// Copyright (c) 2025 Vuplex Inc. All rights reserved.
//
// Licensed under the Vuplex Commercial Software Library License, you may
// not use this file except in compliance with the License. You may obtain
// a copy of the License at
//
// https://vuplex.com/commercial-library-license
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
using Vuplex.WebView.Internal;
namespace Vuplex.WebView {
///
/// The Windows IWebView implementation.
///
public class WindowsWebView : StandaloneWebView, IWebView {
public WebPluginType PluginType { get; } = WebPluginType.Windows;
public override void Dispose() {
// Cancel the render if it has been scheduled via GL.IssuePluginEvent().
WebView_removePointer(_nativeWebViewPtr);
base.Dispose();
}
public static WindowsWebView Instantiate() => new GameObject().AddComponent();
readonly WaitForEndOfFrame _waitForEndOfFrame = new WaitForEndOfFrame();
protected override GraphicsDeviceType[] _getSupportedGraphicsApis() => new [] { GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Direct3D12 };
protected override TextureFormat _getTextureFormat() {
// - BGRA32 needs to be specified for D3D12 or else the graphics device will be removed with reason DXGI_ERROR_INVALID_CALL.
// - BGRA32 is specified for D3D11 w/ accelerated paint disabled in order to avoid the following warning:
// > d3d11: Creating a default shader resource view with dxgi-fmt=28 for a texture that uses dxgi-fmt=87
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 || !_acceleratedPaintEnabled) {
return TextureFormat.BGRA32;
}
// Use the default RGBA32 format for D3D11 w/ accelerated paint enabled in order to avoid a dxgi-fmt warning like the one mentioned above.
return base._getTextureFormat();
}
protected override StandaloneWebView _instantiate() => Instantiate();
// Start the coroutine from OnEnable so that the coroutine
// is restarted if the object is deactivated and then reactivated.
void OnEnable() => StartCoroutine(_renderPluginOncePerFrame());
IEnumerator _renderPluginOncePerFrame() {
while (true) {
if (Application.isBatchMode) {
// When Unity is launched in batch mode from the command line,
// WaitForEndOfFrame() never returns, which can cause automated tests to fail.
yield return null;
} else {
yield return _waitForEndOfFrame;
}
if (_nativeWebViewPtr != IntPtr.Zero && !IsDisposed) {
int pointerId = WebView_depositPointer(_nativeWebViewPtr);
GL.IssuePluginEvent(WebView_getRenderFunction(), pointerId);
}
}
}
[DllImport(_dllName)]
static extern int WebView_depositPointer(IntPtr pointer);
[DllImport(_dllName)]
static extern IntPtr WebView_getRenderFunction();
[DllImport(_dllName)]
static extern void WebView_removePointer(IntPtr pointer);
}
}
#endif