Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs
2024-08-26 23:07:20 +03:00

270 lines
14 KiB
C#

using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
public sealed partial class UniversalRenderer
{
bool DebugHandlerRequireDepthPass(UniversalCameraData cameraData)
{
if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
{
if (DebugHandler.TryGetFullscreenDebugMode(out _))
return true;
}
return false;
}
void CreateDebugTexture(RenderTextureDescriptor descriptor)
{
var debugTexDescriptor = descriptor;
debugTexDescriptor.useMipMap = false;
debugTexDescriptor.autoGenerateMips = false;
debugTexDescriptor.bindMS = false;
debugTexDescriptor.depthBufferBits = 0;
RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphDebugTextureHandle, debugTexDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_RenderingDebuggerTexture");
}
private Rect CalculateUVRect(UniversalCameraData cameraData, float width, float height)
{
float normalizedSizeX = width / cameraData.pixelWidth;
float normalizedSizeY = height / cameraData.pixelHeight;
return new Rect(1 - normalizedSizeX, 1 - normalizedSizeY, normalizedSizeX, normalizedSizeY);
}
private Rect CalculateUVRect(UniversalCameraData cameraData, int textureHeightPercent)
{
var relativeSize = Mathf.Clamp01(textureHeightPercent / 100f);
var width = relativeSize * cameraData.pixelWidth;
var height = relativeSize * cameraData.pixelHeight;
return CalculateUVRect(cameraData, width, height);
}
private void CorrectForTextureAspectRatio(ref float width, ref float height, float sourceWidth, float sourceHeight)
{
if (sourceWidth != 0 && sourceHeight != 0)
{
// Ensure that atlas is not stretched, but doesn't take up more than the percentage in any dimension.
var targetWidth = height * sourceWidth / sourceHeight;
if (targetWidth > width)
{
height = width * sourceHeight / sourceWidth;
}
else
{
width = targetWidth;
}
}
}
private void SetupRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
{
if (DebugHandler.TryGetFullscreenDebugMode(out DebugFullScreenMode fullScreenDebugMode, out int textureHeightPercent) &&
(fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || m_Clustering) &&
(fullScreenDebugMode != DebugFullScreenMode.STP))
{
float screenWidth = cameraData.pixelWidth;
float screenHeight = cameraData.pixelHeight;
var relativeSize = Mathf.Clamp01(textureHeightPercent / 100f);
var height = relativeSize * screenHeight;
var width = relativeSize * screenWidth;
bool supportsStereo = false;
Vector4 dataRangeRemap = Vector4.zero; // zero = off, .x = old min, .y = old max, .z = new min, .w = new max
// visualize RG internal resources
{
// if we want to visualize RG internal resources, we need to create an RTHandle external to RG and copy to it the textures to visualize
// this is required because the lifetime of these resources is limited to the RenderGraph execution, and we cannot access the actual resources here
// we also copy external resources to make them "read only". CreateDebugTexture() can lead to (external) texture reallocation.
var debugDescriptor = cameraData.cameraTargetDescriptor;
// Ensure target can hold all source values. Source can be signed for example.
if(SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Linear | GraphicsFormatUsage.Render))
debugDescriptor.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat;
CreateDebugTexture(debugDescriptor);
ImportResourceParams importParams = new ImportResourceParams();
importParams.clearOnFirstUse = false;
importParams.discardOnLastUse = false;
TextureHandle debugDepthTexture = renderGraph.ImportTexture(m_RenderGraphDebugTextureHandle, importParams);
switch (fullScreenDebugMode)
{
case DebugFullScreenMode.Depth:
{
CopyToDebugTexture(renderGraph, resourceData.cameraDepthTexture, debugDepthTexture);
supportsStereo = true;
break;
}
case DebugFullScreenMode.MotionVector:
{
CopyToDebugTexture(renderGraph, resourceData.motionVectorColor, debugDepthTexture);
supportsStereo = true;
// Motion vectors are in signed UV space, zoom in and normalize for visualization. (note: maybe add an option to use (angle, mag) visualization)
const float zoom = 0.01f;
dataRangeRemap.x = -zoom;
dataRangeRemap.y = zoom;
dataRangeRemap.z = 0;
dataRangeRemap.w = 1.0f;
break;
}
case DebugFullScreenMode.AdditionalLightsShadowMap:
{
CopyToDebugTexture(renderGraph, resourceData.additionalShadowsTexture, debugDepthTexture);
break;
}
case DebugFullScreenMode.MainLightShadowMap:
{
CopyToDebugTexture(renderGraph, resourceData.mainShadowsTexture, debugDepthTexture);
break;
}
case DebugFullScreenMode.AdditionalLightsCookieAtlas:
{
if (m_LightCookieManager != null)
{
// Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation.
var texHdl = renderGraph.ImportTexture(m_LightCookieManager.AdditionalLightsCookieAtlasTexture);
CopyToDebugTexture(renderGraph, texHdl, debugDepthTexture);
}
break;
}
case DebugFullScreenMode.ReflectionProbeAtlas:
{
if (m_ForwardLights.reflectionProbeManager.atlasRT != null)
{
// Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation.
var texHdl = renderGraph.ImportTexture(RTHandles.Alloc(m_ForwardLights.reflectionProbeManager.atlasRT, transferOwnership: true));
CopyToDebugTexture(renderGraph, texHdl, debugDepthTexture);
}
break;
}
default:
{
break;
}
}
}
// Textures that are not in screen aspect ration need to be corrected
{
RenderTexture source = null;
switch (fullScreenDebugMode)
{
case DebugFullScreenMode.AdditionalLightsShadowMap: source = m_AdditionalLightsShadowCasterPass?.m_AdditionalLightsShadowmapHandle?.rt; break;
case DebugFullScreenMode.MainLightShadowMap: source = m_MainLightShadowCasterPass?.m_MainLightShadowmapTexture?.rt; break;
case DebugFullScreenMode.AdditionalLightsCookieAtlas: source = m_LightCookieManager?.AdditionalLightsCookieAtlasTexture?.rt; break;
case DebugFullScreenMode.ReflectionProbeAtlas: source = m_ForwardLights?.reflectionProbeManager.atlasRT; break;
default:
break;
}
// Ensure that atlas is not stretched, but doesn't take up more than the percentage in any dimension.
if (source != null)
CorrectForTextureAspectRatio(ref width, ref height, source.width, source.height);
}
Rect uvRect = CalculateUVRect(cameraData, width, height);
DebugHandler.SetDebugRenderTarget(m_RenderGraphDebugTextureHandle, uvRect, supportsStereo, dataRangeRemap);
}
else
{
DebugHandler.ResetDebugRenderTarget();
}
}
if (DebugHandler != null)
{
if (!DebugHandler.TryGetFullscreenDebugMode(out DebugFullScreenMode fullScreenDebugMode, out int textureHeightPercent))
{
var debugSettings = DebugHandler.DebugDisplaySettings.gpuResidentDrawerSettings;
GPUResidentDrawer.RenderDebugOcclusionTestOverlay(renderGraph, debugSettings, cameraData.camera.GetInstanceID(), resourceData.activeColorTexture);
float screenWidth = (int)(cameraData.pixelHeight * cameraData.renderScale);
float screenHeight = (int)(cameraData.pixelHeight * cameraData.renderScale);
float maxHeight = screenHeight * textureHeightPercent / 100.0f;
GPUResidentDrawer.RenderDebugOccluderOverlay(renderGraph, debugSettings, new Vector2(0.25f * screenWidth, screenHeight - 1.5f * maxHeight), maxHeight, resourceData.activeColorTexture);
}
}
}
private void SetupAfterPostRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
{
if (DebugHandler.TryGetFullscreenDebugMode(out var debugFullscreenMode, out int textureHeightPercent) &&
(debugFullscreenMode == DebugFullScreenMode.STP))
{
CreateDebugTexture(cameraData.cameraTargetDescriptor);
ImportResourceParams importParams = new ImportResourceParams();
importParams.clearOnFirstUse = false;
importParams.discardOnLastUse = false;
TextureHandle debugTexture = renderGraph.ImportTexture(m_RenderGraphDebugTextureHandle, importParams);
CopyToDebugTexture(renderGraph, resourceData.stpDebugView, debugTexture);
Rect uvRect = CalculateUVRect(cameraData, textureHeightPercent);
Vector4 rangeRemap = Vector4.zero; // Off
DebugHandler.SetDebugRenderTarget(m_RenderGraphDebugTextureHandle, uvRect, true, rangeRemap);
}
}
}
class CopyToDebugTexturePassData
{
internal TextureHandle src;
internal TextureHandle dest;
}
private void CopyToDebugTexture(RenderGraph renderGraph, TextureHandle source, TextureHandle destination, string passName = "Copy To Debug Texture")
{
using (var builder = renderGraph.AddRasterRenderPass<CopyToDebugTexturePassData>(passName, out var passData))
{
if (source.IsValid())
{
passData.src = source;
builder.UseTexture(source);
}
else
{
passData.src = renderGraph.defaultResources.blackTexture;
}
passData.dest = destination;
builder.SetRenderAttachment(destination, 0);
builder.AllowPassCulling(false);
builder.SetRenderFunc((CopyToDebugTexturePassData data, RasterGraphContext context) =>
{
Blitter.BlitTexture(context.cmd, data.src, new Vector4(1,1,0,0), 0, false);
});
}
}
}
}