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| 1 | + |
| 2 | +using UnityEngine; |
| 3 | +using System.Collections; |
| 4 | +using Unity.Barracuda; |
| 5 | + |
| 6 | +public class GraphicsWorker: MonoBehaviour |
| 7 | +{ |
| 8 | + |
| 9 | + public static IWorker GetWorker(Model model) |
| 10 | + { |
| 11 | + IWorker worker; |
| 12 | + #if UNITY_IOS //Only IOS |
| 13 | + Debug.Log("Graphics API: " + SystemInfo.graphicsDeviceType); |
| 14 | + if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal) |
| 15 | + { |
| 16 | + //IOS 11 needed for ARKit, IOS 11 has Metal support only, therefore GPU can run |
| 17 | + var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU |
| 18 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 19 | + } |
| 20 | + else |
| 21 | + { |
| 22 | + //If Metal support is dropped for some reason, fall back to CPU |
| 23 | + var workerType = WorkerFactory.Type.CSharpBurst; // CPU |
| 24 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 25 | + } |
| 26 | + |
| 27 | + #elif UNITY_ANDROID //Only Android |
| 28 | + Debug.Log("Graphics API: " + SystemInfo.graphicsDeviceType); |
| 29 | + if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Vulkan) |
| 30 | + { |
| 31 | + //Vulkan on Android supports GPU |
| 32 | + //However, ARCore does not currently support Vulkan, when it does, this line will work |
| 33 | + var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU |
| 34 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 35 | + } |
| 36 | + else |
| 37 | + { |
| 38 | + //If not vulkan, fall back to CPU |
| 39 | + var workerType = WorkerFactory.Type.CSharpBurst; // CPU |
| 40 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 41 | + } |
| 42 | + |
| 43 | + #elif UNITY_WEBGL //Only WebGL |
| 44 | + Debug.Log("Graphics API: " + SystemInfo.graphicsDeviceType); |
| 45 | + //WebGL only supports CPU |
| 46 | + var workerType = WorkerFactory.Type.CSharpBurst; // CPU |
| 47 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 48 | + |
| 49 | + #else //Any other platform |
| 50 | + Debug.Log("Graphics API: " + SystemInfo.graphicsDeviceType); |
| 51 | + // https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/SupportedPlatforms.html |
| 52 | + //var workerType = WorkerFactory.Type.CSharpBurst; // CPU |
| 53 | + var workerType = WorkerFactory.Type.ComputePrecompiled; // GPU |
| 54 | + worker = WorkerFactory.CreateWorker(workerType, model); |
| 55 | + #endif |
| 56 | + |
| 57 | + return worker; |
| 58 | + } |
| 59 | +} |
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