UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/NativeRenderPass.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
public partial class ScriptableRenderer
{
// Used "internal" only for testing. This should be private.
internal const int kRenderPassMapSize = 10;
internal const int kRenderPassMaxCount = 20;
// used to keep track of the index of the last pass when we called BeginSubpass
private int m_LastBeginSubpassPassIndex = 0;
private Dictionary<Hash128, int[]> m_MergeableRenderPassesMap = new Dictionary<Hash128, int[]>(kRenderPassMapSize);
// static array storing all the mergeableRenderPassesMap arrays. This is used to remove any GC allocs during the frame which would have been introduced by using a dynamic array to store the mergeablePasses per RenderPass
private int[][] m_MergeableRenderPassesMapArrays;
private Hash128[] m_PassIndexToPassHash = new Hash128[kRenderPassMaxCount];
private Dictionary<Hash128, int> m_RenderPassesAttachmentCount = new Dictionary<Hash128, int>(kRenderPassMapSize);
// used to keep track of the index of the first pass in the last group of merged native passes
private int m_firstPassIndexOfLastMergeableGroup;
AttachmentDescriptor[] m_ActiveColorAttachmentDescriptors = new AttachmentDescriptor[]
{
RenderingUtils.emptyAttachment, RenderingUtils.emptyAttachment, RenderingUtils.emptyAttachment,
RenderingUtils.emptyAttachment, RenderingUtils.emptyAttachment, RenderingUtils.emptyAttachment,
RenderingUtils.emptyAttachment, RenderingUtils.emptyAttachment
};
AttachmentDescriptor m_ActiveDepthAttachmentDescriptor;
bool[] m_IsActiveColorAttachmentTransient = new bool[]
{
false, false, false, false, false, false, false, false
};
internal RenderBufferStoreAction[] m_FinalColorStoreAction = new RenderBufferStoreAction[]
{
RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store,
RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store
};
internal RenderBufferStoreAction m_FinalDepthStoreAction = RenderBufferStoreAction.Store;
private static partial class Profiling
{
public static readonly ProfilingSampler setMRTAttachmentsList = new ProfilingSampler($"NativeRenderPass {nameof(SetNativeRenderPassMRTAttachmentList)}");
public static readonly ProfilingSampler setAttachmentList = new ProfilingSampler($"NativeRenderPass {nameof(SetNativeRenderPassAttachmentList)}");
public static readonly ProfilingSampler execute = new ProfilingSampler($"NativeRenderPass {nameof(ExecuteNativeRenderPass)}");
public static readonly ProfilingSampler setupFrameData = new ProfilingSampler($"NativeRenderPass {nameof(SetupNativeRenderPassFrameData)}");
}
internal struct RenderPassDescriptor
{
internal int w, h, samples, depthID;
internal RenderPassDescriptor(int width, int height, int sampleCount, int rtID)
{
w = width;
h = height;
samples = sampleCount;
depthID = rtID;
}
}
internal void ResetNativeRenderPassFrameData()
{
if (m_MergeableRenderPassesMapArrays == null)
m_MergeableRenderPassesMapArrays = new int[kRenderPassMapSize][];
for (int i = 0; i < kRenderPassMapSize; ++i)
{
if (m_MergeableRenderPassesMapArrays[i] == null)
m_MergeableRenderPassesMapArrays[i] = new int[kRenderPassMaxCount];
for (int j = 0; j < kRenderPassMaxCount; ++j)
{
m_MergeableRenderPassesMapArrays[i][j] = -1;
}
}
m_firstPassIndexOfLastMergeableGroup = 0;
}
internal void SetupNativeRenderPassFrameData(UniversalCameraData cameraData, bool isRenderPassEnabled)
{
//TODO: edge cases to detect that should affect possible passes to merge
// - total number of color attachment > 8
// Go through all the passes and mark the final one as last pass
using (new ProfilingScope(Profiling.setupFrameData))
{
int lastPassIndex = m_ActiveRenderPassQueue.Count - 1;
// Make sure the list is already sorted!
m_MergeableRenderPassesMap.Clear();
m_RenderPassesAttachmentCount.Clear();
uint currentHashIndex = 0;
// reset all the passes last pass flag
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
{
var renderPass = m_ActiveRenderPassQueue[i];
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
bool RPEnabled = IsRenderPassEnabled(renderPass);
#pragma warning restore CS0618
if (!RPEnabled)
continue;
// Check if current index pass is higher than the maximum number of passes
if (i >= kRenderPassMaxCount)
{
Debug.LogError($"Exceeded the maximum number of Render Passes (${kRenderPassMaxCount}). Please consider using Render Graph to support a higher number of render passes with Native RenderPass, note support will be enabled by default.");
return;
}
renderPass.renderPassQueueIndex = i;
var rpDesc = InitializeRenderPassDescriptor(cameraData, renderPass);
Hash128 hash = CreateRenderPassHash(rpDesc, currentHashIndex);
m_PassIndexToPassHash[i] = hash;
if (!m_MergeableRenderPassesMap.ContainsKey(hash))
{
m_MergeableRenderPassesMap.Add(hash, m_MergeableRenderPassesMapArrays[m_MergeableRenderPassesMap.Count]);
m_RenderPassesAttachmentCount.Add(hash, 0);
m_firstPassIndexOfLastMergeableGroup = i;
}
else if (m_MergeableRenderPassesMap[hash][GetValidPassIndexCount(m_MergeableRenderPassesMap[hash]) - 1] != (i - 1))
{
// if the passes are not sequential we want to split the current mergeable passes list. So we increment the hashIndex and update the hash
currentHashIndex++;
hash = CreateRenderPassHash(rpDesc, currentHashIndex);
m_PassIndexToPassHash[i] = hash;
m_MergeableRenderPassesMap.Add(hash, m_MergeableRenderPassesMapArrays[m_MergeableRenderPassesMap.Count]);
m_RenderPassesAttachmentCount.Add(hash, 0);
m_firstPassIndexOfLastMergeableGroup = i;
}
m_MergeableRenderPassesMap[hash][GetValidPassIndexCount(m_MergeableRenderPassesMap[hash])] = i;
}
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
{
m_ActiveRenderPassQueue[i].m_ColorAttachmentIndices = new NativeArray<int>(8, Allocator.Temp);
m_ActiveRenderPassQueue[i].m_InputAttachmentIndices = new NativeArray<int>(8, Allocator.Temp);
}
}
}
internal void UpdateFinalStoreActions(int[] currentMergeablePasses, UniversalCameraData cameraData, bool isLastMergeableGroup)
{
for (int i = 0; i < m_FinalColorStoreAction.Length; ++i)
m_FinalColorStoreAction[i] = RenderBufferStoreAction.Store;
m_FinalDepthStoreAction = RenderBufferStoreAction.Store;
foreach (var passIdx in currentMergeablePasses)
{
if (!m_UseOptimizedStoreActions)
break;
if (passIdx == -1)
break;
ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx];
var samples = pass.overrideCameraTarget ? GetFirstAllocatedRTHandle(pass).rt.descriptor.msaaSamples :
(cameraData.targetTexture != null ? cameraData.targetTexture.descriptor.msaaSamples : cameraData.cameraTargetDescriptor.msaaSamples);
bool rendererSupportsMSAA = cameraData.renderer != null && cameraData.renderer.supportedRenderingFeatures.msaa;
if (!cameraData.camera.allowMSAA || !rendererSupportsMSAA)
samples = 1;
// only override existing non destructive actions
for (int i = 0; i < m_FinalColorStoreAction.Length; ++i)
{
if (m_FinalColorStoreAction[i] == RenderBufferStoreAction.Store || m_FinalColorStoreAction[i] == RenderBufferStoreAction.StoreAndResolve || pass.overriddenColorStoreActions[i])
m_FinalColorStoreAction[i] = pass.colorStoreActions[i];
if (samples > 1)
{
if (m_FinalColorStoreAction[i] == RenderBufferStoreAction.Store)
m_FinalColorStoreAction[i] = RenderBufferStoreAction.StoreAndResolve;
else if (m_FinalColorStoreAction[i] == RenderBufferStoreAction.DontCare)
m_FinalColorStoreAction[i] = RenderBufferStoreAction.Resolve;
else if (isLastMergeableGroup && m_FinalColorStoreAction[i] == RenderBufferStoreAction.Resolve)
m_FinalColorStoreAction[i] = RenderBufferStoreAction.StoreAndResolve;
}
}
// only override existing store
if (m_FinalDepthStoreAction == RenderBufferStoreAction.Store || (m_FinalDepthStoreAction == RenderBufferStoreAction.StoreAndResolve && pass.depthStoreAction == RenderBufferStoreAction.Resolve) || pass.overriddenDepthStoreAction)
m_FinalDepthStoreAction = pass.depthStoreAction;
}
}
internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPass, UniversalCameraData cameraData, bool needCustomCameraColorClear, ClearFlag cameraClearFlag)
{
using (new ProfilingScope(Profiling.setMRTAttachmentsList))
{
int currentPassIndex = renderPass.renderPassQueueIndex;
Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex];
int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash];
// Not the first pass
if (currentMergeablePasses.First() != currentPassIndex)
return;
m_RenderPassesAttachmentCount[currentPassHash] = 0;
UpdateFinalStoreActions(currentMergeablePasses, cameraData, currentPassIndex == m_firstPassIndexOfLastMergeableGroup);
int currentAttachmentIdx = 0;
bool hasInput = false;
foreach (var passIdx in currentMergeablePasses)
{
if (passIdx == -1)
break;
ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx];
for (int i = 0; i < pass.m_ColorAttachmentIndices.Length; ++i)
pass.m_ColorAttachmentIndices[i] = -1;
for (int i = 0; i < pass.m_InputAttachmentIndices.Length; ++i)
pass.m_InputAttachmentIndices[i] = -1;
uint validColorBuffersCount = RenderingUtils.GetValidColorBufferCount(pass.colorAttachmentHandles);
for (int i = 0; i < validColorBuffersCount; ++i)
{
AttachmentDescriptor currentAttachmentDescriptor =
new AttachmentDescriptor(pass.renderTargetFormat[i] != GraphicsFormat.None ? pass.renderTargetFormat[i] : UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, cameraData.hdrColorBufferPrecision, Graphics.preserveFramebufferAlpha));
var colorHandle = pass.overrideCameraTarget ? pass.colorAttachmentHandles[i] : m_CameraColorTarget;
int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(colorHandle.nameID, m_ActiveColorAttachmentDescriptors);
if (m_UseOptimizedStoreActions)
currentAttachmentDescriptor.storeAction = m_FinalColorStoreAction[i];
if (existingAttachmentIndex == -1)
{
// add a new attachment
m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor;
bool passHasClearColor = (pass.clearFlag & ClearFlag.Color) != 0;
m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureTarget(colorHandle.nameID, !passHasClearColor, true);
if (pass.colorAttachmentHandles[i].nameID == m_CameraColorTarget.nameID && needCustomCameraColorClear && (cameraClearFlag & ClearFlag.Color) != 0)
m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureClear(cameraData.backgroundColor, 1.0f, 0);
else if (passHasClearColor)
m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureClear(CoreUtils.ConvertSRGBToActiveColorSpace(pass.clearColor), 1.0f, 0);
pass.m_ColorAttachmentIndices[i] = currentAttachmentIdx;
currentAttachmentIdx++;
m_RenderPassesAttachmentCount[currentPassHash]++;
}
else
{
// attachment was already present
pass.m_ColorAttachmentIndices[i] = existingAttachmentIndex;
}
}
if (PassHasInputAttachments(pass))
{
hasInput = true;
SetupInputAttachmentIndices(pass);
}
// TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!)
m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil));
bool passHasClearDepth = (cameraClearFlag & ClearFlag.DepthStencil) != 0;
m_ActiveDepthAttachmentDescriptor.ConfigureTarget(pass.overrideCameraTarget ? pass.depthAttachmentHandle.nameID : m_CameraDepthTarget.nameID, !passHasClearDepth, true);
if (passHasClearDepth)
m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0);
if (m_UseOptimizedStoreActions)
m_ActiveDepthAttachmentDescriptor.storeAction = m_FinalDepthStoreAction;
}
if (hasInput)
SetupTransientInputAttachments(m_RenderPassesAttachmentCount[currentPassHash]);
}
}
bool IsDepthOnlyRenderTexture(RenderTexture t)
{
if (t.graphicsFormat == GraphicsFormat.None)
return true;
return false;
}
internal void SetNativeRenderPassAttachmentList(ScriptableRenderPass renderPass, UniversalCameraData cameraData, RTHandle passColorAttachment, RTHandle passDepthAttachment, ClearFlag finalClearFlag, Color finalClearColor)
{
using (new ProfilingScope(Profiling.setAttachmentList))
{
int currentPassIndex = renderPass.renderPassQueueIndex;
Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex];
int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash];
// Skip if not the first pass
if (currentMergeablePasses.First() != currentPassIndex)
return;
m_RenderPassesAttachmentCount[currentPassHash] = 0;
UpdateFinalStoreActions(currentMergeablePasses, cameraData, currentPassIndex == m_firstPassIndexOfLastMergeableGroup);
int currentAttachmentIdx = 0;
foreach (var passIdx in currentMergeablePasses)
{
if (passIdx == -1)
break;
ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx];
for (int i = 0; i < pass.m_ColorAttachmentIndices.Length; ++i)
pass.m_ColorAttachmentIndices[i] = -1;
AttachmentDescriptor currentAttachmentDescriptor;
var usesTargetTexture = cameraData.targetTexture != null;
var depthOnly = (pass.colorAttachmentHandle.rt != null && IsDepthOnlyRenderTexture(pass.colorAttachmentHandle.rt)) || (usesTargetTexture && IsDepthOnlyRenderTexture(cameraData.targetTexture));
int samples;
RenderTargetIdentifier colorAttachmentTarget;
// We are not rendering to Backbuffer so we have the RT and the information with it
// while also creating a new RenderTargetIdentifier to ignore the current depth slice (which might get bypassed in XR setup eventually)
if (new RenderTargetIdentifier(passColorAttachment.nameID, 0, depthSlice: 0) != BuiltinRenderTextureType.CameraTarget)
{
currentAttachmentDescriptor = new AttachmentDescriptor(depthOnly ? passColorAttachment.rt.descriptor.depthStencilFormat : passColorAttachment.rt.descriptor.graphicsFormat);
samples = passColorAttachment.rt.descriptor.msaaSamples;
colorAttachmentTarget = passColorAttachment.nameID;
}
else // In this case we might be rendering the the targetTexture or the Backbuffer, so less information is available
{
currentAttachmentDescriptor = new AttachmentDescriptor(pass.renderTargetFormat[0] != GraphicsFormat.None ? pass.renderTargetFormat[0] : UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, cameraData.hdrColorBufferPrecision, Graphics.preserveFramebufferAlpha));
samples = cameraData.cameraTargetDescriptor.msaaSamples;
colorAttachmentTarget = usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget;
}
currentAttachmentDescriptor.ConfigureTarget(colorAttachmentTarget, ((uint)finalClearFlag & (uint)ClearFlag.Color) == 0, true);
if (PassHasInputAttachments(pass))
SetupInputAttachmentIndices(pass);
// TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!)
m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil));
m_ActiveDepthAttachmentDescriptor.ConfigureTarget(passDepthAttachment.nameID != BuiltinRenderTextureType.CameraTarget ? passDepthAttachment.nameID :
(usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture.depthBuffer) : BuiltinRenderTextureType.Depth),
((uint)finalClearFlag & (uint)ClearFlag.Depth) == 0, true);
if (finalClearFlag != ClearFlag.None)
{
// We don't clear color for Overlay render targets, however pipeline set's up depth only render passes as color attachments which we do need to clear
if ((cameraData.renderType != CameraRenderType.Overlay || depthOnly && ((uint)finalClearFlag & (uint)ClearFlag.Color) != 0))
currentAttachmentDescriptor.ConfigureClear(finalClearColor, 1.0f, 0);
if (((uint)finalClearFlag & (uint)ClearFlag.Depth) != 0)
m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0);
}
// resolving to the implicit color target's resolve surface TODO: handle m_CameraResolveTarget if present?
if (samples > 1)
{
currentAttachmentDescriptor.ConfigureResolveTarget(colorAttachmentTarget);
if (RenderingUtils.MultisampleDepthResolveSupported())
m_ActiveDepthAttachmentDescriptor.ConfigureResolveTarget(m_ActiveDepthAttachmentDescriptor.loadStoreTarget);
}
if (m_UseOptimizedStoreActions)
{
currentAttachmentDescriptor.storeAction = m_FinalColorStoreAction[0];
m_ActiveDepthAttachmentDescriptor.storeAction = m_FinalDepthStoreAction;
}
int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(currentAttachmentIdx,
currentAttachmentDescriptor, m_ActiveColorAttachmentDescriptors);
if (existingAttachmentIndex == -1)
{
// add a new attachment
pass.m_ColorAttachmentIndices[0] = currentAttachmentIdx;
m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor;
currentAttachmentIdx++;
m_RenderPassesAttachmentCount[currentPassHash]++;
}
else
{
// attachment was already present
pass.m_ColorAttachmentIndices[0] = existingAttachmentIndex;
}
}
}
}
internal void ExecuteNativeRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass, UniversalCameraData cameraData, ref RenderingData renderingData)
{
using (new ProfilingScope(Profiling.execute))
{
int currentPassIndex = renderPass.renderPassQueueIndex;
Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex];
int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash];
int validColorBuffersCount = m_RenderPassesAttachmentCount[currentPassHash];
var depthOnly = (renderPass.colorAttachmentHandle.rt != null && IsDepthOnlyRenderTexture(renderPass.colorAttachmentHandle.rt)) || (cameraData.targetTexture != null && IsDepthOnlyRenderTexture(cameraData.targetTexture));
bool useDepth = depthOnly || (!renderPass.overrideCameraTarget || (renderPass.overrideCameraTarget && renderPass.depthAttachmentHandle.nameID != BuiltinRenderTextureType.CameraTarget));// &&
var attachments =
new NativeArray<AttachmentDescriptor>(useDepth && !depthOnly ? validColorBuffersCount + 1 : 1, Allocator.Temp);
for (int i = 0; i < validColorBuffersCount; ++i)
attachments[i] = m_ActiveColorAttachmentDescriptors[i];
if (useDepth && !depthOnly)
attachments[validColorBuffersCount] = m_ActiveDepthAttachmentDescriptor;
var rpDesc = InitializeRenderPassDescriptor(cameraData, renderPass);
int validPassCount = GetValidPassIndexCount(currentMergeablePasses);
var attachmentIndicesCount = GetSubPassAttachmentIndicesCount(renderPass);
var attachmentIndices = new NativeArray<int>(!depthOnly ? (int)attachmentIndicesCount : 0, Allocator.Temp);
if (!depthOnly)
{
for (int i = 0; i < attachmentIndicesCount; ++i)
{
attachmentIndices[i] = renderPass.m_ColorAttachmentIndices[i];
}
}
if (validPassCount == 1 || currentMergeablePasses[0] == currentPassIndex) // Check if it's the first pass
{
if (PassHasInputAttachments(renderPass))
Debug.LogWarning("First pass in a RenderPass should not have input attachments.");
context.BeginRenderPass(rpDesc.w, rpDesc.h, Math.Max(rpDesc.samples, 1), attachments,
useDepth ? (!depthOnly ? validColorBuffersCount : 0) : -1);
attachments.Dispose();
context.BeginSubPass(attachmentIndices);
m_LastBeginSubpassPassIndex = currentPassIndex;
}
else
{
// Regarding input attachments, currently we always recreate a new subpass if it contains input attachments
// This might not the most optimal way though and it should be investigated in the future
// Whether merging subpasses with matching input attachments is a more viable option
if (!AreAttachmentIndicesCompatible(m_ActiveRenderPassQueue[m_LastBeginSubpassPassIndex], m_ActiveRenderPassQueue[currentPassIndex]))
{
context.EndSubPass();
if (PassHasInputAttachments(m_ActiveRenderPassQueue[currentPassIndex]))
context.BeginSubPass(attachmentIndices, m_ActiveRenderPassQueue[currentPassIndex].m_InputAttachmentIndices);
else
context.BeginSubPass(attachmentIndices);
m_LastBeginSubpassPassIndex = currentPassIndex;
}
else if (PassHasInputAttachments(m_ActiveRenderPassQueue[currentPassIndex]))
{
context.EndSubPass();
context.BeginSubPass(attachmentIndices, m_ActiveRenderPassQueue[currentPassIndex].m_InputAttachmentIndices);
m_LastBeginSubpassPassIndex = currentPassIndex;
}
}
attachmentIndices.Dispose();
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
renderPass.Execute(context, ref renderingData);
#pragma warning restore CS0618
// Need to execute it immediately to avoid sync issues between context and cmd buffer
context.ExecuteCommandBuffer(renderingData.commandBuffer);
renderingData.commandBuffer.Clear();
if (validPassCount == 1 || currentMergeablePasses[validPassCount - 1] == currentPassIndex) // Check if it's the last pass
{
context.EndSubPass();
context.EndRenderPass();
m_LastBeginSubpassPassIndex = 0;
}
for (int i = 0; i < m_ActiveColorAttachmentDescriptors.Length; ++i)
{
m_ActiveColorAttachmentDescriptors[i] = RenderingUtils.emptyAttachment;
m_IsActiveColorAttachmentTransient[i] = false;
}
m_ActiveDepthAttachmentDescriptor = RenderingUtils.emptyAttachment;
}
}
internal void SetupInputAttachmentIndices(ScriptableRenderPass pass)
{
var validInputBufferCount = GetValidInputAttachmentCount(pass);
pass.m_InputAttachmentIndices = new NativeArray<int>(validInputBufferCount, Allocator.Temp);
for (int i = 0; i < validInputBufferCount; i++)
{
pass.m_InputAttachmentIndices[i] = FindAttachmentDescriptorIndexInList(pass.m_InputAttachments[i], m_ActiveColorAttachmentDescriptors);
if (pass.m_InputAttachmentIndices[i] == -1)
{
Debug.LogWarning("RenderPass Input attachment not found in the current RenderPass");
continue;
}
// Only update it as long as it has default value - if it was changed once, we assume it'll be memoryless in the whole RenderPass
if (!m_IsActiveColorAttachmentTransient[pass.m_InputAttachmentIndices[i]])
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
m_IsActiveColorAttachmentTransient[pass.m_InputAttachmentIndices[i]] = pass.IsInputAttachmentTransient(i);
#pragma warning restore CS0618
}
}
}
internal void SetupTransientInputAttachments(int attachmentCount)
{
for (int i = 0; i < attachmentCount; ++i)
{
if (!m_IsActiveColorAttachmentTransient[i])
continue;
m_ActiveColorAttachmentDescriptors[i].loadAction = RenderBufferLoadAction.DontCare;
m_ActiveColorAttachmentDescriptors[i].storeAction = RenderBufferStoreAction.DontCare;
// We change the target of the descriptor for it to be initialized engine-side as a transient resource.
m_ActiveColorAttachmentDescriptors[i].loadStoreTarget = BuiltinRenderTextureType.None;
}
}
internal static uint GetSubPassAttachmentIndicesCount(ScriptableRenderPass pass)
{
uint numValidAttachments = 0;
foreach (var attIdx in pass.m_ColorAttachmentIndices)
{
if (attIdx >= 0)
++numValidAttachments;
}
return numValidAttachments;
}
internal static bool AreAttachmentIndicesCompatible(ScriptableRenderPass lastSubPass, ScriptableRenderPass currentSubPass)
{
uint lastSubPassAttCount = GetSubPassAttachmentIndicesCount(lastSubPass);
uint currentSubPassAttCount = GetSubPassAttachmentIndicesCount(currentSubPass);
if (currentSubPassAttCount != lastSubPassAttCount)
return false;
uint numEqualAttachments = 0;
for (int currPassIdx = 0; currPassIdx < currentSubPassAttCount; ++currPassIdx)
{
for (int lastPassIdx = 0; lastPassIdx < lastSubPassAttCount; ++lastPassIdx)
{
if (currentSubPass.m_ColorAttachmentIndices[currPassIdx] == lastSubPass.m_ColorAttachmentIndices[lastPassIdx])
numEqualAttachments++;
}
}
return (numEqualAttachments == currentSubPassAttCount);
}
internal static uint GetValidColorAttachmentCount(AttachmentDescriptor[] colorAttachments)
{
uint nonNullColorBuffers = 0;
if (colorAttachments != null)
{
foreach (var attachment in colorAttachments)
{
if (attachment != RenderingUtils.emptyAttachment)
++nonNullColorBuffers;
}
}
return nonNullColorBuffers;
}
internal static int GetValidInputAttachmentCount(ScriptableRenderPass renderPass)
{
var length = renderPass.m_InputAttachments.Length;
if (length != 8) // overriden, there are attachments
return length;
else
{
for (int i = 0; i < length; ++i)
{
if (renderPass.m_InputAttachments[i] == null)
return i;
}
return length;
}
}
internal static int FindAttachmentDescriptorIndexInList(int attachmentIdx, AttachmentDescriptor attachmentDescriptor, AttachmentDescriptor[] attachmentDescriptors)
{
int existingAttachmentIndex = -1;
for (int i = 0; i <= attachmentIdx; ++i)
{
AttachmentDescriptor att = attachmentDescriptors[i];
if (att.loadStoreTarget == attachmentDescriptor.loadStoreTarget && att.graphicsFormat == attachmentDescriptor.graphicsFormat)
{
existingAttachmentIndex = i;
break;
}
}
return existingAttachmentIndex;
}
internal static int FindAttachmentDescriptorIndexInList(RenderTargetIdentifier target, AttachmentDescriptor[] attachmentDescriptors)
{
for (int i = 0; i < attachmentDescriptors.Length; i++)
{
AttachmentDescriptor att = attachmentDescriptors[i];
if (att.loadStoreTarget == target)
return i;
}
return -1;
}
internal static int GetValidPassIndexCount(int[] array)
{
if (array == null)
return 0;
for (int i = 0; i < array.Length; ++i)
{
if (array[i] == -1)
return i;
}
return array.Length - 1;
}
internal static RTHandle GetFirstAllocatedRTHandle(ScriptableRenderPass pass)
{
for (int i = 0; i < pass.colorAttachmentHandles.Length; ++i)
{
if (pass.colorAttachmentHandles[i].rt != null)
return pass.colorAttachmentHandles[i];
}
return pass.colorAttachmentHandles[0];
}
internal static bool PassHasInputAttachments(ScriptableRenderPass renderPass)
{
return renderPass.m_InputAttachments.Length != 8 || renderPass.m_InputAttachments[0] != null;
}
internal static Hash128 CreateRenderPassHash(int width, int height, int depthID, int sample, uint hashIndex)
{
return new Hash128((uint)(width << 4) + (uint)height, (uint)depthID, (uint)sample, hashIndex);
}
internal static Hash128 CreateRenderPassHash(RenderPassDescriptor desc, uint hashIndex)
{
return CreateRenderPassHash(desc.w, desc.h, desc.depthID, desc.samples, hashIndex);
}
internal static void GetRenderTextureDescriptor(UniversalCameraData cameraData, ScriptableRenderPass renderPass, out RenderTextureDescriptor targetRT)
{
if (!renderPass.overrideCameraTarget || (renderPass.colorAttachmentHandle.rt == null && renderPass.depthAttachmentHandle.rt == null))
{
targetRT = cameraData.cameraTargetDescriptor;
// In this case we want to rely on the pixelWidth/Height as the texture could be scaled from a script later and etc.
// and it's new dimensions might not be reflected on the targetTexture. This also applies to camera stacks rendering to a target texture.
if (cameraData.targetTexture != null)
{
targetRT.width = cameraData.scaledWidth;
targetRT.height = cameraData.scaledHeight;
}
}
else
{
var handle = GetFirstAllocatedRTHandle(renderPass);
targetRT = handle.rt != null ? handle.rt.descriptor : renderPass.depthAttachmentHandle.rt.descriptor;
}
}
private RenderPassDescriptor InitializeRenderPassDescriptor(UniversalCameraData cameraData, ScriptableRenderPass renderPass)
{
GetRenderTextureDescriptor(cameraData, renderPass, out RenderTextureDescriptor targetRT);
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
var depthTarget = renderPass.overrideCameraTarget ? renderPass.depthAttachmentHandle : cameraDepthTargetHandle;
var depthID = (targetRT.graphicsFormat == GraphicsFormat.None && targetRT.depthStencilFormat != GraphicsFormat.None) ? renderPass.colorAttachmentHandle.GetHashCode() : depthTarget.GetHashCode();
#pragma warning restore CS0618
return new RenderPassDescriptor(targetRT.width, targetRT.height, targetRT.msaaSamples, depthID);
}
}
}