148 lines
4.6 KiB
C#
148 lines
4.6 KiB
C#
using System;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Modes for improved draw submission.
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/// </summary>
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public enum GPUResidentDrawerMode : byte
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{
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/// <summary>
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/// Default mode, GPU resident drawer will be disabled.
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/// </summary>
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Disabled,
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/// <summary>
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/// If used, the BatchRendererGroup will be used for draw submission whenever possible.
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/// </summary>
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InstancedDrawing
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}
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/// <summary>
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/// Utility struct to pass GPU resident drawer settings together
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/// </summary>
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public struct GPUResidentDrawerSettings
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{
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/// <summary>
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/// Serialized settings of GPUResidentDrawer
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/// </summary>
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public GPUResidentDrawerMode mode;
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/// <summary>
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/// Does the implementor support dithered crossfade
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/// </summary>
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public bool supportDitheringCrossFade;
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/// <summary>
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/// Enable GPU data for occlusion culling
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/// </summary>
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public bool enableOcclusionCulling;
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/// <summary>
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/// Allows the GPU Resident Drawer to run in edit mode
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/// </summary>
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public bool allowInEditMode;
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/// <summary>
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/// Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled.
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/// </summary>
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public float smallMeshScreenPercentage;
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#if UNITY_EDITOR
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/// <summary>
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/// Shader used if no custom picking pass has been implemented
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/// </summary>
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public Shader pickingShader;
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#endif
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/// <summary>
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/// Shader used when an error is detected
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/// </summary>
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public Shader errorShader;
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/// <summary>
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/// Shader used while compiling shaders
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/// </summary>
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public Shader loadingShader;
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}
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/// <summary>
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/// Interface that can be added to a RenderPipelineAsset
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/// which indicates that it can support the GPUResidentDrawer.
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/// </summary>
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public interface IGPUResidentRenderPipeline
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{
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/// <summary>
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/// Gets the GPU resident drawer settings
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/// </summary>
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GPUResidentDrawerSettings gpuResidentDrawerSettings { get; }
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/// <summary>
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/// The mode the GPUResidentDrawer is configured for on this RenderPipeline
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/// </summary>
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GPUResidentDrawerMode gpuResidentDrawerMode
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{
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get;
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set;
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}
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/// <summary>
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/// Callback for use when the GPUResidentDrawer needs to be reinitialized.
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/// </summary>
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static void ReinitializeGPUResidentDrawer()
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{
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GPUResidentDrawer.Reinitialize();
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}
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/// <summary>
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/// Is the GPU resident drawer supported on this render pipeline.
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/// </summary>
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/// <param name="logReason">Should the reason for non support be logged?</param>
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/// <returns>true if supported</returns>
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bool IsGPUResidentDrawerSupportedBySRP(bool logReason = false)
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{
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bool supported = IsGPUResidentDrawerSupportedBySRP(out var message, out var severity);
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if (logReason && !supported)
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GPUResidentDrawer.LogMessage(message, severity);
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return supported;
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}
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/// <summary>
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/// Is the GPU resident drawer supported on this render pipeline.
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/// </summary>
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/// <param name="message">Why the system is not supported</param>
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/// <param name="severity">The severity of the message</param>
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/// <returns>true if supported</returns>
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bool IsGPUResidentDrawerSupportedBySRP(out string message, out LogType severity)
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{
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message = string.Empty;
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severity = LogType.Log;
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return true;
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}
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/// <summary>
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/// Is GPUResidentDrawer supported on this current configuration?
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/// </summary>
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/// <param name="logReason">Should the reason for non support be logged?</param>
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/// <returns>true if supported</returns>
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static bool IsGPUResidentDrawerSupportedByProjectConfiguration(bool logReason = false)
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{
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bool supported = GPUResidentDrawer.IsProjectSupported(out var message, out var severity);
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if (logReason && !string.IsNullOrEmpty(message))
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{
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Debug.LogWarning(message);
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}
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return supported;
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}
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/// <summary>
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/// Is GPUResidentDrawer currently enabled
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/// </summary>
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/// <returns>true if enabled</returns>
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static bool IsGPUResidentDrawerEnabled()
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{
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return GPUResidentDrawer.IsEnabled();
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}
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}
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}
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