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

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2024-10-27 10:53:47 +03:00
using System;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Invokes OnRenderObject callback
/// </summary>
internal class InvokeOnRenderObjectCallbackPass : ScriptableRenderPass
{
public InvokeOnRenderObjectCallbackPass(RenderPassEvent evt)
{
profilingSampler = new ProfilingSampler("Invoke OnRenderObject Callback");
renderPassEvent = evt;
//TODO: should we fix and re-enable native render pass for this pass?
// Currently disabled because when the callback is empty it causes an empty Begin/End RenderPass block, which causes artifacts on Vulkan
useNativeRenderPass = false;
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
renderingData.commandBuffer.InvokeOnRenderObjectCallbacks();
}
private class PassData
{
internal TextureHandle colorTarget;
internal TextureHandle depthTarget;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget)
{
using (var builder = renderGraph.AddUnsafePass<PassData>(passName, out var passData, profilingSampler))
{
passData.colorTarget = colorTarget;
builder.UseTexture(colorTarget, AccessFlags.Write);
passData.depthTarget = depthTarget;
builder.UseTexture(depthTarget, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, UnsafeGraphContext context) =>
{
context.cmd.InvokeOnRenderObjectCallbacks();
});
}
}
}
}