494 lines
19 KiB
C#
494 lines
19 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.Rendering;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
using UnityEngine.XR;
|
|
#endif
|
|
|
|
namespace UnityEngine.Experimental.Rendering
|
|
{
|
|
/// <summary>
|
|
/// Used by render pipelines to control the active XR shader variant.
|
|
/// </summary>
|
|
public static class SinglepassKeywords
|
|
{
|
|
/// <summary> XR shader keyword used by multiview rendering </summary>
|
|
public static GlobalKeyword STEREO_MULTIVIEW_ON;
|
|
/// <summary> XR shader keywordused by single pass instanced rendering </summary>
|
|
public static GlobalKeyword STEREO_INSTANCING_ON;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by render pipelines to communicate with XR SDK.
|
|
/// </summary>
|
|
public static class XRSystem
|
|
{
|
|
// Keep track of only one XR layout
|
|
static XRLayoutStack s_Layout = new ();
|
|
|
|
// Delegate allocations of XRPass to the render pipeline
|
|
static Func<XRPassCreateInfo, XRPass> s_PassAllocator = null;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
static List<XRDisplaySubsystem> s_DisplayList = new List<XRDisplaySubsystem>();
|
|
static XRDisplaySubsystem s_Display;
|
|
|
|
/// <summary>
|
|
/// Returns the active XR display.
|
|
/// </summary>
|
|
static public XRDisplaySubsystem GetActiveDisplay()
|
|
{
|
|
return s_Display;
|
|
}
|
|
#endif
|
|
|
|
// MSAA level (number of samples per pixel) shared by all XR displays
|
|
static MSAASamples s_MSAASamples = MSAASamples.None;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
// Occlusion Mesh scaling factor
|
|
static float s_OcclusionMeshScaling = 1.0f;
|
|
#endif
|
|
|
|
// Internal resources used by XR rendering
|
|
static Material s_OcclusionMeshMaterial;
|
|
static Material s_MirrorViewMaterial;
|
|
|
|
// Ability to override the default XR layout
|
|
static Action<XRLayout, Camera> s_LayoutOverride = null;
|
|
|
|
/// <summary>
|
|
/// Returns true if a XR device is connected and running.
|
|
/// </summary>
|
|
static public bool displayActive
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
get => (s_Display != null) ? s_Display.running : false;
|
|
#else
|
|
get => false;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns if the XR display is running in HDR mode.
|
|
/// </summary>
|
|
static public bool isHDRDisplayOutputActive
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
get => s_Display?.hdrOutputSettings?.active ?? false;
|
|
#else
|
|
get => false;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Valid empty pass when a camera is not using XR.
|
|
/// </summary>
|
|
public static readonly XRPass emptyPass = new XRPass();
|
|
|
|
/// <summary>
|
|
/// If true, the system will try to create a layout compatible with single-pass rendering.
|
|
/// </summary>
|
|
static public bool singlePassAllowed { get; set; } = true;
|
|
|
|
/// <summary>
|
|
/// Cached value of SystemInfo.foveatedRenderingCaps.
|
|
/// </summary>
|
|
static public FoveatedRenderingCaps foveatedRenderingCaps { get; set; }
|
|
|
|
/// <summary>
|
|
/// If true, the system will log some information about the layout to the console.
|
|
/// </summary>
|
|
static public bool dumpDebugInfo { get; set; } = false;
|
|
|
|
/// <summary>
|
|
/// Use this method to assign the shaders that will be used to render occlusion mesh for each XRPass and the final mirror view.
|
|
/// </summary>
|
|
/// <param name="passAllocator"> Delegate funcion used to allocate XRPasses. </param>
|
|
/// <param name="occlusionMeshPS"> Fragement shader used for rendering occlusion mesh. </param>
|
|
/// <param name="mirrorViewPS"> Fragement shader used for rendering mirror view. </param>
|
|
public static void Initialize(Func<XRPassCreateInfo, XRPass> passAllocator, Shader occlusionMeshPS, Shader mirrorViewPS)
|
|
{
|
|
if (passAllocator == null)
|
|
throw new ArgumentNullException("passCreator");
|
|
|
|
s_PassAllocator = passAllocator;
|
|
|
|
RefreshDeviceInfo();
|
|
|
|
foveatedRenderingCaps = SystemInfo.foveatedRenderingCaps;
|
|
|
|
if (occlusionMeshPS != null && s_OcclusionMeshMaterial == null)
|
|
s_OcclusionMeshMaterial = CoreUtils.CreateEngineMaterial(occlusionMeshPS);
|
|
|
|
if (mirrorViewPS != null && s_MirrorViewMaterial == null)
|
|
s_MirrorViewMaterial = CoreUtils.CreateEngineMaterial(mirrorViewPS);
|
|
|
|
if (XRGraphicsAutomatedTests.enabled)
|
|
SetLayoutOverride(XRGraphicsAutomatedTests.OverrideLayout);
|
|
|
|
SinglepassKeywords.STEREO_MULTIVIEW_ON = GlobalKeyword.Create("STEREO_MULTIVIEW_ON");
|
|
SinglepassKeywords.STEREO_INSTANCING_ON = GlobalKeyword.Create("STEREO_INSTANCING_ON");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to communicate to the XR device how many samples are used by MSAA.
|
|
/// </summary>
|
|
/// <param name="msaaSamples"> The active msaa samples the XRDisplay to set to. The eye texture surfaces are reallocated when necessary to work with the active msaa samples. </param>
|
|
public static void SetDisplayMSAASamples(MSAASamples msaaSamples)
|
|
{
|
|
if (s_MSAASamples == msaaSamples)
|
|
return;
|
|
|
|
s_MSAASamples = msaaSamples;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
SubsystemManager.GetSubsystems(s_DisplayList);
|
|
|
|
foreach (var display in s_DisplayList)
|
|
display.SetMSAALevel((int)s_MSAASamples);
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the number of samples (MSAA) currently configured on the XR device.
|
|
/// </summary>
|
|
/// <returns> Returns current active msaa samples. </returns>
|
|
public static MSAASamples GetDisplayMSAASamples()
|
|
{
|
|
return s_MSAASamples;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to scale all occlusion meshes used by all XRPasses.
|
|
/// </summary>
|
|
/// <param name="occlusionMeshScale">A value of 1.0f represents 100% of the original mesh size. A value less or equal to 0.0f disables occlusion mesh draw. </param>
|
|
internal static void SetOcclusionMeshScale(float occlusionMeshScale)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
s_OcclusionMeshScaling = occlusionMeshScale;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returned value used by the render pipeline to scale all occlusion meshes used by all XRPasses.
|
|
/// </summary>
|
|
internal static float GetOcclusionMeshScale()
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
return s_OcclusionMeshScaling;
|
|
#else
|
|
return 1.0f;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to communicate to the XR device how to render the XR MirrorView. Note: not all blit modes are supported by all providers. Blitmode set here serves as preference purpose.
|
|
/// </summary>
|
|
/// <param name="mirrorBlitMode"> Mirror view mode to be set as preferred. See `XRMirrorViewBlitMode` for the builtin blit modes. </param>
|
|
internal static void SetMirrorViewMode(int mirrorBlitMode)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (s_Display == null)
|
|
return;
|
|
|
|
s_Display.SetPreferredMirrorBlitMode(mirrorBlitMode);
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get current blit modes preferred by XRDisplay
|
|
/// </summary>
|
|
internal static int GetMirrorViewMode()
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (s_Display == null)
|
|
return XRMirrorViewBlitMode.None;
|
|
|
|
return s_Display.GetPreferredMirrorBlitMode();
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to scale the render target on the XR device.
|
|
/// </summary>
|
|
/// <param name="renderScale">A value of 1.0f represents 100% of the original resolution.</param>
|
|
public static void SetRenderScale(float renderScale)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
SubsystemManager.GetSubsystems(s_DisplayList);
|
|
|
|
foreach (var display in s_DisplayList)
|
|
display.scaleOfAllRenderTargets = renderScale;
|
|
#endif
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to retrieve the renderViewportScale value from the XR display.
|
|
/// One use case for retriving this value is that render pipeline can properly sync some SRP owned textures to scale accordingly
|
|
/// </summary>
|
|
/// <returns> Returns current scaleOfAllViewports value from the XRDisplaySubsystem. </returns>
|
|
public static float GetRenderViewportScale()
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
|
|
return s_Display.scaleOfAllViewports;
|
|
#else
|
|
return 1.0f;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to initiate a new rendering frame through a XR layout.
|
|
/// </summary>
|
|
/// <returns> Returns a new default layout. </returns>
|
|
public static XRLayout NewLayout()
|
|
{
|
|
RefreshDeviceInfo();
|
|
return s_Layout.New();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to complete the XR layout at the end of the frame.
|
|
/// </summary>
|
|
public static void EndLayout()
|
|
{
|
|
if (dumpDebugInfo)
|
|
s_Layout.top.LogDebugInfo();
|
|
|
|
s_Layout.Release();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used by the render pipeline to render the mirror view to the gameview, as configured by the XR device.
|
|
/// </summary>
|
|
/// <param name="cmd"> CommandBuffer on which to perform the mirror view draw. </param>
|
|
/// <param name="camera"> Camera that has XR device connected to. The connected XR device determines how to perform the mirror view draw. </param>
|
|
public static void RenderMirrorView(CommandBuffer cmd, Camera camera)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
XRMirrorView.RenderMirrorView(cmd, camera, s_MirrorViewMaterial, s_Display);
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Free up resources used by the system.
|
|
/// </summary>
|
|
public static void Dispose()
|
|
{
|
|
if (s_OcclusionMeshMaterial != null)
|
|
{
|
|
CoreUtils.Destroy(s_OcclusionMeshMaterial);
|
|
s_OcclusionMeshMaterial = null;
|
|
}
|
|
|
|
if (s_MirrorViewMaterial != null)
|
|
{
|
|
CoreUtils.Destroy(s_MirrorViewMaterial);
|
|
s_MirrorViewMaterial = null;
|
|
}
|
|
}
|
|
|
|
// Used by the render pipeline to communicate to the XR device the range of the depth buffer.
|
|
internal static void SetDisplayZRange(float zNear, float zFar)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (s_Display != null)
|
|
{
|
|
s_Display.zNear = zNear;
|
|
s_Display.zFar = zFar;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// XRTODO : expose as public API
|
|
static void SetLayoutOverride(Action<XRLayout, Camera> action)
|
|
{
|
|
s_LayoutOverride = action;
|
|
}
|
|
|
|
// Disable legacy VR system before rendering first frame
|
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
|
|
static void XRSystemInit()
|
|
{
|
|
if (GraphicsSettings.currentRenderPipeline != null)
|
|
{
|
|
RefreshDeviceInfo();
|
|
}
|
|
}
|
|
|
|
static void RefreshDeviceInfo()
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
SubsystemManager.GetSubsystems(s_DisplayList);
|
|
|
|
if (s_DisplayList.Count > 0)
|
|
{
|
|
if (s_DisplayList.Count > 1)
|
|
throw new NotImplementedException("Only one XR display is supported!");
|
|
|
|
s_Display = s_DisplayList[0];
|
|
s_Display.disableLegacyRenderer = true;
|
|
s_Display.sRGB = QualitySettings.activeColorSpace == ColorSpace.Linear;
|
|
|
|
// XRTODO : discuss this code and UI implications
|
|
s_Display.textureLayout = XRDisplaySubsystem.TextureLayout.Texture2DArray;
|
|
|
|
// XRTODO : replace by API from XR SDK, assume we have 2 views max for now
|
|
TextureXR.maxViews = Math.Max(TextureXR.slices, 2);
|
|
}
|
|
else
|
|
{
|
|
s_Display = null;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Setup the layout to use multi-pass or single-pass based on the runtime caps
|
|
internal static void CreateDefaultLayout(Camera camera, XRLayout layout)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (s_Display == null)
|
|
throw new NullReferenceException(nameof(s_Display));
|
|
|
|
void AddViewToPass(XRPass xrPass, XRDisplaySubsystem.XRRenderPass renderPass, int renderParamIndex)
|
|
{
|
|
renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
|
|
xrPass.AddView(BuildView(renderPass, renderParam));
|
|
}
|
|
|
|
for (int renderPassIndex = 0; renderPassIndex < s_Display.GetRenderPassCount(); ++renderPassIndex)
|
|
{
|
|
s_Display.GetRenderPass(renderPassIndex, out var renderPass);
|
|
s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
|
|
|
|
int renderParameterCount = renderPass.GetRenderParameterCount();
|
|
if (CanUseSinglePass(camera, renderPass))
|
|
{
|
|
var createInfo = BuildPass(renderPass, cullingParams, layout);
|
|
var xrPass = s_PassAllocator(createInfo);
|
|
|
|
for (int renderParamIndex = 0; renderParamIndex < renderParameterCount; ++renderParamIndex)
|
|
{
|
|
AddViewToPass(xrPass, renderPass, renderParamIndex);
|
|
}
|
|
|
|
layout.AddPass(camera, xrPass);
|
|
}
|
|
else
|
|
{
|
|
for (int renderParamIndex = 0; renderParamIndex < renderParameterCount; ++renderParamIndex)
|
|
{
|
|
var createInfo = BuildPass(renderPass, cullingParams, layout);
|
|
var xrPass = s_PassAllocator(createInfo);
|
|
AddViewToPass(xrPass, renderPass, renderParamIndex);
|
|
layout.AddPass(camera, xrPass);
|
|
}
|
|
}
|
|
}
|
|
|
|
s_LayoutOverride?.Invoke(layout, camera);
|
|
#endif
|
|
}
|
|
|
|
// Update the parameters of one pass with a different camera
|
|
internal static void ReconfigurePass(XRPass xrPass, Camera camera)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (xrPass.enabled && s_Display != null)
|
|
{
|
|
s_Display.GetRenderPass(xrPass.multipassId, out var renderPass);
|
|
Debug.Assert(xrPass.singlePassEnabled || renderPass.GetRenderParameterCount() == 1);
|
|
|
|
s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
|
|
xrPass.AssignCullingParams(renderPass.cullingPassIndex, cullingParams);
|
|
|
|
for (int renderParamIndex = 0; renderParamIndex < renderPass.GetRenderParameterCount(); ++renderParamIndex)
|
|
{
|
|
renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
|
|
xrPass.AssignView(renderParamIndex, BuildView(renderPass, renderParam));
|
|
}
|
|
|
|
s_LayoutOverride?.Invoke(s_Layout.top, camera);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
static bool CanUseSinglePass(Camera camera, XRDisplaySubsystem.XRRenderPass renderPass)
|
|
{
|
|
if (!singlePassAllowed)
|
|
return false;
|
|
|
|
if (renderPass.renderTargetDesc.dimension != TextureDimension.Tex2DArray)
|
|
return false;
|
|
|
|
if (renderPass.GetRenderParameterCount() != 2 || renderPass.renderTargetDesc.volumeDepth != 2)
|
|
return false;
|
|
|
|
renderPass.GetRenderParameter(camera, 0, out var renderParam0);
|
|
renderPass.GetRenderParameter(camera, 1, out var renderParam1);
|
|
|
|
if (renderParam0.textureArraySlice != 0 || renderParam1.textureArraySlice != 1)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
static XRView BuildView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySubsystem.XRRenderParameter renderParameter)
|
|
{
|
|
// Convert viewport from normalized to screen space
|
|
Rect viewport = renderParameter.viewport;
|
|
viewport.x *= renderPass.renderTargetDesc.width;
|
|
viewport.width *= renderPass.renderTargetDesc.width;
|
|
viewport.y *= renderPass.renderTargetDesc.height;
|
|
viewport.height *= renderPass.renderTargetDesc.height;
|
|
|
|
// XRTODO : remove this line and use XRSettings.useOcclusionMesh instead when it's fixed
|
|
Mesh occlusionMesh = XRGraphicsAutomatedTests.running ? null : renderParameter.occlusionMesh;
|
|
|
|
return new XRView(renderParameter.projection, renderParameter.view, renderParameter.previousView, renderParameter.isPreviousViewValid, viewport, occlusionMesh, renderParameter.textureArraySlice);
|
|
}
|
|
|
|
private static RenderTextureDescriptor XrRenderTextureDescToUnityRenderTextureDesc(RenderTextureDescriptor xrDesc)
|
|
{
|
|
// We can't use descriptor directly because y-flip is forced
|
|
// XRTODO : fix root problem
|
|
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(xrDesc.width, xrDesc.height, xrDesc.colorFormat, xrDesc.depthBufferBits, xrDesc.mipCount);
|
|
rtDesc.dimension = xrDesc.dimension;
|
|
rtDesc.volumeDepth = xrDesc.volumeDepth;
|
|
rtDesc.vrUsage = xrDesc.vrUsage;
|
|
rtDesc.sRGB = xrDesc.sRGB;
|
|
return rtDesc;
|
|
}
|
|
|
|
static XRPassCreateInfo BuildPass(XRDisplaySubsystem.XRRenderPass xrRenderPass, ScriptableCullingParameters cullingParameters, XRLayout layout)
|
|
{
|
|
XRPassCreateInfo passInfo = new XRPassCreateInfo
|
|
{
|
|
renderTarget = xrRenderPass.renderTarget,
|
|
renderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.renderTargetDesc),
|
|
hasMotionVectorPass = xrRenderPass.hasMotionVectorPass,
|
|
motionVectorRenderTarget = xrRenderPass.motionVectorRenderTarget,
|
|
motionVectorRenderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.motionVectorRenderTargetDesc),
|
|
cullingParameters = cullingParameters,
|
|
occlusionMeshMaterial = s_OcclusionMeshMaterial,
|
|
occlusionMeshScale = GetOcclusionMeshScale(),
|
|
foveatedRenderingInfo = xrRenderPass.foveatedRenderingInfo,
|
|
multipassId = layout.GetActivePasses().Count,
|
|
cullingPassId = xrRenderPass.cullingPassIndex,
|
|
copyDepth = xrRenderPass.shouldFillOutDepth,
|
|
xrSdkRenderPass = xrRenderPass
|
|
};
|
|
|
|
return passInfo;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|