how to implement native rendering plugin #2812
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I think this is already supported, although it can be improved and documented better. I'm currently in the process of rewriting the DirectX part of Here you can see the NativeBuffer property of While this is For example, this method retrieves the With these, it should be quite simple to interop with any native system, whether in C# or another language. Is that what you were referring to? |
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Subject: Implementing Native Rendering Plugin in Stride Engine Using STRIDE
Goal: Replicate Unity’s Native Rendering Plugin workflow in Stride for cross-platform GPU optimization.
Background Context
In Unity, the NativeRenderingPlugin enables direct C++ GPU communication, bypassing managed-code overhead. Key features include:
Low-level API access (DirectX/Vulkan/Metal/OpenGL) for custom rendering pipelines .
Thread-safe rendering via GL.IssuePluginEvent to sync Unity’s render thread with native code .
Multi-platform support (Windows, Android, iOS, WebGL) .
Challenge in Stride
Stride’s documentation lacks explicit guidance for native plugin integration at the rendering-thread level. Specific hurdles:
Context Sharing
How to share Stride’s GPU context (e.g., Direct3D11/12, Vulkan) with a C++ plugin?
Unity Approach: Uses Texture.GetNativeTexturePtr / Mesh.GetNativeVertexBufferPtr .
Stride Gap: Equivalent APIs or interop methods are unclear.
Thread Synchronization
How to inject native rendering commands into Stride’s render thread?
Unity Approach: GL.IssuePluginEvent triggers native callbacks on the render thread .
Stride Gap: No documented equivalent event system.
Platform-Specific Backends
How to handle graphics API variances (e.g., Metal on iOS, Vulkan on Android)?
Unity Approach: Backend-specific RenderAPI implementations (e.g., RenderAPIMetal.mm ) .
Stride Gap: Stride’s GraphicsDevice abstraction may require adapter patterns.
Thanks.
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