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- using System;
- using System.Diagnostics;
- using System.Collections.Generic;
- using Unity.Collections;
- using UnityEditor;
- using UnityEngine.Experimental.Rendering;
- using UnityEngine.Profiling;
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// Class <c>ScriptableRenderer</c> implements a rendering strategy. It describes how culling and lighting works and
- /// the effects supported.
- ///
- /// A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup
- /// and describe a list of <c>ScriptableRenderPass</c> to execute in a frame. The renderer can be extended to support more effect with additional
- /// <c>ScriptableRendererFeature</c>. Resources for the renderer are serialized in <c>ScriptableRendererData</c>.
- ///
- /// The renderer resources are serialized in <c>ScriptableRendererData</c>.
- /// <seealso cref="ScriptableRendererData"/>
- /// <seealso cref="ScriptableRendererFeature"/>
- /// <seealso cref="ScriptableRenderPass"/>
- /// </summary>
- public abstract partial class ScriptableRenderer : IDisposable
- {
- private static partial class Profiling
- {
- private const string k_Name = nameof(ScriptableRenderer);
- public static readonly ProfilingSampler setPerCameraShaderVariables = new ProfilingSampler($"{k_Name}.{nameof(SetPerCameraShaderVariables)}");
- public static readonly ProfilingSampler sortRenderPasses = new ProfilingSampler($"Sort Render Passes");
- public static readonly ProfilingSampler setupLights = new ProfilingSampler($"{k_Name}.{nameof(SetupLights)}");
- public static readonly ProfilingSampler setupCamera = new ProfilingSampler($"Setup Camera Parameters");
- public static readonly ProfilingSampler addRenderPasses = new ProfilingSampler($"{k_Name}.{nameof(AddRenderPasses)}");
- public static readonly ProfilingSampler clearRenderingState = new ProfilingSampler($"{k_Name}.{nameof(ClearRenderingState)}");
- public static readonly ProfilingSampler internalStartRendering = new ProfilingSampler($"{k_Name}.{nameof(InternalStartRendering)}");
- public static readonly ProfilingSampler internalFinishRendering = new ProfilingSampler($"{k_Name}.{nameof(InternalFinishRendering)}");
- public static readonly ProfilingSampler drawGizmos = new ProfilingSampler($"{nameof(DrawGizmos)}");
- public static class RenderBlock
- {
- private const string k_Name = nameof(RenderPassBlock);
- public static readonly ProfilingSampler beforeRendering = new ProfilingSampler($"{k_Name}.{nameof(RenderPassBlock.BeforeRendering)}");
- public static readonly ProfilingSampler mainRenderingOpaque = new ProfilingSampler($"{k_Name}.{nameof(RenderPassBlock.MainRenderingOpaque)}");
- public static readonly ProfilingSampler mainRenderingTransparent = new ProfilingSampler($"{k_Name}.{nameof(RenderPassBlock.MainRenderingTransparent)}");
- public static readonly ProfilingSampler afterRendering = new ProfilingSampler($"{k_Name}.{nameof(RenderPassBlock.AfterRendering)}");
- }
- public static class RenderPass
- {
- private const string k_Name = nameof(ScriptableRenderPass);
- public static readonly ProfilingSampler configure = new ProfilingSampler($"{k_Name}.{nameof(ScriptableRenderPass.Configure)}");
- }
- }
- /// <summary>
- /// Override to provide a custom profiling name
- /// </summary>
- protected ProfilingSampler profilingExecute { get; set; }
- /// <summary>
- /// Configures the supported features for this renderer. When creating custom renderers
- /// for Universal Render Pipeline you can choose to opt-in or out for specific features.
- /// </summary>
- public class RenderingFeatures
- {
- /// <summary>
- /// This setting controls if the camera editor should display the camera stack category.
- /// Renderers that don't support camera stacking will only render camera of type CameraRenderType.Base
- /// <see cref="CameraRenderType"/>
- /// <seealso cref="UniversalAdditionalCameraData.cameraStack"/>
- /// </summary>
- public bool cameraStacking { get; set; } = false;
- /// <summary>
- /// This setting controls if the Universal Render Pipeline asset should expose MSAA option.
- /// </summary>
- public bool msaa { get; set; } = true;
- }
- /// <summary>
- /// The class responsible for providing access to debug view settings to renderers and render passes.
- /// </summary>
- internal DebugHandler DebugHandler { get; }
- /// <summary>
- /// The renderer we are currently rendering with, for low-level render control only.
- /// <c>current</c> is null outside rendering scope.
- /// Similar to https://docs.unity3d.com/ScriptReference/Camera-current.html
- /// </summary>
- internal static ScriptableRenderer current = null;
- /// <summary>
- /// Set camera matrices. This method will set <c>UNITY_MATRIX_V</c>, <c>UNITY_MATRIX_P</c>, <c>UNITY_MATRIX_VP</c> to camera matrices.
- /// Additionally this will also set <c>unity_CameraProjection</c> and <c>unity_CameraProjection</c>.
- /// If <c>setInverseMatrices</c> is set to true this function will also set <c>UNITY_MATRIX_I_V</c> and <c>UNITY_MATRIX_I_VP</c>.
- /// This function has no effect when rendering in stereo. When in stereo rendering you cannot override camera matrices.
- /// If you need to set general purpose view and projection matrices call <see cref="SetViewAndProjectionMatrices(CommandBuffer, Matrix4x4, Matrix4x4, bool)"/> instead.
- /// </summary>
- /// <param name="cmd">CommandBuffer to submit data to GPU.</param>
- /// <param name="cameraData">CameraData containing camera matrices information.</param>
- /// <param name="setInverseMatrices">Set this to true if you also need to set inverse camera matrices.</param>
- public static void SetCameraMatrices(CommandBuffer cmd, ref CameraData cameraData, bool setInverseMatrices)
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- {
- cameraData.xr.UpdateGPUViewAndProjectionMatrices(cmd, ref cameraData, cameraData.xr.renderTargetIsRenderTexture);
- return;
- }
- #endif
- Matrix4x4 viewMatrix = cameraData.GetViewMatrix();
- Matrix4x4 projectionMatrix = cameraData.GetProjectionMatrix();
- // TODO: Investigate why SetViewAndProjectionMatrices is causing y-flip / winding order issue
- // for now using cmd.SetViewProjecionMatrices
- //SetViewAndProjectionMatrices(cmd, viewMatrix, cameraData.GetDeviceProjectionMatrix(), setInverseMatrices);
- cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
- if (setInverseMatrices)
- {
- Matrix4x4 gpuProjectionMatrix = cameraData.GetGPUProjectionMatrix();
- Matrix4x4 viewAndProjectionMatrix = gpuProjectionMatrix * viewMatrix;
- Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix);
- Matrix4x4 inverseProjectionMatrix = Matrix4x4.Inverse(gpuProjectionMatrix);
- Matrix4x4 inverseViewProjection = inverseViewMatrix * inverseProjectionMatrix;
- // There's an inconsistency in handedness between unity_matrixV and unity_WorldToCamera
- // Unity changes the handedness of unity_WorldToCamera (see Camera::CalculateMatrixShaderProps)
- // we will also change it here to avoid breaking existing shaders. (case 1257518)
- Matrix4x4 worldToCameraMatrix = Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)) * viewMatrix;
- Matrix4x4 cameraToWorldMatrix = worldToCameraMatrix.inverse;
- cmd.SetGlobalMatrix(ShaderPropertyId.worldToCameraMatrix, worldToCameraMatrix);
- cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, cameraToWorldMatrix);
- cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseViewMatrix);
- cmd.SetGlobalMatrix(ShaderPropertyId.inverseProjectionMatrix, inverseProjectionMatrix);
- cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection);
- }
- // TODO: Add SetPerCameraClippingPlaneProperties here once we are sure it correctly behaves in overlay camera for some time
- }
- /// <summary>
- /// Set camera and screen shader variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
- /// </summary>
- /// <param name="cmd">CommandBuffer to submit data to GPU.</param>
- /// <param name="cameraData">CameraData containing camera matrices information.</param>
- void SetPerCameraShaderVariables(CommandBuffer cmd, ref CameraData cameraData)
- {
- using var profScope = new ProfilingScope(null, Profiling.setPerCameraShaderVariables);
- Camera camera = cameraData.camera;
- Rect pixelRect = cameraData.pixelRect;
- float renderScale = cameraData.isSceneViewCamera ? 1f : cameraData.renderScale;
- float scaledCameraWidth = (float)pixelRect.width * renderScale;
- float scaledCameraHeight = (float)pixelRect.height * renderScale;
- float cameraWidth = (float)pixelRect.width;
- float cameraHeight = (float)pixelRect.height;
- // Use eye texture's width and height as screen params when XR is enabled
- if (cameraData.xr.enabled)
- {
- scaledCameraWidth = (float)cameraData.cameraTargetDescriptor.width;
- scaledCameraHeight = (float)cameraData.cameraTargetDescriptor.height;
- cameraWidth = (float)cameraData.cameraTargetDescriptor.width;
- cameraHeight = (float)cameraData.cameraTargetDescriptor.height;
- useRenderPassEnabled = false;
- }
- if (camera.allowDynamicResolution)
- {
- scaledCameraWidth *= ScalableBufferManager.widthScaleFactor;
- scaledCameraHeight *= ScalableBufferManager.heightScaleFactor;
- }
- float near = camera.nearClipPlane;
- float far = camera.farClipPlane;
- float invNear = Mathf.Approximately(near, 0.0f) ? 0.0f : 1.0f / near;
- float invFar = Mathf.Approximately(far, 0.0f) ? 0.0f : 1.0f / far;
- float isOrthographic = camera.orthographic ? 1.0f : 0.0f;
- // From http://www.humus.name/temp/Linearize%20depth.txt
- // But as depth component textures on OpenGL always return in 0..1 range (as in D3D), we have to use
- // the same constants for both D3D and OpenGL here.
- // OpenGL would be this:
- // zc0 = (1.0 - far / near) / 2.0;
- // zc1 = (1.0 + far / near) / 2.0;
- // D3D is this:
- float zc0 = 1.0f - far * invNear;
- float zc1 = far * invNear;
- Vector4 zBufferParams = new Vector4(zc0, zc1, zc0 * invFar, zc1 * invFar);
- if (SystemInfo.usesReversedZBuffer)
- {
- zBufferParams.y += zBufferParams.x;
- zBufferParams.x = -zBufferParams.x;
- zBufferParams.w += zBufferParams.z;
- zBufferParams.z = -zBufferParams.z;
- }
- // Projection flip sign logic is very deep in GfxDevice::SetInvertProjectionMatrix
- // This setup is tailored especially for overlay camera game view
- // For other scenarios this will be overwritten correctly by SetupCameraProperties
- bool isOffscreen = cameraData.targetTexture != null;
- bool invertProjectionMatrix = isOffscreen && SystemInfo.graphicsUVStartsAtTop;
- float projectionFlipSign = invertProjectionMatrix ? -1.0f : 1.0f;
- Vector4 projectionParams = new Vector4(projectionFlipSign, near, far, 1.0f * invFar);
- cmd.SetGlobalVector(ShaderPropertyId.projectionParams, projectionParams);
- Vector4 orthoParams = new Vector4(camera.orthographicSize * cameraData.aspectRatio, camera.orthographicSize, 0.0f, isOrthographic);
- // Camera and Screen variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
- cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, cameraData.worldSpaceCameraPos);
- cmd.SetGlobalVector(ShaderPropertyId.screenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
- cmd.SetGlobalVector(ShaderPropertyId.scaledScreenParams, new Vector4(scaledCameraWidth, scaledCameraHeight, 1.0f + 1.0f / scaledCameraWidth, 1.0f + 1.0f / scaledCameraHeight));
- cmd.SetGlobalVector(ShaderPropertyId.zBufferParams, zBufferParams);
- cmd.SetGlobalVector(ShaderPropertyId.orthoParams, orthoParams);
- cmd.SetGlobalVector(ShaderPropertyId.screenSize, new Vector4(cameraWidth, cameraHeight, 1.0f / cameraWidth, 1.0f / cameraHeight));
- // Calculate a bias value which corrects the mip lod selection logic when image scaling is active.
- // We clamp this value to 0.0 or less to make sure we don't end up reducing image detail in the downsampling case.
- float mipBias = Math.Min((float)-Math.Log(cameraWidth / scaledCameraWidth, 2.0f), 0.0f);
- cmd.SetGlobalVector(ShaderPropertyId.globalMipBias, new Vector2(mipBias, Mathf.Pow(2.0f, mipBias)));
- //Set per camera matrices.
- SetCameraMatrices(cmd, ref cameraData, true);
- }
- /// <summary>
- /// Set the Camera billboard properties.
- /// </summary>
- /// <param name="cmd">CommandBuffer to submit data to GPU.</param>
- /// <param name="cameraData">CameraData containing camera matrices information.</param>
- void SetPerCameraBillboardProperties(CommandBuffer cmd, ref CameraData cameraData)
- {
- Matrix4x4 worldToCameraMatrix = cameraData.GetViewMatrix();
- Vector3 cameraPos = cameraData.worldSpaceCameraPos;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.BillboardFaceCameraPos, QualitySettings.billboardsFaceCameraPosition);
- Vector3 billboardTangent;
- Vector3 billboardNormal;
- float cameraXZAngle;
- CalculateBillboardProperties(worldToCameraMatrix, out billboardTangent, out billboardNormal, out cameraXZAngle);
- cmd.SetGlobalVector(ShaderPropertyId.billboardNormal, new Vector4(billboardNormal.x, billboardNormal.y, billboardNormal.z, 0.0f));
- cmd.SetGlobalVector(ShaderPropertyId.billboardTangent, new Vector4(billboardTangent.x, billboardTangent.y, billboardTangent.z, 0.0f));
- cmd.SetGlobalVector(ShaderPropertyId.billboardCameraParams, new Vector4(cameraPos.x, cameraPos.y, cameraPos.z, cameraXZAngle));
- }
- private static void CalculateBillboardProperties(
- in Matrix4x4 worldToCameraMatrix,
- out Vector3 billboardTangent,
- out Vector3 billboardNormal,
- out float cameraXZAngle)
- {
- Matrix4x4 cameraToWorldMatrix = worldToCameraMatrix;
- cameraToWorldMatrix = cameraToWorldMatrix.transpose;
- Vector3 cameraToWorldMatrixAxisX = new Vector3(cameraToWorldMatrix.m00, cameraToWorldMatrix.m10, cameraToWorldMatrix.m20);
- Vector3 cameraToWorldMatrixAxisY = new Vector3(cameraToWorldMatrix.m01, cameraToWorldMatrix.m11, cameraToWorldMatrix.m21);
- Vector3 cameraToWorldMatrixAxisZ = new Vector3(cameraToWorldMatrix.m02, cameraToWorldMatrix.m12, cameraToWorldMatrix.m22);
- Vector3 front = cameraToWorldMatrixAxisZ;
- Vector3 worldUp = Vector3.up;
- Vector3 cross = Vector3.Cross(front, worldUp);
- billboardTangent = !Mathf.Approximately(cross.sqrMagnitude, 0.0f)
- ? cross.normalized
- : cameraToWorldMatrixAxisX;
- billboardNormal = Vector3.Cross(worldUp, billboardTangent);
- billboardNormal = !Mathf.Approximately(billboardNormal.sqrMagnitude, 0.0f)
- ? billboardNormal.normalized
- : cameraToWorldMatrixAxisY;
- // SpeedTree generates billboards starting from looking towards X- and rotates counter clock-wisely
- Vector3 worldRight = new Vector3(0, 0, 1);
- // signed angle is calculated on X-Z plane
- float s = worldRight.x * billboardTangent.z - worldRight.z * billboardTangent.x;
- float c = worldRight.x * billboardTangent.x + worldRight.z * billboardTangent.z;
- cameraXZAngle = Mathf.Atan2(s, c);
- // convert to [0,2PI)
- if (cameraXZAngle < 0)
- cameraXZAngle += 2 * Mathf.PI;
- }
- private void SetPerCameraClippingPlaneProperties(CommandBuffer cmd, in CameraData cameraData)
- {
- Matrix4x4 projectionMatrix = cameraData.GetGPUProjectionMatrix();
- Matrix4x4 viewMatrix = cameraData.GetViewMatrix();
- Matrix4x4 viewProj = CoreMatrixUtils.MultiplyProjectionMatrix(projectionMatrix, viewMatrix, cameraData.camera.orthographic);
- Plane[] planes = s_Planes;
- GeometryUtility.CalculateFrustumPlanes(viewProj, planes);
- Vector4[] cameraWorldClipPlanes = s_VectorPlanes;
- for (int i = 0; i < planes.Length; ++i)
- cameraWorldClipPlanes[i] = new Vector4(planes[i].normal.x, planes[i].normal.y, planes[i].normal.z, planes[i].distance);
- cmd.SetGlobalVectorArray(ShaderPropertyId.cameraWorldClipPlanes, cameraWorldClipPlanes);
- }
- /// <summary>
- /// Set shader time variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
- /// </summary>
- /// <param name="cmd">CommandBuffer to submit data to GPU.</param>
- /// <param name="time">Time.</param>
- /// <param name="deltaTime">Delta time.</param>
- /// <param name="smoothDeltaTime">Smooth delta time.</param>
- void SetShaderTimeValues(CommandBuffer cmd, float time, float deltaTime, float smoothDeltaTime)
- {
- float timeEights = time / 8f;
- float timeFourth = time / 4f;
- float timeHalf = time / 2f;
- // Time values
- Vector4 timeVector = time * new Vector4(1f / 20f, 1f, 2f, 3f);
- Vector4 sinTimeVector = new Vector4(Mathf.Sin(timeEights), Mathf.Sin(timeFourth), Mathf.Sin(timeHalf), Mathf.Sin(time));
- Vector4 cosTimeVector = new Vector4(Mathf.Cos(timeEights), Mathf.Cos(timeFourth), Mathf.Cos(timeHalf), Mathf.Cos(time));
- Vector4 deltaTimeVector = new Vector4(deltaTime, 1f / deltaTime, smoothDeltaTime, 1f / smoothDeltaTime);
- Vector4 timeParametersVector = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f);
- cmd.SetGlobalVector(ShaderPropertyId.time, timeVector);
- cmd.SetGlobalVector(ShaderPropertyId.sinTime, sinTimeVector);
- cmd.SetGlobalVector(ShaderPropertyId.cosTime, cosTimeVector);
- cmd.SetGlobalVector(ShaderPropertyId.deltaTime, deltaTimeVector);
- cmd.SetGlobalVector(ShaderPropertyId.timeParameters, timeParametersVector);
- }
- /// <summary>
- /// Returns the camera color target for this renderer.
- /// It's only valid to call cameraColorTarget in the scope of <c>ScriptableRenderPass</c>.
- /// <seealso cref="ScriptableRenderPass"/>.
- /// </summary>
- public RenderTargetIdentifier cameraColorTarget
- {
- get
- {
- if (!(m_IsPipelineExecuting || isCameraColorTargetValid))
- {
- Debug.LogWarning("You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.");
- // TODO: Ideally we should return an error texture (BuiltinRenderTextureType.None?)
- // but this might break some existing content, so we return the pipeline texture in the hope it gives a "soft" upgrade to users.
- }
- return m_CameraColorTarget;
- }
- }
- /// <summary>
- /// Returns the frontbuffer color target. Returns 0 if not implemented by the renderer.
- /// It's only valid to call GetCameraColorFrontBuffer in the scope of <c>ScriptableRenderPass</c>.
- /// </summary>
- /// <param name="cmd"></param>
- /// <returns></returns>
- virtual internal RenderTargetIdentifier GetCameraColorFrontBuffer(CommandBuffer cmd)
- {
- return 0;
- }
- /// <summary>
- /// Returns the camera depth target for this renderer.
- /// It's only valid to call cameraDepthTarget in the scope of <c>ScriptableRenderPass</c>.
- /// <seealso cref="ScriptableRenderPass"/>.
- /// </summary>
- public RenderTargetIdentifier cameraDepthTarget
- {
- get
- {
- if (!m_IsPipelineExecuting)
- {
- Debug.LogWarning("You can only call cameraDepthTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.");
- // TODO: Ideally we should return an error texture (BuiltinRenderTextureType.None?)
- // but this might break some existing content, so we return the pipeline texture in the hope it gives a "soft" upgrade to users.
- }
- return m_CameraDepthTarget;
- }
- }
- /// <summary>
- /// Returns a list of renderer features added to this renderer.
- /// <seealso cref="ScriptableRendererFeature"/>
- /// </summary>
- protected List<ScriptableRendererFeature> rendererFeatures
- {
- get => m_RendererFeatures;
- }
- /// <summary>
- /// Returns a list of render passes scheduled to be executed by this renderer.
- /// <seealso cref="ScriptableRenderPass"/>
- /// </summary>
- protected List<ScriptableRenderPass> activeRenderPassQueue
- {
- get => m_ActiveRenderPassQueue;
- }
- /// <summary>
- /// Supported rendering features by this renderer.
- /// <see cref="SupportedRenderingFeatures"/>
- /// </summary>
- public RenderingFeatures supportedRenderingFeatures { get; set; } = new RenderingFeatures();
- /// <summary>
- /// List of unsupported Graphics APIs for this renderer.
- /// <see cref="unsupportedGraphicsDeviceTypes"/>
- /// </summary>
- public GraphicsDeviceType[] unsupportedGraphicsDeviceTypes { get; set; } = new GraphicsDeviceType[0];
- static class RenderPassBlock
- {
- // Executes render passes that are inputs to the main rendering
- // but don't depend on camera state. They all render in monoscopic mode. f.ex, shadow maps.
- public static readonly int BeforeRendering = 0;
- // Main bulk of render pass execution. They required camera state to be properly set
- // and when enabled they will render in stereo.
- public static readonly int MainRenderingOpaque = 1;
- public static readonly int MainRenderingTransparent = 2;
- // Execute after Post-processing.
- public static readonly int AfterRendering = 3;
- }
- private StoreActionsOptimization m_StoreActionsOptimizationSetting = StoreActionsOptimization.Auto;
- private static bool m_UseOptimizedStoreActions = false;
- const int k_RenderPassBlockCount = 4;
- List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>(32);
- List<ScriptableRendererFeature> m_RendererFeatures = new List<ScriptableRendererFeature>(10);
- RenderTargetIdentifier m_CameraColorTarget;
- RenderTargetIdentifier m_CameraDepthTarget;
- RenderTargetIdentifier m_CameraResolveTarget;
- bool m_FirstTimeCameraColorTargetIsBound = true; // flag used to track when m_CameraColorTarget should be cleared (if necessary), as well as other special actions only performed the first time m_CameraColorTarget is bound as a render target
- bool m_FirstTimeCameraDepthTargetIsBound = true; // flag used to track when m_CameraDepthTarget should be cleared (if necessary), the first time m_CameraDepthTarget is bound as a render target
- // The pipeline can only guarantee the camera target texture are valid when the pipeline is executing.
- // Trying to access the camera target before or after might be that the pipeline texture have already been disposed.
- bool m_IsPipelineExecuting = false;
- // This should be removed when early camera color target assignment is removed.
- internal bool isCameraColorTargetValid = false;
- // Temporary variable to disable custom passes using render pass ( due to it potentially breaking projects with custom render features )
- // To enable it - override SupportsNativeRenderPass method in the feature and return true
- internal bool disableNativeRenderPassInFeatures = false;
- internal bool useRenderPassEnabled = false;
- static RenderTargetIdentifier[] m_ActiveColorAttachments = new RenderTargetIdentifier[] { 0, 0, 0, 0, 0, 0, 0, 0 };
- static RenderTargetIdentifier m_ActiveDepthAttachment;
- private static RenderBufferStoreAction[] m_ActiveColorStoreActions = new RenderBufferStoreAction[]
- {
- RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store,
- RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store
- };
- private static RenderBufferStoreAction m_ActiveDepthStoreAction = RenderBufferStoreAction.Store;
- // CommandBuffer.SetRenderTarget(RenderTargetIdentifier[] colors, RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace, int depthSlice);
- // called from CoreUtils.SetRenderTarget will issue a warning assert from native c++ side if "colors" array contains some invalid RTIDs.
- // To avoid that warning assert we trim the RenderTargetIdentifier[] arrays we pass to CoreUtils.SetRenderTarget.
- // To avoid re-allocating a new array every time we do that, we re-use one of these arrays:
- static RenderTargetIdentifier[][] m_TrimmedColorAttachmentCopies = new RenderTargetIdentifier[][]
- {
- new RenderTargetIdentifier[0], // m_TrimmedColorAttachmentCopies[0] is an array of 0 RenderTargetIdentifier - only used to make indexing code easier to read
- new RenderTargetIdentifier[] {0}, // m_TrimmedColorAttachmentCopies[1] is an array of 1 RenderTargetIdentifier
- new RenderTargetIdentifier[] {0, 0}, // m_TrimmedColorAttachmentCopies[2] is an array of 2 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0}, // m_TrimmedColorAttachmentCopies[3] is an array of 3 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0, 0}, // m_TrimmedColorAttachmentCopies[4] is an array of 4 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0, 0, 0}, // m_TrimmedColorAttachmentCopies[5] is an array of 5 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0, 0, 0, 0}, // m_TrimmedColorAttachmentCopies[6] is an array of 6 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0, 0, 0, 0, 0}, // m_TrimmedColorAttachmentCopies[7] is an array of 7 RenderTargetIdentifiers
- new RenderTargetIdentifier[] {0, 0, 0, 0, 0, 0, 0, 0 }, // m_TrimmedColorAttachmentCopies[8] is an array of 8 RenderTargetIdentifiers
- };
- private static Plane[] s_Planes = new Plane[6];
- private static Vector4[] s_VectorPlanes = new Vector4[6];
- internal static void ConfigureActiveTarget(RenderTargetIdentifier colorAttachment,
- RenderTargetIdentifier depthAttachment)
- {
- m_ActiveColorAttachments[0] = colorAttachment;
- for (int i = 1; i < m_ActiveColorAttachments.Length; ++i)
- m_ActiveColorAttachments[i] = 0;
- m_ActiveDepthAttachment = depthAttachment;
- }
- internal bool useDepthPriming { get; set; } = false;
- internal bool stripShadowsOffVariants { get; set; } = false;
- internal bool stripAdditionalLightOffVariants { get; set; } = false;
- public ScriptableRenderer(ScriptableRendererData data)
- {
- if (Debug.isDebugBuild)
- DebugHandler = new DebugHandler(data);
- profilingExecute = new ProfilingSampler($"{nameof(ScriptableRenderer)}.{nameof(ScriptableRenderer.Execute)}: {data.name}");
- foreach (var feature in data.rendererFeatures)
- {
- if (feature == null)
- continue;
- feature.Create();
- m_RendererFeatures.Add(feature);
- }
- ResetNativeRenderPassFrameData();
- useRenderPassEnabled = data.useNativeRenderPass && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
- Clear(CameraRenderType.Base);
- m_ActiveRenderPassQueue.Clear();
- if (UniversalRenderPipeline.asset)
- m_StoreActionsOptimizationSetting = UniversalRenderPipeline.asset.storeActionsOptimization;
- m_UseOptimizedStoreActions = m_StoreActionsOptimizationSetting != StoreActionsOptimization.Store;
- }
- public void Dispose()
- {
- // Dispose all renderer features...
- for (int i = 0; i < m_RendererFeatures.Count; ++i)
- {
- if (rendererFeatures[i] == null)
- continue;
- rendererFeatures[i].Dispose();
- }
- Dispose(true);
- GC.SuppressFinalize(this);
- }
- protected virtual void Dispose(bool disposing)
- {
- }
- /// <summary>
- /// Configures the camera target.
- /// </summary>
- /// <param name="colorTarget">Camera color target. Pass BuiltinRenderTextureType.CameraTarget if rendering to backbuffer.</param>
- /// <param name="depthTarget">Camera depth target. Pass BuiltinRenderTextureType.CameraTarget if color has depth or rendering to backbuffer.</param>
- public void ConfigureCameraTarget(RenderTargetIdentifier colorTarget, RenderTargetIdentifier depthTarget)
- {
- m_CameraColorTarget = colorTarget;
- m_CameraDepthTarget = depthTarget;
- }
- internal void ConfigureCameraTarget(RenderTargetIdentifier colorTarget, RenderTargetIdentifier depthTarget, RenderTargetIdentifier resolveTarget)
- {
- m_CameraColorTarget = colorTarget;
- m_CameraDepthTarget = depthTarget;
- m_CameraResolveTarget = resolveTarget;
- }
- // This should be removed when early camera color target assignment is removed.
- internal void ConfigureCameraColorTarget(RenderTargetIdentifier colorTarget)
- {
- m_CameraColorTarget = colorTarget;
- }
- /// <summary>
- /// Configures the render passes that will execute for this renderer.
- /// This method is called per-camera every frame.
- /// </summary>
- /// <param name="context">Use this render context to issue any draw commands during execution.</param>
- /// <param name="renderingData">Current render state information.</param>
- /// <seealso cref="ScriptableRenderPass"/>
- /// <seealso cref="ScriptableRendererFeature"/>
- public abstract void Setup(ScriptableRenderContext context, ref RenderingData renderingData);
- /// <summary>
- /// Override this method to implement the lighting setup for the renderer. You can use this to
- /// compute and upload light CBUFFER for example.
- /// </summary>
- /// <param name="context">Use this render context to issue any draw commands during execution.</param>
- /// <param name="renderingData">Current render state information.</param>
- public virtual void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- }
- /// <summary>
- /// Override this method to configure the culling parameters for the renderer. You can use this to configure if
- /// lights should be culled per-object or the maximum shadow distance for example.
- /// </summary>
- /// <param name="cullingParameters">Use this to change culling parameters used by the render pipeline.</param>
- /// <param name="cameraData">Current render state information.</param>
- public virtual void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
- ref CameraData cameraData)
- {
- }
- /// <summary>
- /// Called upon finishing rendering the camera stack. You can release any resources created by the renderer here.
- /// </summary>
- /// <param name="cmd"></param>
- public virtual void FinishRendering(CommandBuffer cmd)
- {
- }
- /// <summary>
- /// Execute the enqueued render passes. This automatically handles editor and stereo rendering.
- /// </summary>
- /// <param name="context">Use this render context to issue any draw commands during execution.</param>
- /// <param name="renderingData">Current render state information.</param>
- public void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- // Disable Gizmos when using scene overrides. Gizmos break some effects like Overdraw debug.
- bool drawGizmos = DebugDisplaySettings.Instance.RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.None;
- m_IsPipelineExecuting = true;
- ref CameraData cameraData = ref renderingData.cameraData;
- Camera camera = cameraData.camera;
- CommandBuffer cmd = CommandBufferPool.Get();
- // TODO: move skybox code from C++ to URP in order to remove the call to context.Submit() inside DrawSkyboxPass
- // Until then, we can't use nested profiling scopes with XR multipass
- CommandBuffer cmdScope = renderingData.cameraData.xr.enabled ? null : cmd;
- using (new ProfilingScope(cmdScope, profilingExecute))
- {
- InternalStartRendering(context, ref renderingData);
- // Cache the time for after the call to `SetupCameraProperties` and set the time variables in shader
- // For now we set the time variables per camera, as we plan to remove `SetupCameraProperties`.
- // Setting the time per frame would take API changes to pass the variable to each camera render.
- // Once `SetupCameraProperties` is gone, the variable should be set higher in the call-stack.
- #if UNITY_EDITOR
- float time = Application.isPlaying ? Time.time : Time.realtimeSinceStartup;
- #else
- float time = Time.time;
- #endif
- float deltaTime = Time.deltaTime;
- float smoothDeltaTime = Time.smoothDeltaTime;
- // Initialize Camera Render State
- ClearRenderingState(cmd);
- SetShaderTimeValues(cmd, time, deltaTime, smoothDeltaTime);
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- using (new ProfilingScope(null, Profiling.sortRenderPasses))
- {
- // Sort the render pass queue
- SortStable(m_ActiveRenderPassQueue);
- }
- SetupNativeRenderPassFrameData(cameraData, useRenderPassEnabled);
- using var renderBlocks = new RenderBlocks(m_ActiveRenderPassQueue);
- using (new ProfilingScope(null, Profiling.setupLights))
- {
- SetupLights(context, ref renderingData);
- }
- // Before Render Block. This render blocks always execute in mono rendering.
- // Camera is not setup.
- // Used to render input textures like shadowmaps.
- if (renderBlocks.GetLength(RenderPassBlock.BeforeRendering) > 0)
- {
- // TODO: Separate command buffers per pass break the profiling scope order/hierarchy.
- // If a single buffer is used and passed as a param to passes,
- // put all of the "block" scopes back into the command buffer. (null -> cmd)
- using var profScope = new ProfilingScope(null, Profiling.RenderBlock.beforeRendering);
- ExecuteBlock(RenderPassBlock.BeforeRendering, in renderBlocks, context, ref renderingData);
- }
- using (new ProfilingScope(null, Profiling.setupCamera))
- {
- // This is still required because of the following reasons:
- // - Camera billboard properties.
- // - Camera frustum planes: unity_CameraWorldClipPlanes[6]
- // - _ProjectionParams.x logic is deep inside GfxDevice
- // NOTE: The only reason we have to call this here and not at the beginning (before shadows)
- // is because this need to be called for each eye in multi pass VR.
- // The side effect is that this will override some shader properties we already setup and we will have to
- // reset them.
- if (cameraData.renderType == CameraRenderType.Base)
- {
- context.SetupCameraProperties(camera);
- SetPerCameraShaderVariables(cmd, ref cameraData);
- }
- else
- {
- // Set new properties
- SetPerCameraShaderVariables(cmd, ref cameraData);
- SetPerCameraClippingPlaneProperties(cmd, in cameraData);
- SetPerCameraBillboardProperties(cmd, ref cameraData);
- }
- // Reset shader time variables as they were overridden in SetupCameraProperties. If we don't do it we might have a mismatch between shadows and main rendering
- SetShaderTimeValues(cmd, time, deltaTime, smoothDeltaTime);
- #if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
- //Triggers dispatch per camera, all global parameters should have been setup at this stage.
- VFX.VFXManager.ProcessCameraCommand(camera, cmd);
- #endif
- }
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- BeginXRRendering(cmd, context, ref renderingData.cameraData);
- // In the opaque and transparent blocks the main rendering executes.
- // Opaque blocks...
- if (renderBlocks.GetLength(RenderPassBlock.MainRenderingOpaque) > 0)
- {
- // TODO: Separate command buffers per pass break the profiling scope order/hierarchy.
- // If a single buffer is used (passed as a param) for passes,
- // put all of the "block" scopes back into the command buffer. (i.e. null -> cmd)
- using var profScope = new ProfilingScope(null, Profiling.RenderBlock.mainRenderingOpaque);
- ExecuteBlock(RenderPassBlock.MainRenderingOpaque, in renderBlocks, context, ref renderingData);
- }
- // Transparent blocks...
- if (renderBlocks.GetLength(RenderPassBlock.MainRenderingTransparent) > 0)
- {
- using var profScope = new ProfilingScope(null, Profiling.RenderBlock.mainRenderingTransparent);
- ExecuteBlock(RenderPassBlock.MainRenderingTransparent, in renderBlocks, context, ref renderingData);
- }
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- cameraData.xr.canMarkLateLatch = false;
- #endif
- // Draw Gizmos...
- if (drawGizmos)
- {
- DrawGizmos(context, camera, GizmoSubset.PreImageEffects);
- }
- // In this block after rendering drawing happens, e.g, post processing, video player capture.
- if (renderBlocks.GetLength(RenderPassBlock.AfterRendering) > 0)
- {
- using var profScope = new ProfilingScope(null, Profiling.RenderBlock.afterRendering);
- ExecuteBlock(RenderPassBlock.AfterRendering, in renderBlocks, context, ref renderingData);
- }
- EndXRRendering(cmd, context, ref renderingData.cameraData);
- DrawWireOverlay(context, camera);
- if (drawGizmos)
- {
- DrawGizmos(context, camera, GizmoSubset.PostImageEffects);
- }
- InternalFinishRendering(context, cameraData.resolveFinalTarget);
- for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
- {
- m_ActiveRenderPassQueue[i].m_ColorAttachmentIndices.Dispose();
- m_ActiveRenderPassQueue[i].m_InputAttachmentIndices.Dispose();
- }
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- /// <summary>
- /// Enqueues a render pass for execution.
- /// </summary>
- /// <param name="pass">Render pass to be enqueued.</param>
- public void EnqueuePass(ScriptableRenderPass pass)
- {
- m_ActiveRenderPassQueue.Add(pass);
- if (disableNativeRenderPassInFeatures)
- pass.useNativeRenderPass = false;
- }
- /// <summary>
- /// Returns a clear flag based on CameraClearFlags.
- /// </summary>
- /// <param name="cameraClearFlags">Camera clear flags.</param>
- /// <returns>A clear flag that tells if color and/or depth should be cleared.</returns>
- protected static ClearFlag GetCameraClearFlag(ref CameraData cameraData)
- {
- var cameraClearFlags = cameraData.camera.clearFlags;
- // Universal RP doesn't support CameraClearFlags.DepthOnly and CameraClearFlags.Nothing.
- // CameraClearFlags.DepthOnly has the same effect of CameraClearFlags.SolidColor
- // CameraClearFlags.Nothing clears Depth on PC/Desktop and in mobile it clears both
- // depth and color.
- // CameraClearFlags.Skybox clears depth only.
- // Implementation details:
- // Camera clear flags are used to initialize the attachments on the first render pass.
- // ClearFlag is used together with Tile Load action to figure out how to clear the camera render target.
- // In Tile Based GPUs ClearFlag.Depth + RenderBufferLoadAction.DontCare becomes DontCare load action.
- // RenderBufferLoadAction.DontCare in PC/Desktop behaves as not clearing screen
- // RenderBufferLoadAction.DontCare in Vulkan/Metal behaves as DontCare load action
- // RenderBufferLoadAction.DontCare in GLES behaves as glInvalidateBuffer
- // Overlay cameras composite on top of previous ones. They don't clear color.
- // For overlay cameras we check if depth should be cleared on not.
- if (cameraData.renderType == CameraRenderType.Overlay)
- return (cameraData.clearDepth) ? ClearFlag.DepthStencil : ClearFlag.None;
- // Certain debug modes (e.g. wireframe/overdraw modes) require that we override clear flags and clear everything.
- var debugHandler = cameraData.renderer.DebugHandler;
- if (debugHandler != null && debugHandler.IsActiveForCamera(ref cameraData) && debugHandler.IsScreenClearNeeded)
- return ClearFlag.All;
- // XRTODO: remove once we have visible area of occlusion mesh available
- if (cameraClearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null && cameraData.postProcessEnabled && cameraData.xr.enabled)
- return ClearFlag.All;
- if ((cameraClearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null) ||
- cameraClearFlags == CameraClearFlags.Nothing)
- return ClearFlag.DepthStencil;
- return ClearFlag.All;
- }
- /// <summary>
- /// Calls <c>OnCull</c> for each feature added to this renderer.
- /// <seealso cref="ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)"/>
- /// </summary>
- /// <param name="cameraData">Current render state information.</param>
- internal void OnPreCullRenderPasses(in CameraData cameraData)
- {
- // Add render passes from custom renderer features
- for (int i = 0; i < rendererFeatures.Count; ++i)
- {
- if (!rendererFeatures[i].isActive)
- {
- continue;
- }
- rendererFeatures[i].OnCameraPreCull(this, in cameraData);
- }
- }
- /// <summary>
- /// Calls <c>AddRenderPasses</c> for each feature added to this renderer.
- /// <seealso cref="ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)"/>
- /// </summary>
- /// <param name="renderingData"></param>
- protected void AddRenderPasses(ref RenderingData renderingData)
- {
- using var profScope = new ProfilingScope(null, Profiling.addRenderPasses);
- // Disable Native RenderPass for any passes that were directly injected prior to our passes and renderer features
- int count = activeRenderPassQueue.Count;
- for (int i = 0; i < count; i++)
- {
- if (activeRenderPassQueue[i] != null)
- activeRenderPassQueue[i].useNativeRenderPass = false;
- }
- // Add render passes from custom renderer features
- for (int i = 0; i < rendererFeatures.Count; ++i)
- {
- if (!rendererFeatures[i].isActive)
- {
- continue;
- }
- if (!rendererFeatures[i].SupportsNativeRenderPass())
- disableNativeRenderPassInFeatures = true;
- rendererFeatures[i].AddRenderPasses(this, ref renderingData);
- disableNativeRenderPassInFeatures = false;
- }
- // Remove any null render pass that might have been added by user by mistake
- count = activeRenderPassQueue.Count;
- for (int i = count - 1; i >= 0; i--)
- {
- if (activeRenderPassQueue[i] == null)
- activeRenderPassQueue.RemoveAt(i);
- }
- // if any pass was injected, the "automatic" store optimization policy will disable the optimized load actions
- if (count > 0 && m_StoreActionsOptimizationSetting == StoreActionsOptimization.Auto)
- m_UseOptimizedStoreActions = false;
- }
- void ClearRenderingState(CommandBuffer cmd)
- {
- using var profScope = new ProfilingScope(null, Profiling.clearRenderingState);
- // Reset per-camera shader keywords. They are enabled depending on which render passes are executed.
- cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadows);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadowCascades);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsVertex);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsPixel);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.ClusteredRendering);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.ReflectionProbeBlending);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.ReflectionProbeBoxProjection);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.SoftShadows);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive); // Backward compatibility
- cmd.DisableShaderKeyword(ShaderKeywordStrings.LightmapShadowMixing);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.ShadowsShadowMask);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.LightLayers);
- }
- internal void Clear(CameraRenderType cameraType)
- {
- m_ActiveColorAttachments[0] = BuiltinRenderTextureType.CameraTarget;
- for (int i = 1; i < m_ActiveColorAttachments.Length; ++i)
- m_ActiveColorAttachments[i] = 0;
- m_ActiveDepthAttachment = BuiltinRenderTextureType.CameraTarget;
- m_FirstTimeCameraColorTargetIsBound = cameraType == CameraRenderType.Base;
- m_FirstTimeCameraDepthTargetIsBound = true;
- m_CameraColorTarget = BuiltinRenderTextureType.CameraTarget;
- m_CameraDepthTarget = BuiltinRenderTextureType.CameraTarget;
- }
- void ExecuteBlock(int blockIndex, in RenderBlocks renderBlocks,
- ScriptableRenderContext context, ref RenderingData renderingData, bool submit = false)
- {
- foreach (int currIndex in renderBlocks.GetRange(blockIndex))
- {
- var renderPass = m_ActiveRenderPassQueue[currIndex];
- ExecuteRenderPass(context, renderPass, ref renderingData);
- }
- if (submit)
- context.Submit();
- }
- private bool IsRenderPassEnabled(ScriptableRenderPass renderPass)
- {
- return renderPass.useNativeRenderPass && useRenderPassEnabled;
- }
- void ExecuteRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass,
- ref RenderingData renderingData)
- {
- // TODO: Separate command buffers per pass break the profiling scope order/hierarchy.
- // If a single buffer is used (passed as a param) and passed to renderPass.Execute, put the scope into command buffer (i.e. null -> cmd)
- using var profScope = new ProfilingScope(null, renderPass.profilingSampler);
- ref CameraData cameraData = ref renderingData.cameraData;
- CommandBuffer cmd = CommandBufferPool.Get();
- // Track CPU only as GPU markers for this scope were "too noisy".
- using (new ProfilingScope(null, Profiling.RenderPass.configure))
- {
- if (IsRenderPassEnabled(renderPass) && cameraData.isRenderPassSupportedCamera)
- ConfigureNativeRenderPass(cmd, renderPass, cameraData);
- else
- renderPass.Configure(cmd, cameraData.cameraTargetDescriptor);
- SetRenderPassAttachments(cmd, renderPass, ref cameraData);
- }
- // Also, we execute the commands recorded at this point to ensure SetRenderTarget is called before RenderPass.Execute
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- if (IsRenderPassEnabled(renderPass) && cameraData.isRenderPassSupportedCamera)
- ExecuteNativeRenderPass(context, renderPass, cameraData, ref renderingData);
- else
- renderPass.Execute(context, ref renderingData);
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled && cameraData.xr.hasMarkedLateLatch)
- cameraData.xr.UnmarkLateLatchShaderProperties(cmd, ref cameraData);
- #endif
- }
- void SetRenderPassAttachments(CommandBuffer cmd, ScriptableRenderPass renderPass, ref CameraData cameraData)
- {
- Camera camera = cameraData.camera;
- ClearFlag cameraClearFlag = GetCameraClearFlag(ref cameraData);
- // Invalid configuration - use current attachment setup
- // Note: we only check color buffers. This is only technically correct because for shadowmaps and depth only passes
- // we bind depth as color and Unity handles it underneath. so we never have a situation that all color buffers are null and depth is bound.
- uint validColorBuffersCount = RenderingUtils.GetValidColorBufferCount(renderPass.colorAttachments);
- if (validColorBuffersCount == 0)
- return;
- // We use a different code path for MRT since it calls a different version of API SetRenderTarget
- if (RenderingUtils.IsMRT(renderPass.colorAttachments))
- {
- // In the MRT path we assume that all color attachments are REAL color attachments,
- // and that the depth attachment is a REAL depth attachment too.
- // Determine what attachments need to be cleared. ----------------
- bool needCustomCameraColorClear = false;
- bool needCustomCameraDepthClear = false;
- int cameraColorTargetIndex = RenderingUtils.IndexOf(renderPass.colorAttachments, m_CameraColorTarget);
- if (cameraColorTargetIndex != -1 && (m_FirstTimeCameraColorTargetIsBound))
- {
- m_FirstTimeCameraColorTargetIsBound = false; // register that we did clear the camera target the first time it was bound
- // Overlay cameras composite on top of previous ones. They don't clear.
- // MTT: Commented due to not implemented yet
- // if (renderingData.cameraData.renderType == CameraRenderType.Overlay)
- // clearFlag = ClearFlag.None;
- // We need to specifically clear the camera color target.
- // But there is still a chance we don't need to issue individual clear() on each render-targets if they all have the same clear parameters.
- needCustomCameraColorClear = (cameraClearFlag & ClearFlag.Color) != (renderPass.clearFlag & ClearFlag.Color)
- || CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor) != renderPass.clearColor;
- }
- // Note: if we have to give up the assumption that no depthTarget can be included in the MRT colorAttachments, we might need something like this:
- // int cameraTargetDepthIndex = IndexOf(renderPass.colorAttachments, m_CameraDepthTarget);
- // if( !renderTargetAlreadySet && cameraTargetDepthIndex != -1 && m_FirstTimeCameraDepthTargetIsBound)
- // { ...
- // }
- if (renderPass.depthAttachment == m_CameraDepthTarget && m_FirstTimeCameraDepthTargetIsBound)
- {
- m_FirstTimeCameraDepthTargetIsBound = false;
- needCustomCameraDepthClear = (cameraClearFlag & ClearFlag.DepthStencil) != (renderPass.clearFlag & ClearFlag.DepthStencil);
- }
- // Perform all clear operations needed. ----------------
- // We try to minimize calls to SetRenderTarget().
- // We get here only if cameraColorTarget needs to be handled separately from the rest of the color attachments.
- if (needCustomCameraColorClear)
- {
- // Clear camera color render-target separately from the rest of the render-targets.
- if ((cameraClearFlag & ClearFlag.Color) != 0 && (!IsRenderPassEnabled(renderPass) || !cameraData.isRenderPassSupportedCamera))
- SetRenderTarget(cmd, renderPass.colorAttachments[cameraColorTargetIndex], renderPass.depthAttachment, ClearFlag.Color, CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor));
- if ((renderPass.clearFlag & ClearFlag.Color) != 0)
- {
- uint otherTargetsCount = RenderingUtils.CountDistinct(renderPass.colorAttachments, m_CameraColorTarget);
- var nonCameraAttachments = m_TrimmedColorAttachmentCopies[otherTargetsCount];
- int writeIndex = 0;
- for (int readIndex = 0; readIndex < renderPass.colorAttachments.Length; ++readIndex)
- {
- if (renderPass.colorAttachments[readIndex] != m_CameraColorTarget && renderPass.colorAttachments[readIndex] != 0)
- {
- nonCameraAttachments[writeIndex] = renderPass.colorAttachments[readIndex];
- ++writeIndex;
- }
- }
- if (writeIndex != otherTargetsCount)
- Debug.LogError("writeIndex and otherTargetsCount values differed. writeIndex:" + writeIndex + " otherTargetsCount:" + otherTargetsCount);
- if (!IsRenderPassEnabled(renderPass) || !cameraData.isRenderPassSupportedCamera)
- SetRenderTarget(cmd, nonCameraAttachments, m_CameraDepthTarget, ClearFlag.Color, renderPass.clearColor);
- }
- }
- // Bind all attachments, clear color only if there was no custom behaviour for cameraColorTarget, clear depth as needed.
- ClearFlag finalClearFlag = ClearFlag.None;
- finalClearFlag |= needCustomCameraDepthClear ? (cameraClearFlag & ClearFlag.DepthStencil) : (renderPass.clearFlag & ClearFlag.DepthStencil);
- finalClearFlag |= needCustomCameraColorClear ? (IsRenderPassEnabled(renderPass) ? (cameraClearFlag & ClearFlag.Color) : 0) : (renderPass.clearFlag & ClearFlag.Color);
- if (IsRenderPassEnabled(renderPass) && cameraData.isRenderPassSupportedCamera)
- SetNativeRenderPassMRTAttachmentList(renderPass, ref cameraData, needCustomCameraColorClear, finalClearFlag);
- // Only setup render target if current render pass attachments are different from the active ones.
- if (!RenderingUtils.SequenceEqual(renderPass.colorAttachments, m_ActiveColorAttachments) || renderPass.depthAttachment != m_ActiveDepthAttachment || finalClearFlag != ClearFlag.None)
- {
- int lastValidRTindex = RenderingUtils.LastValid(renderPass.colorAttachments);
- if (lastValidRTindex >= 0)
- {
- int rtCount = lastValidRTindex + 1;
- var trimmedAttachments = m_TrimmedColorAttachmentCopies[rtCount];
- for (int i = 0; i < rtCount; ++i)
- trimmedAttachments[i] = renderPass.colorAttachments[i];
- if (!IsRenderPassEnabled(renderPass) || !cameraData.isRenderPassSupportedCamera)
- {
- RenderTargetIdentifier depthAttachment = m_CameraDepthTarget;
- if (renderPass.overrideCameraTarget)
- {
- depthAttachment = renderPass.depthAttachment;
- }
- else
- {
- m_FirstTimeCameraDepthTargetIsBound = false;
- }
- SetRenderTarget(cmd, trimmedAttachments, depthAttachment, finalClearFlag, renderPass.clearColor);
- }
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- {
- // SetRenderTarget might alter the internal device state(winding order).
- // Non-stereo buffer is already updated internally when switching render target. We update stereo buffers here to keep the consistency.
- int xrTargetIndex = RenderingUtils.IndexOf(renderPass.colorAttachments, cameraData.xr.renderTarget);
- bool isRenderToBackBufferTarget = (xrTargetIndex != -1) && !cameraData.xr.renderTargetIsRenderTexture;
- cameraData.xr.UpdateGPUViewAndProjectionMatrices(cmd, ref cameraData, !isRenderToBackBufferTarget);
- }
- #endif
- }
- }
- }
- else
- {
- // Currently in non-MRT case, color attachment can actually be a depth attachment.
- RenderTargetIdentifier passColorAttachment = renderPass.colorAttachment;
- RenderTargetIdentifier passDepthAttachment = renderPass.depthAttachment;
- // When render pass doesn't call ConfigureTarget we assume it's expected to render to camera target
- // which might be backbuffer or the framebuffer render textures.
- if (!renderPass.overrideCameraTarget)
- {
- // Default render pass attachment for passes before main rendering is current active
- // early return so we don't change current render target setup.
- if (renderPass.renderPassEvent < RenderPassEvent.BeforeRenderingPrePasses)
- return;
- // Otherwise default is the pipeline camera target.
- passColorAttachment = m_CameraColorTarget;
- passDepthAttachment = m_CameraDepthTarget;
- }
- ClearFlag finalClearFlag = ClearFlag.None;
- Color finalClearColor;
- if (passColorAttachment == m_CameraColorTarget && (m_FirstTimeCameraColorTargetIsBound))
- {
- m_FirstTimeCameraColorTargetIsBound = false; // register that we did clear the camera target the first time it was bound
- finalClearFlag |= (cameraClearFlag & ClearFlag.Color);
- finalClearColor = CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor);
- if (m_FirstTimeCameraDepthTargetIsBound)
- {
- // m_CameraColorTarget can be an opaque pointer to a RenderTexture with depth-surface.
- // We cannot infer this information here, so we must assume both camera color and depth are first-time bound here (this is the legacy behaviour).
- m_FirstTimeCameraDepthTargetIsBound = false;
- finalClearFlag |= (cameraClearFlag & ClearFlag.DepthStencil);
- }
- }
- else
- {
- finalClearFlag |= (renderPass.clearFlag & ClearFlag.Color);
- finalClearColor = renderPass.clearColor;
- }
- // Condition (m_CameraDepthTarget!=BuiltinRenderTextureType.CameraTarget) below prevents m_FirstTimeCameraDepthTargetIsBound flag from being reset during non-camera passes (such as Color Grading LUT). This ensures that in those cases, cameraDepth will actually be cleared during the later camera pass.
- if ((m_CameraDepthTarget != BuiltinRenderTextureType.CameraTarget) && (passDepthAttachment == m_CameraDepthTarget || passColorAttachment == m_CameraDepthTarget) && m_FirstTimeCameraDepthTargetIsBound)
- {
- m_FirstTimeCameraDepthTargetIsBound = false;
- finalClearFlag |= (cameraClearFlag & ClearFlag.DepthStencil);
- // finalClearFlag |= (cameraClearFlag & ClearFlag.Color); // <- m_CameraDepthTarget is never a color-surface, so no need to add this here.
- }
- else
- finalClearFlag |= (renderPass.clearFlag & ClearFlag.DepthStencil);
- #if UNITY_EDITOR
- if (CoreUtils.IsSceneFilteringEnabled() && camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered)
- {
- finalClearColor.a = 0;
- finalClearFlag &= ~ClearFlag.Depth;
- }
- #endif
- // If the debug-handler needs to clear the screen, update "finalClearColor" accordingly...
- if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(ref cameraData))
- {
- DebugHandler.TryGetScreenClearColor(ref finalClearColor);
- }
- if (IsRenderPassEnabled(renderPass) && cameraData.isRenderPassSupportedCamera)
- {
- SetNativeRenderPassAttachmentList(renderPass, ref cameraData, passColorAttachment, passDepthAttachment, finalClearFlag, finalClearColor);
- }
- else
- {
- // Only setup render target if current render pass attachments are different from the active ones
- if (passColorAttachment != m_ActiveColorAttachments[0] || passDepthAttachment != m_ActiveDepthAttachment || finalClearFlag != ClearFlag.None ||
- renderPass.colorStoreActions[0] != m_ActiveColorStoreActions[0] || renderPass.depthStoreAction != m_ActiveDepthStoreAction)
- {
- SetRenderTarget(cmd, passColorAttachment, passDepthAttachment, finalClearFlag, finalClearColor, renderPass.colorStoreActions[0], renderPass.depthStoreAction);
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- {
- bool isOculusMotionVec = renderPass is Internal.OculusMotionVectorPass;
- // SetRenderTarget might alter the internal device state(winding order).
- // Non-stereo buffer is already updated internally when switching render target. We update stereo buffers here to keep the consistency.
- bool isRenderToBackBufferTarget = ((passColorAttachment == cameraData.xr.renderTarget) && !cameraData.xr.renderTargetIsRenderTexture) ||
- ((passColorAttachment == cameraData.xr.motionVectorRenderTarget) && !cameraData.xr.motionVectorRenderTargetIsRenderTexture);
- cameraData.xr.UpdateGPUViewAndProjectionMatrices(cmd, ref cameraData, !isRenderToBackBufferTarget, isOculusMotionVec);
- }
- #endif
- }
- }
- }
- }
- void BeginXRRendering(CommandBuffer cmd, ScriptableRenderContext context, ref CameraData cameraData)
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- {
- if (cameraData.xr.isLateLatchEnabled)
- cameraData.xr.canMarkLateLatch = true;
- cameraData.xr.StartSinglePass(cmd);
- cmd.EnableShaderKeyword(ShaderKeywordStrings.UseDrawProcedural);
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- }
- #endif
- }
- void EndXRRendering(CommandBuffer cmd, ScriptableRenderContext context, ref CameraData cameraData)
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- if (cameraData.xr.enabled)
- {
- cameraData.xr.StopSinglePass(cmd);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.UseDrawProcedural);
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- }
- #endif
- }
- internal static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor)
- {
- m_ActiveColorAttachments[0] = colorAttachment;
- for (int i = 1; i < m_ActiveColorAttachments.Length; ++i)
- m_ActiveColorAttachments[i] = 0;
- m_ActiveColorStoreActions[0] = RenderBufferStoreAction.Store;
- m_ActiveDepthStoreAction = RenderBufferStoreAction.Store;
- for (int i = 1; i < m_ActiveColorStoreActions.Length; ++i)
- m_ActiveColorStoreActions[i] = RenderBufferStoreAction.Store;
- m_ActiveDepthAttachment = depthAttachment;
- RenderBufferLoadAction colorLoadAction = ((uint)clearFlag & (uint)ClearFlag.Color) != 0 ? RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
- RenderBufferLoadAction depthLoadAction = ((uint)clearFlag & (uint)ClearFlag.Depth) != 0 || ((uint)clearFlag & (uint)ClearFlag.Stencil) != 0 ?
- RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
- SetRenderTarget(cmd, colorAttachment, colorLoadAction, RenderBufferStoreAction.Store,
- depthAttachment, depthLoadAction, RenderBufferStoreAction.Store, clearFlag, clearColor);
- }
- internal static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor, RenderBufferStoreAction colorStoreAction, RenderBufferStoreAction depthStoreAction)
- {
- m_ActiveColorAttachments[0] = colorAttachment;
- for (int i = 1; i < m_ActiveColorAttachments.Length; ++i)
- m_ActiveColorAttachments[i] = 0;
- m_ActiveColorStoreActions[0] = colorStoreAction;
- m_ActiveDepthStoreAction = depthStoreAction;
- for (int i = 1; i < m_ActiveColorStoreActions.Length; ++i)
- m_ActiveColorStoreActions[i] = RenderBufferStoreAction.Store;
- m_ActiveDepthAttachment = depthAttachment;
- RenderBufferLoadAction colorLoadAction = ((uint)clearFlag & (uint)ClearFlag.Color) != 0 ?
- RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
- RenderBufferLoadAction depthLoadAction = ((uint)clearFlag & (uint)ClearFlag.Depth) != 0 ?
- RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
- // if we shouldn't use optimized store actions then fall back to the conservative safe (un-optimal!) route and just store everything
- if (!m_UseOptimizedStoreActions)
- {
- if (colorStoreAction != RenderBufferStoreAction.StoreAndResolve)
- colorStoreAction = RenderBufferStoreAction.Store;
- if (depthStoreAction != RenderBufferStoreAction.StoreAndResolve)
- depthStoreAction = RenderBufferStoreAction.Store;
- }
- SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction,
- depthAttachment, depthLoadAction, depthStoreAction, clearFlag, clearColor);
- }
- static void SetRenderTarget(CommandBuffer cmd,
- RenderTargetIdentifier colorAttachment,
- RenderBufferLoadAction colorLoadAction,
- RenderBufferStoreAction colorStoreAction,
- ClearFlag clearFlags,
- Color clearColor)
- {
- CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor);
- }
- static void SetRenderTarget(CommandBuffer cmd,
- RenderTargetIdentifier colorAttachment,
- RenderBufferLoadAction colorLoadAction,
- RenderBufferStoreAction colorStoreAction,
- RenderTargetIdentifier depthAttachment,
- RenderBufferLoadAction depthLoadAction,
- RenderBufferStoreAction depthStoreAction,
- ClearFlag clearFlags,
- Color clearColor)
- {
- // XRTODO: Revisit the logic. Why treat CameraTarget depth specially?
- if (depthAttachment == BuiltinRenderTextureType.CameraTarget)
- {
- CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, depthLoadAction, depthStoreAction, clearFlags, clearColor);
- }
- else
- {
- CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction,
- depthAttachment, depthLoadAction, depthStoreAction, clearFlags, clearColor);
- }
- }
- static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor)
- {
- m_ActiveColorAttachments = colorAttachments;
- m_ActiveDepthAttachment = depthAttachment;
- CoreUtils.SetRenderTarget(cmd, colorAttachments, depthAttachment, clearFlag, clearColor);
- }
- internal virtual void SwapColorBuffer(CommandBuffer cmd) { }
- internal virtual void EnableSwapBufferMSAA(bool enable) { }
- [Conditional("UNITY_EDITOR")]
- void DrawGizmos(ScriptableRenderContext context, Camera camera, GizmoSubset gizmoSubset)
- {
- #if UNITY_EDITOR
- if (!Handles.ShouldRenderGizmos() || camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered)
- return;
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, Profiling.drawGizmos))
- {
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- context.DrawGizmos(camera, gizmoSubset);
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- #endif
- }
- [Conditional("UNITY_EDITOR")]
- void DrawWireOverlay(ScriptableRenderContext context, Camera camera)
- {
- context.DrawWireOverlay(camera);
- }
- void InternalStartRendering(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(null, Profiling.internalStartRendering))
- {
- for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
- {
- m_ActiveRenderPassQueue[i].OnCameraSetup(cmd, ref renderingData);
- }
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- void InternalFinishRendering(ScriptableRenderContext context, bool resolveFinalTarget)
- {
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(null, Profiling.internalFinishRendering))
- {
- for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
- m_ActiveRenderPassQueue[i].FrameCleanup(cmd);
- // Happens when rendering the last camera in the camera stack.
- if (resolveFinalTarget)
- {
- for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
- m_ActiveRenderPassQueue[i].OnFinishCameraStackRendering(cmd);
- FinishRendering(cmd);
- // We finished camera stacking and released all intermediate pipeline textures.
- m_IsPipelineExecuting = false;
- }
- m_ActiveRenderPassQueue.Clear();
- }
- ResetNativeRenderPassFrameData();
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- internal static void SortStable(List<ScriptableRenderPass> list)
- {
- int j;
- for (int i = 1; i < list.Count; ++i)
- {
- ScriptableRenderPass curr = list[i];
- j = i - 1;
- for (; j >= 0 && curr < list[j]; --j)
- list[j + 1] = list[j];
- list[j + 1] = curr;
- }
- }
- internal struct RenderBlocks : IDisposable
- {
- private NativeArray<RenderPassEvent> m_BlockEventLimits;
- private NativeArray<int> m_BlockRanges;
- private NativeArray<int> m_BlockRangeLengths;
- public RenderBlocks(List<ScriptableRenderPass> activeRenderPassQueue)
- {
- // Upper limits for each block. Each block will contains render passes with events below the limit.
- m_BlockEventLimits = new NativeArray<RenderPassEvent>(k_RenderPassBlockCount, Allocator.Temp);
- m_BlockRanges = new NativeArray<int>(m_BlockEventLimits.Length + 1, Allocator.Temp);
- m_BlockRangeLengths = new NativeArray<int>(m_BlockRanges.Length, Allocator.Temp);
- m_BlockEventLimits[RenderPassBlock.BeforeRendering] = RenderPassEvent.BeforeRenderingPrePasses;
- m_BlockEventLimits[RenderPassBlock.MainRenderingOpaque] = RenderPassEvent.AfterRenderingOpaques;
- m_BlockEventLimits[RenderPassBlock.MainRenderingTransparent] = RenderPassEvent.AfterRenderingPostProcessing;
- m_BlockEventLimits[RenderPassBlock.AfterRendering] = (RenderPassEvent)Int32.MaxValue;
- // blockRanges[0] is always 0
- // blockRanges[i] is the index of the first RenderPass found in m_ActiveRenderPassQueue that has a ScriptableRenderPass.renderPassEvent higher than blockEventLimits[i] (i.e, should be executed after blockEventLimits[i])
- // blockRanges[blockEventLimits.Length] is m_ActiveRenderPassQueue.Count
- FillBlockRanges(activeRenderPassQueue);
- m_BlockEventLimits.Dispose();
- for (int i = 0; i < m_BlockRanges.Length - 1; i++)
- {
- m_BlockRangeLengths[i] = m_BlockRanges[i + 1] - m_BlockRanges[i];
- }
- }
- // RAII like Dispose pattern implementation for 'using' keyword
- public void Dispose()
- {
- m_BlockRangeLengths.Dispose();
- m_BlockRanges.Dispose();
- }
- // Fill in render pass indices for each block. End index is startIndex + 1.
- void FillBlockRanges(List<ScriptableRenderPass> activeRenderPassQueue)
- {
- int currRangeIndex = 0;
- int currRenderPass = 0;
- m_BlockRanges[currRangeIndex++] = 0;
- // For each block, it finds the first render pass index that has an event
- // higher than the block limit.
- for (int i = 0; i < m_BlockEventLimits.Length - 1; ++i)
- {
- while (currRenderPass < activeRenderPassQueue.Count &&
- activeRenderPassQueue[currRenderPass].renderPassEvent < m_BlockEventLimits[i])
- currRenderPass++;
- m_BlockRanges[currRangeIndex++] = currRenderPass;
- }
- m_BlockRanges[currRangeIndex] = activeRenderPassQueue.Count;
- }
- public int GetLength(int index)
- {
- return m_BlockRangeLengths[index];
- }
- // Minimal foreach support
- public struct BlockRange : IDisposable
- {
- int m_Current;
- int m_End;
- public BlockRange(int begin, int end)
- {
- Assertions.Assert.IsTrue(begin <= end);
- m_Current = begin < end ? begin : end;
- m_End = end >= begin ? end : begin;
- m_Current -= 1;
- }
- public BlockRange GetEnumerator() { return this; }
- public bool MoveNext() { return ++m_Current < m_End; }
- public int Current { get => m_Current; }
- public void Dispose() { }
- }
- public BlockRange GetRange(int index)
- {
- return new BlockRange(m_BlockRanges[index], m_BlockRanges[index + 1]);
- }
- }
- }
- }
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