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