Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>Called when the rendering has completed.</summary>
/// <param name="cmd">A command buffer that can be used.</param>
/// <param name="buffers">The buffers that has been requested.</param>
/// <param name="outputProperties">Several properties that were computed for this frame.</param>
public delegate void FramePassCallback(CommandBuffer cmd, List<RTHandle> buffers, RenderOutputProperties outputProperties);
/// <summary>
/// Called to allocate a RTHandle for a specific AOVBuffer.
/// </summary>
/// <param name="aovBufferId">The AOVBuffer to allocatE.</param>
public delegate RTHandle AOVRequestBufferAllocator(AOVBuffers aovBufferId);
/// <summary>Called when the rendering has completed.</summary>
/// <param name="cmd">A command buffer that can be used.</param>
/// <param name="buffers">The buffers that has been requested.</param>
/// <param name="outputProperties">Several properties that were computed for this frame.</param>
public delegate void FramePassCallbackEx(CommandBuffer cmd, List<RTHandle> buffers, List<RTHandle> customPassbuffers, RenderOutputProperties outputProperties);
/// <summary>
/// Called to allocate a RTHandle for a specific custom pass AOVBuffer.
/// </summary>
/// <param name="aovBufferId">The AOVBuffer to allocatE.</param>
public delegate RTHandle AOVRequestCustomPassBufferAllocator(CustomPassAOVBuffers aovBufferId);
/// <summary>Describes a frame pass.</summary>
public struct AOVRequestData
{
/// <summary>Default frame pass settings.</summary>
[Obsolete("Since 2019.3, use AOVRequestData.NewDefault() instead.")]
public static readonly AOVRequestData @default = default;
/// <summary>
/// Instantiate a new AOV request data with default values.
///
/// Note: Allocates memory by the garbage collector.
/// If you intend only to read the default values, you should use <see cref="defaultAOVRequestDataNonAlloc"/>.
/// </summary>
/// <returns>A new AOV request data with default values.</returns>
public static AOVRequestData NewDefault() => new AOVRequestData
{
m_Settings = AOVRequest.NewDefault(),
m_RequestedAOVBuffers = new AOVBuffers[] { },
m_Callback = null
};
/// <summary>Default frame pass settings.</summary>
public static readonly AOVRequestData defaultAOVRequestDataNonAlloc = NewDefault();
private AOVRequest m_Settings;
private AOVBuffers[] m_RequestedAOVBuffers;
private CustomPassAOVBuffers[] m_CustomPassAOVBuffers;
private FramePassCallback m_Callback;
private FramePassCallbackEx m_CallbackEx;
private readonly AOVRequestBufferAllocator m_BufferAllocator;
private readonly AOVRequestCustomPassBufferAllocator m_CustomPassBufferAllocator;
private List<GameObject> m_LightFilter;
/// <summary>Whether this frame pass is valid.</summary>
public bool isValid => (m_RequestedAOVBuffers != null || m_CustomPassAOVBuffers != null) && (m_Callback != null || m_CallbackEx != null);
/// <summary>Whether internal rendering should be done at the same format as the user allocated AOV output buffer.</summary>
public bool overrideRenderFormat => m_Settings.overrideRenderFormat;
/// <summary>Create a new frame pass.</summary>
/// <param name="settings">Settings to use.</param>
/// <param name="bufferAllocator">Buffer allocators to use.</param>
/// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param>
/// <param name="requestedAOVBuffers">The requested buffers for the callback.</param>
/// <param name="callback">The callback to execute.</param>
public AOVRequestData(
AOVRequest settings,
AOVRequestBufferAllocator bufferAllocator,
List<GameObject> lightFilter,
AOVBuffers[] requestedAOVBuffers,
FramePassCallback callback
)
{
m_Settings = settings;
m_BufferAllocator = bufferAllocator;
m_RequestedAOVBuffers = requestedAOVBuffers;
m_LightFilter = lightFilter;
m_Callback = callback;
m_CallbackEx = null;
m_CustomPassAOVBuffers = null;
m_CustomPassBufferAllocator = null;
}
/// <summary>Create a new frame pass.</summary>
/// <param name="settings">Settings to use.</param>
/// <param name="bufferAllocator">Buffer allocators to use.</param>
/// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param>
/// <param name="requestedAOVBuffers">The requested buffers for the callback.</param>
/// <param name="customPassAOVBuffers">The custom pass buffers that will be captured.</param>
/// <param name="customPassBufferAllocator">Buffer allocators to use for custom passes.</param>
/// <param name="callback">The callback to execute.</param>
public AOVRequestData(
AOVRequest settings,
AOVRequestBufferAllocator bufferAllocator,
List<GameObject> lightFilter,
AOVBuffers[] requestedAOVBuffers,
CustomPassAOVBuffers[] customPassAOVBuffers,
AOVRequestCustomPassBufferAllocator customPassBufferAllocator,
FramePassCallbackEx callback
)
{
m_Settings = settings;
m_BufferAllocator = bufferAllocator;
m_RequestedAOVBuffers = requestedAOVBuffers;
m_CustomPassAOVBuffers = customPassAOVBuffers;
m_CustomPassBufferAllocator = customPassBufferAllocator;
m_LightFilter = lightFilter;
m_Callback = null;
m_CallbackEx = callback;
}
/// <summary>Allocate texture if required.</summary>
/// <param name="textures">A buffer of texture ready to use.</param>
public void AllocateTargetTexturesIfRequired(ref List<RTHandle> textures)
{
if (!isValid || textures == null)
return;
textures.Clear();
if (m_RequestedAOVBuffers != null)
{
foreach (var bufferId in m_RequestedAOVBuffers)
textures.Add(m_BufferAllocator(bufferId));
}
}
/// <summary>Allocate texture if required.</summary>
/// <param name="textures">A buffer of textures ready to use.</param>
/// <param name="customPassTextures">A buffer of textures ready to use for custom pass AOVs.</param>
public void AllocateTargetTexturesIfRequired(ref List<RTHandle> textures, ref List<RTHandle> customPassTextures)
{
if (!isValid || textures == null)
return;
textures.Clear();
customPassTextures.Clear();
if (m_RequestedAOVBuffers != null)
{
foreach (var bufferId in m_RequestedAOVBuffers)
{
var rtHandle = m_BufferAllocator(bufferId);
textures.Add(rtHandle);
if (rtHandle == null)
{
Debug.LogError("Allocation for requested AOVBuffers ID: " + bufferId.ToString() + " have fail. Please ensure the callback allocator do the correct allocation.");
}
}
}
if (m_CustomPassAOVBuffers != null)
{
foreach (var aovBufferId in m_CustomPassAOVBuffers)
{
var rtHandle = m_CustomPassBufferAllocator(aovBufferId);
customPassTextures.Add(rtHandle);
if (rtHandle == null)
{
Debug.LogError("Allocation for requested AOVBuffers ID: " + aovBufferId.ToString() + " have fail. Please ensure the callback for custom pass allocator do the correct allocation.");
}
}
}
}
internal void OverrideBufferFormatForAOVs(ref GraphicsFormat format, List<RTHandle> aovBuffers)
{
if (m_RequestedAOVBuffers == null || aovBuffers.Count == 0)
{
return;
}
var index = Array.IndexOf(m_RequestedAOVBuffers, AOVBuffers.Color);
if (index < 0)
{
index = Array.IndexOf(m_RequestedAOVBuffers, AOVBuffers.Output);
}
if (index >= 0)
{
format = aovBuffers[index].rt.graphicsFormat;
}
}
class PushCameraTexturePassData
{
public TextureHandle source;
// Not super clean to not use TextureHandles here. In practice it's ok because those texture are never passed back to any other render pass.
public RTHandle target;
}
internal void PushCameraTexture(
RenderGraph renderGraph,
AOVBuffers aovBufferId,
HDCamera camera,
TextureHandle source,
List<RTHandle> targets
)
{
if (!isValid || m_RequestedAOVBuffers == null)
return;
Assert.IsNotNull(m_RequestedAOVBuffers);
Assert.IsNotNull(targets);
var index = Array.IndexOf(m_RequestedAOVBuffers, aovBufferId);
if (index == -1)
return;
using (var builder = renderGraph.AddRenderPass<PushCameraTexturePassData>("Push AOV Camera Texture", out var passData, ProfilingSampler.Get(HDProfileId.AOVOutput + (int)aovBufferId)))
{
passData.source = builder.ReadTexture(source);
passData.target = targets[index];
builder.SetRenderFunc(
(PushCameraTexturePassData data, RenderGraphContext ctx) =>
{
HDUtils.BlitCameraTexture(ctx.cmd, data.source, data.target);
});
}
}
class PushCustomPassTexturePassData
{
public TextureHandle source;
public RTHandle customPassSource;
// Not super clean to not use TextureHandles here. In practice it's ok because those texture are never passed back to any other render pass.
public RTHandle target;
}
internal void PushCustomPassTexture(
RenderGraph renderGraph,
CustomPassInjectionPoint injectionPoint,
TextureHandle cameraSource,
Lazy<RTHandle> customPassSource,
List<RTHandle> targets
)
{
if (!isValid || m_CustomPassAOVBuffers == null)
return;
Assert.IsNotNull(targets);
int index = -1;
for (int i = 0; i < m_CustomPassAOVBuffers.Length; ++i)
{
if (m_CustomPassAOVBuffers[i].injectionPoint == injectionPoint)
{
index = i;
break;
}
}
if (index == -1)
return;
using (var builder = renderGraph.AddRenderPass<PushCustomPassTexturePassData>("Push Custom Pass Texture", out var passData))
{
if (m_CustomPassAOVBuffers[index].outputType == CustomPassAOVBuffers.OutputType.Camera)
{
passData.source = builder.ReadTexture(cameraSource);
passData.customPassSource = null;
}
else
{
passData.customPassSource = customPassSource.Value;
}
passData.target = targets[index];
builder.SetRenderFunc(
(PushCustomPassTexturePassData data, RenderGraphContext ctx) =>
{
if (data.customPassSource != null)
HDUtils.BlitCameraTexture(ctx.cmd, data.customPassSource, data.target);
else
HDUtils.BlitCameraTexture(ctx.cmd, data.source, data.target);
});
}
}
/// <summary>Execute the frame pass callback. It assumes that the textures are properly initialized and filled.</summary>
/// <param name="cmd">The command buffer to use.</param>
/// <param name="framePassTextures">The textures to use.</param>
/// <param name="outputProperties">The properties computed for this frame.</param>
public void Execute(CommandBuffer cmd, List<RTHandle> framePassTextures, RenderOutputProperties outputProperties)
{
if (!isValid)
return;
m_Callback(cmd, framePassTextures, outputProperties);
}
/// <summary>Execute the frame pass callback. It assumes that the textures are properly initialized and filled.</summary>
/// <param name="cmd">The command buffer to use.</param>
/// <param name="framePassTextures">The textures to use.</param>
/// <param name="customPassTextures">The custom pass AOV textures to use.</param>
/// <param name="outputProperties">The properties computed for this frame.</param>
public void Execute(CommandBuffer cmd, List<RTHandle> framePassTextures, List<RTHandle> customPassTextures, RenderOutputProperties outputProperties)
{
if (!isValid)
return;
if (m_CallbackEx != null)
{
m_CallbackEx(cmd, framePassTextures, customPassTextures, outputProperties);
}
else
{
m_Callback(cmd, framePassTextures, outputProperties);
}
}
/// <summary>Setup the display manager if necessary.</summary>
/// <param name="debugDisplaySettings"></param>
public void SetupDebugData(ref DebugDisplaySettings debugDisplaySettings)
{
if (!isValid)
return;
debugDisplaySettings = new DebugDisplaySettings();
m_Settings.FillDebugData(debugDisplaySettings);
}
/// <summary>Whether a light should be rendered.</summary>
/// <param name="gameObject">The game object of the light to be rendered.</param>
/// <returns><c>true</c> when the light must be rendered, <c>false</c> when it should be ignored.</returns>
public bool IsLightEnabled(GameObject gameObject) => m_LightFilter == null || m_LightFilter.Contains(gameObject);
internal bool hasLightFilter => m_LightFilter != null;
internal int GetHash()
{
int hash = m_Settings.GetHashCode();
if (m_LightFilter != null)
{
foreach (var obj in m_LightFilter)
{
hash += obj.GetHashCode();
}
}
return hash;
}
internal bool HasSameSettings(AOVRequestData other)
{
if (m_Settings != other.m_Settings)
return false;
if (m_LightFilter != null)
return m_LightFilter.Equals(other.m_LightFilter);
return true;
}
}
internal class AOVRequestDataComparer : IEqualityComparer<AOVRequestData>
{
public bool Equals(AOVRequestData x, AOVRequestData y)
{
return x.HasSameSettings(y);
}
public int GetHashCode(AOVRequestData obj)
{
return obj.GetHash();
}
}
}