635 lines
27 KiB
C#
635 lines
27 KiB
C#
|
using System;
|
||
|
using System.Diagnostics;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Runtime.CompilerServices;
|
||
|
|
||
|
namespace UnityEngine.Rendering.RenderGraphModule
|
||
|
{
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
abstract class RenderGraphPass
|
||
|
{
|
||
|
public abstract void Execute(InternalRenderGraphContext renderGraphContext);
|
||
|
public abstract void Release(RenderGraphObjectPool pool);
|
||
|
public abstract bool HasRenderFunc();
|
||
|
public abstract int GetRenderFuncHash();
|
||
|
|
||
|
public string name { get; protected set; }
|
||
|
public int index { get; protected set; }
|
||
|
public RenderGraphPassType type { get; internal set; }
|
||
|
public ProfilingSampler customSampler { get; protected set; }
|
||
|
public bool enableAsyncCompute { get; protected set; }
|
||
|
public bool allowPassCulling { get; protected set; }
|
||
|
public bool allowGlobalState { get; protected set; }
|
||
|
public bool enableFoveatedRasterization { get; protected set; }
|
||
|
|
||
|
// Before using the AccessFlags use resourceHandle.isValid()
|
||
|
// to make sure that the data in the colorBuffer/fragmentInput/randomAccessResource buffers are up to date
|
||
|
public TextureAccess depthAccess { get; protected set; }
|
||
|
|
||
|
public TextureAccess[] colorBufferAccess { get; protected set; } = new TextureAccess[RenderGraph.kMaxMRTCount];
|
||
|
public int colorBufferMaxIndex { get; protected set; } = -1;
|
||
|
|
||
|
// Used by native pass compiler only
|
||
|
public TextureAccess[] fragmentInputAccess { get; protected set; } = new TextureAccess[RenderGraph.kMaxMRTCount];
|
||
|
public int fragmentInputMaxIndex { get; protected set; } = -1;
|
||
|
|
||
|
public struct RandomWriteResourceInfo
|
||
|
{
|
||
|
public ResourceHandle h;
|
||
|
public bool preserveCounterValue;
|
||
|
}
|
||
|
|
||
|
// This list can contain both texture and buffer resources based on their binding index.
|
||
|
public RandomWriteResourceInfo[] randomAccessResource { get; protected set; } = new RandomWriteResourceInfo[RenderGraph.kMaxMRTCount];
|
||
|
public int randomAccessResourceMaxIndex { get; protected set; } = -1;
|
||
|
|
||
|
public bool generateDebugData { get; protected set; }
|
||
|
|
||
|
public bool allowRendererListCulling { get; protected set; }
|
||
|
|
||
|
public List<ResourceHandle>[] resourceReadLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
|
||
|
public List<ResourceHandle>[] resourceWriteLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
|
||
|
public List<ResourceHandle>[] transientResourceList = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
|
||
|
|
||
|
public List<RendererListHandle> usedRendererListList = new List<RendererListHandle>();
|
||
|
|
||
|
public List<ValueTuple<TextureHandle, int>> setGlobalsList = new List<ValueTuple<TextureHandle, int>>();
|
||
|
public bool useAllGlobalTextures;
|
||
|
|
||
|
public List<ResourceHandle> implicitReadsList = new List<ResourceHandle>();
|
||
|
|
||
|
public RenderGraphPass()
|
||
|
{
|
||
|
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
|
||
|
{
|
||
|
resourceReadLists[i] = new List<ResourceHandle>();
|
||
|
resourceWriteLists[i] = new List<ResourceHandle>();
|
||
|
transientResourceList[i] = new List<ResourceHandle>();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void Clear()
|
||
|
{
|
||
|
name = "";
|
||
|
index = -1;
|
||
|
customSampler = null;
|
||
|
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
|
||
|
{
|
||
|
resourceReadLists[i].Clear();
|
||
|
resourceWriteLists[i].Clear();
|
||
|
transientResourceList[i].Clear();
|
||
|
}
|
||
|
|
||
|
usedRendererListList.Clear();
|
||
|
setGlobalsList.Clear();
|
||
|
useAllGlobalTextures = false;
|
||
|
implicitReadsList.Clear();
|
||
|
enableAsyncCompute = false;
|
||
|
allowPassCulling = true;
|
||
|
allowRendererListCulling = true;
|
||
|
allowGlobalState = false;
|
||
|
enableFoveatedRasterization = false;
|
||
|
generateDebugData = true;
|
||
|
|
||
|
// Invalidate the buffers without clearing them, as it is too costly
|
||
|
// Use IsValid() to make sure that the data in the colorBuffer/fragmentInput/randomAccessResource buffers are up to date
|
||
|
colorBufferMaxIndex = -1;
|
||
|
fragmentInputMaxIndex = -1;
|
||
|
randomAccessResourceMaxIndex = -1;
|
||
|
}
|
||
|
|
||
|
// Check if the pass has any render targets set-up
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public bool HasRenderAttachments()
|
||
|
{
|
||
|
return depthAccess.textureHandle.IsValid() || colorBufferAccess[0].textureHandle.IsValid() || colorBufferMaxIndex > 0;
|
||
|
}
|
||
|
|
||
|
// Checks if the resource is involved in this pass
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public bool IsTransient(in ResourceHandle res)
|
||
|
{
|
||
|
return transientResourceList[res.iType].Contains(res);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public bool IsWritten(in ResourceHandle res)
|
||
|
{
|
||
|
// You can only ever write to the latest version so we ignore it when looking in the list
|
||
|
for (int i = 0; i < resourceWriteLists[res.iType].Count; i++)
|
||
|
{
|
||
|
if (resourceWriteLists[res.iType][i].index == res.index)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public bool IsRead(in ResourceHandle res)
|
||
|
{
|
||
|
if (res.IsVersioned)
|
||
|
{
|
||
|
return resourceReadLists[res.iType].Contains(res);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just look if we are reading any version of this texture.
|
||
|
// Note that in theory this pass could read from several versions of the same texture
|
||
|
// e.g. ColorBuffer,v3 and ColorBuffer,v5 so this check is always conservative
|
||
|
for (int i = 0; i < resourceReadLists[res.iType].Count; i++)
|
||
|
{
|
||
|
if (resourceReadLists[res.iType][i].index == res.index)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public bool IsAttachment(in TextureHandle res)
|
||
|
{
|
||
|
// We ignore the version when checking, if any version is used it is considered a match
|
||
|
|
||
|
if (depthAccess.textureHandle.IsValid() && depthAccess.textureHandle.handle.index == res.handle.index) return true;
|
||
|
for (int i = 0; i < colorBufferAccess.Length; i++)
|
||
|
{
|
||
|
if (colorBufferAccess[i].textureHandle.IsValid() && colorBufferAccess[i].textureHandle.handle.index == res.handle.index) return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AddResourceWrite(in ResourceHandle res)
|
||
|
{
|
||
|
resourceWriteLists[res.iType].Add(res);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AddResourceRead(in ResourceHandle res)
|
||
|
{
|
||
|
resourceReadLists[res.iType].Add(res);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AddTransientResource(in ResourceHandle res)
|
||
|
{
|
||
|
transientResourceList[res.iType].Add(res);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void UseRendererList(in RendererListHandle rendererList)
|
||
|
{
|
||
|
usedRendererListList.Add(rendererList);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void EnableAsyncCompute(bool value)
|
||
|
{
|
||
|
enableAsyncCompute = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AllowPassCulling(bool value)
|
||
|
{
|
||
|
allowPassCulling = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void EnableFoveatedRasterization(bool value)
|
||
|
{
|
||
|
enableFoveatedRasterization = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AllowRendererListCulling(bool value)
|
||
|
{
|
||
|
allowRendererListCulling = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void AllowGlobalState(bool value)
|
||
|
{
|
||
|
allowGlobalState = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void GenerateDebugData(bool value)
|
||
|
{
|
||
|
generateDebugData = value;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetColorBuffer(in TextureHandle resource, int index)
|
||
|
{
|
||
|
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
|
||
|
colorBufferMaxIndex = Math.Max(colorBufferMaxIndex, index);
|
||
|
colorBufferAccess[index].textureHandle = resource;
|
||
|
AddResourceWrite(resource.handle);
|
||
|
}
|
||
|
|
||
|
// Sets up the color buffer for this pass but not any resource Read/Writes for it
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetColorBufferRaw(in TextureHandle resource, int index, AccessFlags accessFlags, int mipLevel, int depthSlice)
|
||
|
{
|
||
|
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
|
||
|
if (colorBufferAccess[index].textureHandle.handle.Equals(resource.handle) || !colorBufferAccess[index].textureHandle.IsValid())
|
||
|
{
|
||
|
colorBufferMaxIndex = Math.Max(colorBufferMaxIndex, index);
|
||
|
colorBufferAccess[index].textureHandle = resource;
|
||
|
colorBufferAccess[index].flags = accessFlags;
|
||
|
colorBufferAccess[index].mipLevel = mipLevel;
|
||
|
colorBufferAccess[index].depthSlice = depthSlice;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
// You tried to do SetRenderAttachment(tex1, 1, ..); SetRenderAttachment(tex2, 1, ..); that is not valid for different textures on the same index
|
||
|
throw new InvalidOperationException("You can only bind a single texture to an MRT index. Verify your indexes are correct.");
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Sets up the color buffer for this pass but not any resource Read/Writes for it
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetFragmentInputRaw(in TextureHandle resource, int index, AccessFlags accessFlags, int mipLevel, int depthSlice)
|
||
|
{
|
||
|
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
|
||
|
if (fragmentInputAccess[index].textureHandle.handle.Equals(resource.handle) || !fragmentInputAccess[index].textureHandle.IsValid())
|
||
|
{
|
||
|
fragmentInputMaxIndex = Math.Max(fragmentInputMaxIndex, index);
|
||
|
fragmentInputAccess[index].textureHandle = resource;
|
||
|
fragmentInputAccess[index].flags = accessFlags;
|
||
|
fragmentInputAccess[index].mipLevel = mipLevel;
|
||
|
fragmentInputAccess[index].depthSlice = depthSlice;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
// You tried to do SetRenderAttachment(tex1, 1, ..); SetRenderAttachment(tex2, 1, ..); that is not valid for different textures on the same index
|
||
|
throw new InvalidOperationException("You can only bind a single texture to an fragment input index. Verify your indexes are correct.");
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Sets up the color buffer for this pass but not any resource Read/Writes for it
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetRandomWriteResourceRaw(in ResourceHandle resource, int index, bool preserveCounterValue, AccessFlags accessFlags)
|
||
|
{
|
||
|
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
|
||
|
if (randomAccessResource[index].h.Equals(resource) || !randomAccessResource[index].h.IsValid())
|
||
|
{
|
||
|
randomAccessResourceMaxIndex = Math.Max(randomAccessResourceMaxIndex, index);
|
||
|
ref var info = ref randomAccessResource[index];
|
||
|
info.h = resource;
|
||
|
info.preserveCounterValue = preserveCounterValue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// You tried to do SetRenderAttachment(tex1, 1, ..); SetRenderAttachment(tex2, 1, ..); that is not valid for different textures on the same index
|
||
|
throw new InvalidOperationException("You can only bind a single texture to an random write input index. Verify your indexes are correct.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetDepthBuffer(in TextureHandle resource, DepthAccess flags)
|
||
|
{
|
||
|
depthAccess = new TextureAccess(resource, (AccessFlags)flags, 0, 0);
|
||
|
if ((flags & DepthAccess.Read) != 0)
|
||
|
AddResourceRead(resource.handle);
|
||
|
if ((flags & DepthAccess.Write) != 0)
|
||
|
AddResourceWrite(resource.handle);
|
||
|
}
|
||
|
|
||
|
// Sets up the depth buffer for this pass but not any resource Read/Writes for it
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void SetDepthBufferRaw(in TextureHandle resource, AccessFlags accessFlags, int mipLevel, int depthSlice)
|
||
|
{
|
||
|
// If no depth buffer yet or if it is the same one as the previous one, allow the call otherwise log an error.
|
||
|
if (depthAccess.textureHandle.handle.Equals(resource.handle) || !depthAccess.textureHandle.IsValid())
|
||
|
{
|
||
|
depthAccess = new TextureAccess(resource, accessFlags, mipLevel, depthSlice);
|
||
|
}
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
else
|
||
|
{
|
||
|
throw new InvalidOperationException("You can only set a single depth texture per pass.");
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
// Here we want to keep computation to a minimum and only hash what will influence NRP compiler: Pass merging, load/store actions etc.
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, RenderGraphResourceRegistry resources)
|
||
|
{
|
||
|
if (handle.index == 0)
|
||
|
return;
|
||
|
|
||
|
if (resources.IsRenderGraphResourceImported(handle))
|
||
|
{
|
||
|
var res = resources.GetTextureResource(handle);
|
||
|
if (res.graphicsResource.externalTexture != null) // External texture
|
||
|
{
|
||
|
var externalTexture = res.graphicsResource.externalTexture;
|
||
|
generator.Append((int) externalTexture.graphicsFormat);
|
||
|
generator.Append((int) externalTexture.dimension);
|
||
|
generator.Append(externalTexture.width);
|
||
|
generator.Append(externalTexture.height);
|
||
|
if (externalTexture is RenderTexture externalRT)
|
||
|
generator.Append(externalRT.antiAliasing);
|
||
|
}
|
||
|
else if (res.graphicsResource.rt != null) // Regular RTHandle
|
||
|
{
|
||
|
var rt = res.graphicsResource.rt;
|
||
|
generator.Append((int) rt.graphicsFormat);
|
||
|
generator.Append((int) rt.dimension);
|
||
|
generator.Append(rt.antiAliasing);
|
||
|
if (res.graphicsResource.useScaling)
|
||
|
if (res.graphicsResource.scaleFunc != null)
|
||
|
generator.Append(res.graphicsResource.scaleFunc);
|
||
|
else
|
||
|
generator.Append(res.graphicsResource.scaleFactor);
|
||
|
else
|
||
|
{
|
||
|
generator.Append(rt.width);
|
||
|
generator.Append(rt.height);
|
||
|
}
|
||
|
}
|
||
|
else if (res.graphicsResource.nameID != default) // External RTI
|
||
|
{
|
||
|
// The only info we have is from the provided desc upon importing.
|
||
|
ref var desc = ref res.desc;
|
||
|
generator.Append((int) desc.format);
|
||
|
generator.Append((int) desc.dimension);
|
||
|
generator.Append((int) desc.msaaSamples);
|
||
|
generator.Append(desc.width);
|
||
|
generator.Append(desc.height);
|
||
|
}
|
||
|
|
||
|
// Add the clear/discard buffer flags to the hash (used in all the cases above)
|
||
|
generator.Append(res.desc.clearBuffer);
|
||
|
generator.Append(res.desc.discardBuffer);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var desc = resources.GetTextureResourceDesc(handle);
|
||
|
generator.Append((int) desc.format);
|
||
|
generator.Append((int) desc.dimension);
|
||
|
generator.Append((int) desc.msaaSamples);
|
||
|
generator.Append(desc.clearBuffer);
|
||
|
generator.Append(desc.discardBuffer);
|
||
|
switch (desc.sizeMode)
|
||
|
{
|
||
|
case TextureSizeMode.Explicit:
|
||
|
generator.Append(desc.width);
|
||
|
generator.Append(desc.height);
|
||
|
break;
|
||
|
case TextureSizeMode.Scale:
|
||
|
generator.Append(desc.scale);
|
||
|
break;
|
||
|
case TextureSizeMode.Functor:
|
||
|
generator.Append(desc.func);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This function is performance sensitive.
|
||
|
// Avoid mass function calls to get the hashCode and compute locally instead.
|
||
|
public void ComputeHash(ref HashFNV1A32 generator, RenderGraphResourceRegistry resources)
|
||
|
{
|
||
|
generator.Append((int) type);
|
||
|
generator.Append(enableAsyncCompute);
|
||
|
generator.Append(allowPassCulling);
|
||
|
generator.Append(allowGlobalState);
|
||
|
generator.Append(enableFoveatedRasterization);
|
||
|
|
||
|
var depthHandle = depthAccess.textureHandle.handle;
|
||
|
if (depthHandle.IsValid())
|
||
|
{
|
||
|
ComputeTextureHash(ref generator, depthHandle, resources);
|
||
|
ComputeHashForTextureAccess(ref generator, depthHandle, depthAccess);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < colorBufferMaxIndex + 1; ++i)
|
||
|
{
|
||
|
var colorBufferAccessElement = colorBufferAccess[i];
|
||
|
var handle = colorBufferAccessElement.textureHandle.handle;
|
||
|
if (!handle.IsValid())
|
||
|
continue;
|
||
|
|
||
|
ComputeTextureHash(ref generator, handle, resources);
|
||
|
ComputeHashForTextureAccess(ref generator, handle, colorBufferAccessElement);
|
||
|
}
|
||
|
|
||
|
generator.Append(colorBufferMaxIndex);
|
||
|
|
||
|
for (int i = 0; i < fragmentInputMaxIndex + 1; ++i)
|
||
|
{
|
||
|
var fragmentInputAccessElement = fragmentInputAccess[i];
|
||
|
var handle = fragmentInputAccessElement.textureHandle.handle;
|
||
|
if (!handle.IsValid())
|
||
|
continue;
|
||
|
|
||
|
ComputeTextureHash(ref generator, handle, resources);
|
||
|
ComputeHashForTextureAccess(ref generator, handle, fragmentInputAccessElement);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < randomAccessResourceMaxIndex + 1; ++i)
|
||
|
{
|
||
|
var rar = randomAccessResource[i];
|
||
|
if (!rar.h.IsValid())
|
||
|
continue;
|
||
|
|
||
|
generator.Append(rar.h.index);
|
||
|
generator.Append(rar.preserveCounterValue);
|
||
|
}
|
||
|
generator.Append(randomAccessResourceMaxIndex);
|
||
|
generator.Append(fragmentInputMaxIndex);
|
||
|
generator.Append(generateDebugData);
|
||
|
generator.Append(allowRendererListCulling);
|
||
|
|
||
|
for (int resType = 0; resType < (int)RenderGraphResourceType.Count; resType++)
|
||
|
{
|
||
|
var resourceReads = resourceReadLists[resType];
|
||
|
for (int i = 0; i < resourceReads.Count; ++i)
|
||
|
generator.Append(resourceReads[i].index);
|
||
|
|
||
|
var resourceWrites = resourceWriteLists[resType];
|
||
|
for (int i = 0; i < resourceWrites.Count; ++i)
|
||
|
generator.Append(resourceWrites[i].index);
|
||
|
|
||
|
var resourceTransient = transientResourceList[resType];
|
||
|
for (int i = 0; i < resourceTransient.Count; ++i)
|
||
|
generator.Append(resourceTransient[i].index);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < usedRendererListList.Count; ++i)
|
||
|
generator.Append(usedRendererListList[i].handle);
|
||
|
|
||
|
for (int i = 0; i < setGlobalsList.Count; ++i)
|
||
|
{
|
||
|
var global = setGlobalsList[i];
|
||
|
generator.Append(global.Item1.handle.index);
|
||
|
generator.Append(global.Item2);
|
||
|
}
|
||
|
generator.Append(useAllGlobalTextures);
|
||
|
|
||
|
for (int i = 0; i < implicitReadsList.Count; ++i)
|
||
|
generator.Append(implicitReadsList[i].index);
|
||
|
|
||
|
generator.Append(GetRenderFuncHash());
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
static void ComputeHashForTextureAccess(ref HashFNV1A32 generator, in ResourceHandle handle, in TextureAccess textureAccess)
|
||
|
{
|
||
|
generator.Append(handle.index);
|
||
|
generator.Append((int) textureAccess.flags);
|
||
|
generator.Append(textureAccess.mipLevel);
|
||
|
generator.Append(textureAccess.depthSlice);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This used to have an extra generic argument 'RenderGraphContext' abstracting the context and avoiding
|
||
|
// the RenderGraphPass/ComputeRenderGraphPass/RasterRenderGraphPass/UnsafeRenderGraphPass classes below
|
||
|
// but this confuses IL2CPP and causes garbage when boxing the context created (even though they are structs)
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
internal abstract class BaseRenderGraphPass<PassData, TRenderGraphContext> : RenderGraphPass
|
||
|
where PassData : class, new()
|
||
|
{
|
||
|
internal PassData data;
|
||
|
internal BaseRenderFunc<PassData, TRenderGraphContext> renderFunc;
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public void Initialize(int passIndex, PassData passData, string passName, RenderGraphPassType passType, ProfilingSampler sampler)
|
||
|
{
|
||
|
Clear();
|
||
|
index = passIndex;
|
||
|
data = passData;
|
||
|
name = passName;
|
||
|
type = passType;
|
||
|
customSampler = sampler;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Release(RenderGraphObjectPool pool)
|
||
|
{
|
||
|
pool.Release(data);
|
||
|
data = null;
|
||
|
renderFunc = null;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override bool HasRenderFunc()
|
||
|
{
|
||
|
return renderFunc != null;
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override int GetRenderFuncHash()
|
||
|
{
|
||
|
return renderFunc != null ? HashFNV1A32.GetFuncHashCode(renderFunc) : 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
internal sealed class RenderGraphPass<PassData> : BaseRenderGraphPass<PassData, RenderGraphContext>
|
||
|
where PassData : class, new()
|
||
|
{
|
||
|
internal static RenderGraphContext c = new RenderGraphContext();
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Execute(InternalRenderGraphContext renderGraphContext)
|
||
|
{
|
||
|
c.FromInternalContext(renderGraphContext);
|
||
|
renderFunc(data, c);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Release(RenderGraphObjectPool pool)
|
||
|
{
|
||
|
base.Release(pool);
|
||
|
|
||
|
// We need to do the release from here because we need the final type.
|
||
|
pool.Release(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
internal sealed class ComputeRenderGraphPass<PassData> : BaseRenderGraphPass<PassData, ComputeGraphContext>
|
||
|
where PassData : class, new()
|
||
|
{
|
||
|
internal static ComputeGraphContext c = new ComputeGraphContext();
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Execute(InternalRenderGraphContext renderGraphContext)
|
||
|
{
|
||
|
c.FromInternalContext(renderGraphContext);
|
||
|
renderFunc(data, c);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Release(RenderGraphObjectPool pool)
|
||
|
{
|
||
|
base.Release(pool);
|
||
|
|
||
|
// We need to do the release from here because we need the final type.
|
||
|
pool.Release(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
internal sealed class RasterRenderGraphPass<PassData> : BaseRenderGraphPass<PassData, RasterGraphContext>
|
||
|
where PassData : class, new()
|
||
|
{
|
||
|
internal static RasterGraphContext c = new RasterGraphContext();
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Execute(InternalRenderGraphContext renderGraphContext)
|
||
|
{
|
||
|
c.FromInternalContext(renderGraphContext);
|
||
|
renderFunc(data, c);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Release(RenderGraphObjectPool pool)
|
||
|
{
|
||
|
base.Release(pool);
|
||
|
|
||
|
// We need to do the release from here because we need the final type.
|
||
|
pool.Release(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
|
||
|
internal sealed class UnsafeRenderGraphPass<PassData> : BaseRenderGraphPass<PassData, UnsafeGraphContext>
|
||
|
where PassData : class, new()
|
||
|
{
|
||
|
internal static UnsafeGraphContext c = new UnsafeGraphContext();
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Execute(InternalRenderGraphContext renderGraphContext)
|
||
|
{
|
||
|
c.FromInternalContext(renderGraphContext);
|
||
|
renderFunc(data, c);
|
||
|
}
|
||
|
|
||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
|
public override void Release(RenderGraphObjectPool pool)
|
||
|
{
|
||
|
base.Release(pool);
|
||
|
|
||
|
// We need to do the release from here because we need the final type.
|
||
|
pool.Release(this);
|
||
|
}
|
||
|
}
|
||
|
}
|