forked from BilalY/Rasagar
128 lines
4.8 KiB
C#
128 lines
4.8 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class for the rendering debugger settings.
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/// </summary>
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public class UniversalRenderPipelineDebugDisplaySettings : DebugDisplaySettings<UniversalRenderPipelineDebugDisplaySettings>
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{
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DebugDisplaySettingsCommon commonSettings { get; set; }
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/// <summary>
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/// Material-related rendering debugger settings.
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/// </summary>
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public DebugDisplaySettingsMaterial materialSettings { get; private set; }
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/// <summary>
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/// Rendering-related rendering debugger settings.
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/// </summary>
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public DebugDisplaySettingsRendering renderingSettings { get; private set; }
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/// <summary>
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/// Lighting-related rendering debugger settings.
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/// </summary>
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public DebugDisplaySettingsLighting lightingSettings { get; private set; }
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/// <summary>
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/// Volume-related rendering debugger settings.
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/// </summary>
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public DebugDisplaySettingsVolume volumeSettings { get; private set; }
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/// <summary>
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/// Display stats.
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/// </summary>
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internal DebugDisplaySettingsStats<URPProfileId> displayStats { get; private set; }
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/// <summary>
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/// GPU Resident Drawer Rendering Debugger settings and statistics.
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/// </summary>
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internal DebugDisplayGPUResidentDrawer gpuResidentDrawerSettings { get; private set; }
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#region IDebugDisplaySettingsQuery
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/// <summary>
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/// Returns true if the current state of debug settings allows post-processing.
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/// </summary>
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public override bool IsPostProcessingAllowed
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{
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get
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{
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DebugPostProcessingMode debugPostProcessingMode = renderingSettings.postProcessingDebugMode;
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switch (debugPostProcessingMode)
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{
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case DebugPostProcessingMode.Disabled:
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{
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return false;
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}
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case DebugPostProcessingMode.Auto:
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{
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// Only enable post-processing if we aren't using certain debug-views.
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bool postProcessingAllowed = true;
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foreach (IDebugDisplaySettingsData setting in m_Settings)
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postProcessingAllowed &= setting.IsPostProcessingAllowed;
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return postProcessingAllowed;
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}
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case DebugPostProcessingMode.Enabled:
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{
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return true;
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}
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default:
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{
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throw new ArgumentOutOfRangeException(nameof(debugPostProcessingMode), $"Invalid post-processing state {debugPostProcessingMode}");
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}
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}
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}
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}
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#endregion
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/// <summary>
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/// Creates a new <c>UniversalRenderPipelineDebugDisplaySettings</c> instance.
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/// </summary>
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public UniversalRenderPipelineDebugDisplaySettings()
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{
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Reset();
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}
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/// <inheritdoc/>
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public override void Reset()
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{
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base.Reset();
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displayStats = Add(new DebugDisplaySettingsStats<URPProfileId>(new UniversalRenderPipelineDebugDisplayStats()));
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materialSettings = Add(new DebugDisplaySettingsMaterial());
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lightingSettings = Add(new DebugDisplaySettingsLighting());
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renderingSettings = Add(new DebugDisplaySettingsRendering());
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volumeSettings = Add(new DebugDisplaySettingsVolume(new UniversalRenderPipelineVolumeDebugSettings()));
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commonSettings = Add(new DebugDisplaySettingsCommon());
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gpuResidentDrawerSettings = Add(new DebugDisplayGPUResidentDrawer());
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// This is not a debug property owned by any `IDebugDisplaySettingsData`, it is a static property on `Texture`.
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// When the user hits reset, we want to make sure texture mip caching is enabled again (regardless of whether the
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// user toggled this in the Rendering Debugger UI or changed it using the scripting API).
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Texture.streamingTextureDiscardUnusedMips = false;
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}
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internal void UpdateDisplayStats()
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{
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if (displayStats != null)
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displayStats.debugDisplayStats.Update();
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}
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internal void UpdateMaterials()
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{
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if (renderingSettings.mipInfoMode != DebugMipInfoMode.None)
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{
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int textureSlotImpl = (renderingSettings.canAggregateData && renderingSettings.showInfoForAllSlots)
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? -1
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: renderingSettings.mipDebugMaterialTextureSlot;
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Texture.SetStreamingTextureMaterialDebugProperties(textureSlotImpl);
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}
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}
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}
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}
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