int)mouse.y, 0);
            }
            else
            {
                _uiView.MouseMove((int)mouse.x, (int)mouse.y);
            }
        }

        try
        {
            // mouse wheel
            // NOTE: Scroll wheel axis produces deltas of 0,1 * Axis Sensitivity (def=1), and our
            // view expects a value of 120 as a tick in the mouse wheel
            int mouseWheel = (int)(UnityEngine.Input.GetAxis("Mouse ScrollWheel") * 1200.0f);
            if (mouseWheel != 0)
            {
                UnityEngine.Vector2 mouse = ProjectPointer(_mousePos.x, _mousePos.y);
                _uiView.MouseWheel((int)mouse.x, (int)mouse.y, mouseWheel);
            }
        }
        catch (Exception) { }
    }

    private void UpdateTouch()
    {
        for (int i = 0; i < UnityEngine.Input.touchCount; i++)
        {
            UnityEngine.Touch touch = UnityEngine.Input.GetTouch(i);
            uint id = (uint)touch.fingerId;
            UnityEngine.Vector2 pos = ProjectPointer(touch.position.x, touch.position.y);
            UnityEngine.TouchPhase phase = touch.phase;

            if (phase == UnityEngine.TouchPhase.Began)
            {
                _uiView.TouchDown((int)pos.x, (int)pos.y, id);
            }
            else if (phase == UnityEngine.TouchPhase.Moved || phase == UnityEngine.TouchPhase.Stationary)
            {
                _uiView.TouchMove((int)pos.x, (int)pos.y, id);
            }
            else
            {
                _uiView.TouchUp((int)pos.x, (int)pos.y, id);
            }
        }
    }

    [FlagsAttribute]
    enum GamepadButtons
    {
        Up = 1,
        Down = 2,
        Left = 4,
        Right = 8,
        Accept = 16,
        Cancel = 32,
        Menu = 64,
        View = 128,
        PageUp = 256,
        PageDown = 512,
        PageLeft = 1024,
        PageRight = 2048
    }

    private static readonly Dictionary<GamepadButtons, Noesis.Key> GamepadButtonsMap = new Dictionary<GamepadButtons, Noesis.Key>
    {
        { GamepadButtons.Up, Key.GamepadUp },
        { GamepadButtons.Down, Key.GamepadDown },
        { GamepadButtons.Left, Key.GamepadLeft },
        { GamepadButtons.Right, Key.GamepadRight },
        { GamepadButtons.Accept, Key.GamepadAccept },
        { GamepadButtons.Cancel, Key.GamepadCancel },
        { GamepadButtons.Menu, Key.GamepadMenu},
        { GamepadButtons.View, Key.GamepadView },
        { GamepadButtons.PageUp, Key.GamepadPageUp },
        { GamepadButtons.PageDown, Key.GamepadPageDown },
        { GamepadButtons.PageLeft, Key.GamepadPageLeft },
        { GamepadButtons.PageRight, Key.GamepadPageRight },
    };

    private GamepadButtons _gamepadButtons = 0;

    //======================================================================================================================================
    //Hooks into new input system
    //DO NOT TOUCH OR DELETE WITHOUT TALKING TO JAKE
    //======================================================================================================================================
    //Accept Button
    protected override void FaceButton_Down(EKeyState keyState = EKeyState.RELEASE)
    {
        Debug.Log("Noesis Accept");
        GamepadButtons gamepadButtons = 0;
        if (keyState == EKeyState.RELEASE)
        {
            gamepadButtons |= GamepadButtons.Accept;
        }
        applyButtons(gamepadButtons);
    }

    //Cancel Button
    protected override void FaceButton_Right(EKeyState keyState = EKeyState.PRESS)
    {
        Debug.Log("Noesis Cancel");
        GamepadButtons gamepadButtons = 0;
        if (keyState == EKeyState.PRESS)
        {
            gamepadButtons |= GamepadButtons.Cancel;
        }
        applyButtons(gamepadButtons);
    }


    //Hook into Noesis GUi to use the new input system.
    private void applyButtons(GamepadButtons gamepad)
    {
        GamepadButtons gamepadButtons = gamepad;
        GamepadButtons delta = gamepadButtons ^ _gamepadButtons;

        if (delta != 0)
        {
            foreach (var pair in GamepadButtonsMap)
            {
                if ((delta & pair.Key) > 0)
                {
                    if ((gamepadButtons & pair.Key) > 0)
                    {
                        _uiView.KeyDown(pair.Value);
                    }
                    else
                    {
                        _uiView.KeyUp(pair.Value);
                    }
                }
            }
        }
        _gamepadButtons = gamepadButtons;
    }

    private void UpdateGamepad()
    {
        GamepadButtons gamepadButtons = 0;

        try { if (Input.GetAxis("Noesis_Vertical") > 0.5f) gamepadButtons |= GamepadButtons.Up; } catch (Exception) { }
        try { if (Input.GetAxis("Noesis_Vertical") < -0.5f) gamepadButtons |= GamepadButtons.Down; } catch (Exception) { }

        try { if (Input.GetAxis("Noesis_Horizontal") > 0.5f) gamepadButtons |= GamepadButtons.Right; } catch (Exception) { }
        try { if (Input.GetAxis("Noesis_Horizontal") < -0.5f) gamepadButtons |= GamepadButtons.Left; } catch (Exception) { }

        try { if (Input.GetButton("Noesis_Accept")) gamepadButtons |= GamepadButtons.Accept; } catch (Exception) { }
        try { if (Input.GetButton("Noesis_Cancel")) gamepadButtons |= GamepadButtons.Cancel; } catch (Exception) { }
        
        try { if (Input.GetButton("Noesis_Menu")) gamepadButtons |= GamepadButtons.Menu; } catch (Exception) { }
        try { if (Input.GetButton("Noesis_View")) gamepadButtons |= GamepadButtons.View; } catch (Exception) { }

        try { if (Input.GetButton("Noesis_PageLeft")) gamepadButtons |= GamepadButtons.PageLeft; } catch (Exception) { }
        try { if (Input.GetButton("Noesis_PageRight")) gamepadButtons |= GamepadButtons.PageRight; } catch (Exception) { }

        try { if (Input.GetAxis("Noesis_PageUp") > 0.5f) gamepadButtons |= GamepadButtons.PageUp; } catch (Exception) { }
        try { if (Input.GetAxis("Noesis_PageDown") > 0.5f) gamepadButtons |= GamepadButtons.PageDown; } catch (Exception) { }

        try { float v = Input.GetAxisRaw("Noesis_Scroll"); if (Math.Abs(v) > 0.05f) _uiView.Scroll(v); } catch (Exception) { }
        try { float v = Input.GetAxisRaw("Noesis_HScroll"); if (Math.Abs(v) > 0.05f) _uiView.HScroll(v); } catch (Exception) { }

        GamepadButtons delta = gamepadButtons ^ _gamepadButtons;
        if (delta != 0)
        {
            foreach (var pair in GamepadButtonsMap)
            {
                if ((delta & pair.Key) > 0)
                {
                    if ((gamepadButtons & pair.Key) > 0)
                    {
                        _uiView.KeyDown(pair.Value);
                    }
                    else
                    {
                        _uiView.KeyUp(pair.Value);
                    }
                }
            }
        }

        _gamepadButtons = gamepadButtons;
    }

    private void UpdateInputs()
    {
        if (_enableMouse)
        {
            UpdateMouse();
        }

        if (_enableTouch)
        {
            UpdateTouch();
        }

        if (_enableGamepad)
        {
            UpdateGamepad();
        }
    }

    private void UpdateSettings()
    {
        if (_myCamera != null)
        {
            _uiView.SetSize(_myCamera.pixelWidth, _myCamera.pixelHeight);
        }

        _uiView.SetIsPPAAEnabled(_isPPAAEnabled);
        _uiView.SetTessellationMaxPixelError(_tessellationMaxPixelError);
        _uiView.SetFlags(_renderFlags);
    }

    private bool _visible = true;

    void LateUpdate()
    {
        if (_uiView != null && _visible)
        {
            UpdateInputs();
            UpdateSettings();
            NoesisUnity.IME.Update(_uiView);
            NoesisUnity.TouchKeyboard.Update();
            Noesis_UnityUpdate();
            _needsRendering = _uiView.Update(_useRealTimeClock ? Time.realtimeSinceStartup : Time.time);

            if (_textureCamera != null)
            {
                if (_continuousRendering || _needsRendering)
                {
                    _textureCamera.Render();
                }
            }
        }
    }

    void OnBecameInvisible()
    {
        if (_uiView != null && _textureCamera != null)
        {
            _visible = false;
        }
    }

    void OnBecameVisible()
    {
        if (_uiView != null && _textureCamera != null)
        {
            _visible = true;
        }
    }

    private bool _updatePending = true;

    private void PreRender(Camera cam)
    {
        // In case there are several cameras rendering to the same texture (Camera Stacking),
        // the camera rendered first (less depth) is the one that must apply our offscreen phase
        // to avoid inefficient Load/Store in Tiled architectures
        // Note that camera stacking is deprecated in LWRP and HDRP
        if (_updatePending && cam.targetTexture == _myCamera.targetTexture && cam.depth <= _myCamera.depth)
        {
            RenderOffscreen();
            _updatePending = false;
        }
    }

    private void RenderOffscreen()
    {
        if (_uiView != null && _visible)
        {
            _commands.Clear();
            _commands.name = "NoesisView_Offscreen";
            NoesisRenderer.RenderOffscreen(_uiView, _commands);
            Graphics.ExecuteCommandBuffer(_commands);

            // CommandBuffer.IssuePluginEventAndData does not invalidate state (CommandBuffer.IssuePluginEvent does)
            GL.InvalidateState();

            // Unity should restore the render target at this point but sometimes (for example a scene without lights)
            // it doesn't. We use this hack to flush the active render target and force unity to set the camera RT afterward
            RenderTexture surface = RenderTexture.GetTemporary(1, 1);
            Graphics.SetRenderTarget(surface);
            RenderTexture.ReleaseTemporary(surface);
        }
    }

    private bool IsGL()
    {
        return
            SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 ||
            SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 ||
            SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore;
    }

    private bool FlipRender()
    {
        // In D3D when Unity is rendering to an intermmediate texture instead of the back buffer, we need to vertically flip the output
        // Note that camera.activeTexture should only be checked from OnPostRender
        if (!IsGL())
        {
            return _myCamera.activeTexture != null;
        }

        return false;
    }

    private void RenderOnscreen()
    {
        if (_uiView != null && _visible)
        {
            _commands.Clear();
            _commands.name = "NoesisView_Onscreen";
            NoesisRenderer.RenderOnscreen(_uiView, FlipRender(), _commands);
            Graphics.ExecuteCommandBuffer(_commands);

            GL.InvalidateState();

            if (_texture != null)
            {
                _texture.DiscardContents(false, true);
            }

            _updatePending = true;
        }
    }

    private void OnPostRender()
    {
        RenderOnscreen();
    }

    private UnityEngine.EventModifiers _modifiers = 0;

    private void ProcessModifierKey(EventModifiers modifiers, EventModifiers delta, EventModifiers flag, Noesis.Key key)
    {
        if ((delta & flag) > 0)
        {
            if ((modifiers & flag) > 0)
            {
                _uiView.KeyDown(key);
            }
            else
            {
                _uiView.KeyUp(key);
            }
        }
    }

    private bool HitTest(float x, float y)
    {
        return VisualTreeHelper.HitTest(_uiView.Content, new Point(x, y)).VisualHit != null;
    }

#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
    private static int lastFrame;
    private static Noesis.Key lastKeyDown;
#endif

    private void ProcessEvent(UnityEngine.Event ev, bool enableKeyboard, bool enableMouse, bool emulateTouch)
    {
        // Process keyboard modifiers
        if (enableKeyboard)
        {
            EventModifiers delta = ev.modifiers ^ _modifiers;
            if (delta > 0)
            {
                _modifiers = ev.modifiers;

                ProcessModifierKey(ev.modifiers, delta, EventModifiers.Shift, Key.LeftShift);
                ProcessModifierKey(ev.modifiers, delta, EventModifiers.Control, Key.LeftCtrl);
                ProcessModifierKey(ev.modifiers, delta, EventModifiers.Command, Key.LeftCtrl);
                ProcessModifierKey(ev.modifiers, delta, EventModifiers.Alt, Key.LeftAlt);
            }
        }

        switch (ev.type)
        {
            case UnityEngine.EventType.MouseDown:
                {
                    if (enableMouse)
                    {
                        UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);

                        if (HitTest(mouse.x, mouse.y))
                        {
                            ev.Use();
                        }

                        if (emulateTouch)
                        {
                            _uiView.TouchDown((int)mouse.x, (int)mouse.y, 0);
                            _touchEmulated = true;
                        }
                        else
                        {
                            // Ignore events generated by Unity to simulate a mouse down when a touch event occurs
                            bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
                            if (!mouseEmulated)
                            {
                                if (ev.clickCount == 1)
                                {
                                    _uiView.MouseButtonDown((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
                                }
                                else
                                {
                                    _uiView.MouseDoubleClick((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
                                }
                            }
                        }
                    }
                    break;
                }
            case UnityEngine.EventType.MouseUp:
                {
                    if (enableMouse)
                    {
                        UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);

                        if (HitTest(mouse.x, mouse.y))
                        {
                            ev.Use();
                        }

                        if (emulateTouch && _touchEmulated)
                        {
                            _uiView.TouchUp((int)mouse.x, (int)mouse.y, 0);
                            _touchEmulated = false;
                        }
                        else
                        {
                            // Ignore events generated by Unity to simulate a mouse up when a touch event occurs
                            bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
                            if (!mouseEmulated)
                            {
                                _uiView.MouseButtonUp((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
                            }
                        }
                    }
                    break;
                }
            case UnityEngine.EventType.KeyDown:
                {
                    if (enableKeyboard)
                    {
                        // Don't process key when IME composition is being used
                        if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
                        {
                            Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
                            if (noesisKeyCode != Noesis.Key.None)
                            {
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
                            // In OSX Standalone, CMD + key always sends two KeyDown events for the key.
                            // This seems to be a bug in Unity. 
                            if (!ev.command || lastFrame != Time.frameCount || lastKeyDown != noesisKeyCode)
                            {
                                lastFrame = Time.frameCount;
                                lastKeyDown = noesisKeyCode;
#endif
                                _uiView.KeyDown(noesisKeyCode);
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
                            }
#endif
                            }
                        }

                        if (ev.character != 0)
                        {
                            // Filter out character events when CTRL is down
                            bool isControl = (_modifiers & EventModifiers.Control) != 0 || (_modifiers & EventModifiers.Command) != 0;
                            bool isAlt = (_modifiers & EventModifiers.Alt) != 0;
                            bool filter = isControl && !isAlt;

                            if (!filter)
                            {
#if !UNITY_EDITOR && UNITY_STANDALONE_LINUX
                            // It seems that linux is sending KeySyms instead of Unicode points
                            // https://github.com/substack/node-keysym/blob/master/data/keysyms.txt
                            ev.character = NoesisKeyCodes.KeySymToUnicode(ev.character);
#endif
                                _uiView.Char((uint)ev.character);
                            }
                        }

                    }
                    break;
                }
            case UnityEngine.EventType.KeyUp:
                {
                    // Don't process key when IME composition is being used
                    if (enableKeyboard)
                    {
                        if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
                        {
                            Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
                            if (noesisKeyCode != Noesis.Key.None)
                            {
                                _uiView.KeyUp(noesisKeyCode);
                            }
                        }
                    }
                    break;
                }
        }
    }

    void OnGUI()
    {
        if (_uiView != null)
        {
            UnityEngine.GUI.depth = -(int)_myCamera.depth;
            ProcessEvent(UnityEngine.Event.current, _enableKeyboard, _enableMouse, _emulateTouch);
        }
    }

    void OnApplicationFocus(bool focused)
    {
        if (_uiView != null)
        {
            if (NoesisUnity.TouchKeyboard.keyboard == null)
            {
                if (focused)
                {
                    _uiView.Activate();
                }
                else
                {
                    _uiView.Deactivate();
                }
            }
        }
    }
    #endregion

    void SetRenderSettings()
    {
        NoesisSettings settings = NoesisSettings.Get();

        bool linearRendering = false;

        switch (settings.linearRendering)
        {
            case NoesisSettings.LinearRendering._SamesAsUnity:
                {
                    linearRendering = QualitySettings.activeColorSpace == ColorSpace.Linear;
                    break;
                }
            case NoesisSettings.LinearRendering._Enabled:
                {
                    linearRendering = true;
                    break;
                }
            case NoesisSettings.LinearRendering._Disabled:
                {
                    linearRendering = false;
                    break;
                }
        }

        int sampleCount = 1;

        switch (settings.offscreenSampleCount)
        {
            case NoesisSettings.OffscreenSampleCount._SameAsUnity:
                {
                    sampleCount = QualitySettings.antiAliasing;
                    break;
                }
            case NoesisSettings.OffscreenSampleCount._1x:
                {
                    sampleCount = 1;
                    break;
                }
            case NoesisSettings.OffscreenSampleCount._2x:
                {
                    sampleCount = 2;
                    break;
                }
            case NoesisSettings.OffscreenSampleCount._4x:
                {
                    sampleCount = 4;
                    break;
                }
            case NoesisSettings.OffscreenSampleCount._8x:
                {
                    sampleCount = 8;
                    break;
                }
        }

        uint offscreenDefaultNumSurfaces = settings.offscreenInitSurfaces;
        uint offscreenMaxNumSurfaces = settings.offscreenMaxSurfaces;
        uint glyphCacheMeshThreshold = settings.glyphMeshThreshold;

        int glyphCacheTextureWidth = 1024;
        int glyphCacheTextureHeight = 1024;

        switch (settings.glyphTextureSize)
        {
            case NoesisSettings.TextureSize._256x256:
                {
                    glyphCacheTextureWidth = 256;
                    glyphCacheTextureHeight = 256;
                    break;
                }
            case NoesisSettings.TextureSize._512x512:
                {
                    glyphCacheTextureWidth = 512;
                    glyphCacheTextureHeight = 512;
                    break;
                }
            case NoesisSettings.TextureSize._1024x1024:
                {
                    glyphCacheTextureWidth = 1024;
                    glyphCacheTextureHeight = 1024;
                    break;
                }
            case NoesisSettings.TextureSize._2048x2048:
                {
                    glyphCacheTextureWidth = 2048;
                    glyphCacheTextureHeight = 2048;
                    break;
                }
            case NoesisSettings.TextureSize._4096x4096:
                {
                    glyphCacheTextureWidth = 4096;
                    glyphCacheTextureHeight = 4096;
                    break;
                }
        }

        int colorGlyphCacheTextureWidth = 0;
        int colorGlyphCacheTextureHeight = 0;

        switch (settings.colorGlyphTextureSize)
        {
            case NoesisSettings.ColorTextureSize._Auto:
                {
                    colorGlyphCacheTextureWidth = 0;
                    colorGlyphCacheTextureHeight = 0;
                    break;
                }
            case NoesisSettings.ColorTextureSize._256x256:
                {
                    colorGlyphCacheTextureWidth = 256;
                    colorGlyphCacheTextureHeight = 256;
                    break;
                }
            case NoesisSettings.ColorTextureSize._512x512:
                {
                    colorGlyphCacheTextureWidth = 512;
                    colorGlyphCacheTextureHeight = 512;
                    break;
                }
            case NoesisSettings.ColorTextureSize._1024x1024:
                {
                    colorGlyphCacheTextureWidth = 1024;
                    colorGlyphCacheTextureHeight = 1024;
                    break;
                }
            case NoesisSettings.ColorTextureSize._2048x2048:
                {
                    colorGlyphCacheTextureWidth = 2048;
                    colorGlyphCacheTextureHeight = 2048;
                    break;
                }
            case NoesisSettings.ColorTextureSize._4096x4096:
                {
                    colorGlyphCacheTextureWidth = 4096;
                    colorGlyphCacheTextureHeight = 4096;
                    break;
                }
        }

        Noesis_RendererSettings(linearRendering, sampleCount, offscreenDefaultNumSurfaces,
            offscreenMaxNumSurfaces, glyphCacheTextureWidth, glyphCacheTextureHeight,
            colorGlyphCacheTextureWidth, colorGlyphCacheTextureHeight, glyphCacheMeshThreshold);
    }

    private void CreateView(FrameworkElement content)
    {
        if (_uiView == null)
        {
            // Send settings for the internal device, created by the first view
            SetRenderSettings();

            _uiView = new Noesis.View(content);

            _commands.Clear();
            NoesisRenderer.RegisterView(_uiView, _commands);
            Graphics.ExecuteCommandBuffer(_commands);
        }
    }

    private void DestroyView()
    {
        if (_uiView != null)
        {
            _commands.Clear();
            NoesisRenderer.UnregisterView(_uiView, _commands);
            Graphics.ExecuteCommandBuffer(_commands);

            _uiView = null;
        }
    }

    private Noesis.View _uiView;
    private Camera _textureCamera;
    private UnityEngine.Rendering.CommandBuffer _commands;
    private bool _needsRendering = false;

    #region Serialized properties
    public NoesisXaml _xaml;
    public RenderTexture _texture;

    public bool _isPPAAEnabled = true;
    public float _tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
    public RenderFlags _renderFlags = 0;
    public bool _continuousRendering = true;

    public bool _enableKeyboard = true;
    public bool _enableMouse = true;
    public bool _enableTouch = true;
    public bool _enableGamepad = false;
    public bool _emulateTouch = false;
    public bool _useRealTimeClock = false;
    #endregion

    #region Imports
    [DllImport(Library.Name)]
    static extern void Noesis_UnityUpdate();

    [DllImport(Library.Name)]
    static extern void Noesis_RendererSettings(bool linearSpaceRendering, int offscreenSampleCount,
        uint offscreenDefaultNumSurfaces, uint offscreenMaxNumSurfaces, int glyphCacheTextureWidth,
        int glyphCacheTextureHeight, int colorGlyphCacheTextureWidth, int colorGlyphCacheTextureHeight,
        uint glyphCacheMeshTreshold);
    #endregion

    #endregion
}
NoesisView.cs (44,719 bytes)   
PlatformWindows

Activities

jsantos

jsantos

2019-08-28 12:04

manager   ~0005942

The changes you made to NoesisView are not safe and even if they work they are not going to be very efficient if you have more than one camera active at the same time. I assume, you only use one camera right?

I also assume that this is only happening with HDRP right? HDRP is still quite unstable in Unity and the API is still being changed (https://www.noesisengine.com/forums/viewtopic.php?f=3&t=1669). We recommend doing the changes in the HDRP code itself, because that's the way it will work in the final version (right now, they are not invoking the callbacks).

Regarding crashes, the callstack is not as useful as a minidump, could you please attach it? (for 2.2.4)

bungarra

bungarra

2019-08-29 02:43

reporter   ~0005945

We have attached the crash dump

crash.zip (333,518 bytes)
jsantos

jsantos

2020-09-14 01:42

manager   ~0006625

This should be fixed in 3.0.X, please reopen again if you still observe the issue.

Issue History

Date Modified Username Field Change
2019-08-28 09:40 bungarra New Issue
2019-08-28 09:40 bungarra Tag Attached: C#
2019-08-28 09:40 bungarra Tag Attached: Unity
2019-08-28 09:40 bungarra File Added: NoesisView.cs
2019-08-28 12:00 jsantos Assigned To => jsantos
2019-08-28 12:00 jsantos Status new => assigned
2019-08-28 12:04 jsantos Note Added: 0005942
2019-08-29 02:43 bungarra File Added: crash.zip
2019-08-29 02:43 bungarra Note Added: 0005945
2020-09-14 01:42 jsantos Status assigned => resolved
2020-09-14 01:42 jsantos Resolution open => fixed
2020-09-14 01:42 jsantos Note Added: 0006625
2020-09-14 01:56 jsantos View Status private => public
2020-09-14 01:56 jsantos Description Updated
2025-10-10 13:29 jsantos Category Unity3D => Unity