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