UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs

254 lines
12 KiB
C#
Raw Normal View History

2024-10-27 10:53:47 +03:00
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Utility class providing default textures compatible in any XR setup.
/// </summary>
public static class TextureXR
{
// Property set by XRSystem
private static int m_MaxViews = 1;
/// <summary>
/// Maximum number of views handled by the XR system.
/// </summary>
public static int maxViews
{
set
{
m_MaxViews = value;
}
}
// Property accessed when allocating a render target
/// <summary>
/// Number of slices used by the XR system.
/// </summary>
public static int slices { get => m_MaxViews; }
// Must be in sync with shader define in TextureXR.hlsl
/// <summary>
/// Returns true if the XR system uses texture arrays.
/// </summary>
public static bool useTexArray
{
get
{
switch (SystemInfo.graphicsDeviceType)
{
case GraphicsDeviceType.Direct3D11:
case GraphicsDeviceType.Direct3D12:
case GraphicsDeviceType.PlayStation4:
case GraphicsDeviceType.PlayStation5:
case GraphicsDeviceType.PlayStation5NGGC:
case GraphicsDeviceType.Vulkan:
case GraphicsDeviceType.Metal:
return true;
default:
return false;
}
}
}
/// <summary>
/// Dimension of XR textures.
/// </summary>
public static TextureDimension dimension
{
get
{
// TEXTURE2D_X macros will now expand to TEXTURE2D or TEXTURE2D_ARRAY
return useTexArray ? TextureDimension.Tex2DArray : TextureDimension.Tex2D;
}
}
// Need to keep both the Texture and the RTHandle in order to be able to track lifetime properly.
static Texture m_BlackUIntTexture2DArray;
static Texture m_BlackUIntTexture;
static RTHandle m_BlackUIntTexture2DArrayRTH;
static RTHandle m_BlackUIntTextureRTH;
/// <summary>
/// Default black unsigned integer texture.
/// </summary>
/// <returns>The default black unsigned integer texture.</returns>
public static RTHandle GetBlackUIntTexture() { return useTexArray ? m_BlackUIntTexture2DArrayRTH : m_BlackUIntTextureRTH; }
static Texture2DArray m_ClearTexture2DArray;
static Texture2D m_ClearTexture;
static RTHandle m_ClearTexture2DArrayRTH;
static RTHandle m_ClearTextureRTH;
/// <summary>
/// Default clear color (0, 0, 0, 1) texture.
/// </summary>
/// <returns>The default clear color texture.</returns>
public static RTHandle GetClearTexture() { return useTexArray ? m_ClearTexture2DArrayRTH : m_ClearTextureRTH; }
static Texture2DArray m_MagentaTexture2DArray;
static Texture2D m_MagentaTexture;
static RTHandle m_MagentaTexture2DArrayRTH;
static RTHandle m_MagentaTextureRTH;
/// <summary>
/// Default magenta texture.
/// </summary>
/// <returns>The default magenta texture.</returns>
public static RTHandle GetMagentaTexture() { return useTexArray ? m_MagentaTexture2DArrayRTH : m_MagentaTextureRTH; }
static Texture2D m_BlackTexture;
static Texture3D m_BlackTexture3D;
static Texture2DArray m_BlackTexture2DArray;
static RTHandle m_BlackTexture2DArrayRTH;
static RTHandle m_BlackTextureRTH;
static RTHandle m_BlackTexture3DRTH;
/// <summary>
/// Default black texture.
/// </summary>
/// <returns>The default black texture.</returns>
public static RTHandle GetBlackTexture() { return useTexArray ? m_BlackTexture2DArrayRTH : m_BlackTextureRTH; }
/// <summary>
/// Default black texture array.
/// </summary>
/// <returns>The default black texture array.</returns>
public static RTHandle GetBlackTextureArray() { return m_BlackTexture2DArrayRTH; }
/// <summary>
/// Default black texture 3D.
/// </summary>
/// <returns>The default black texture 3D.</returns>
public static RTHandle GetBlackTexture3D() { return m_BlackTexture3DRTH; }
static Texture2DArray m_WhiteTexture2DArray;
static RTHandle m_WhiteTexture2DArrayRTH;
static RTHandle m_WhiteTextureRTH;
/// <summary>
/// Default white texture.
/// </summary>
/// <returns>The default white texture.</returns>
public static RTHandle GetWhiteTexture() { return useTexArray ? m_WhiteTexture2DArrayRTH : m_WhiteTextureRTH; }
/// <summary>
/// Initialize XR textures. Must be called at least once.
/// </summary>
/// <param name="cmd">Command Buffer used to initialize textures.</param>
/// <param name="clearR32_UIntShader">Compute shader used to intitialize unsigned integer textures.</param>
public static void Initialize(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
if (m_BlackUIntTexture2DArray == null) // We assume that everything is invalid if one is invalid.
{
// Black UINT
RTHandles.Release(m_BlackUIntTexture2DArrayRTH);
m_BlackUIntTexture2DArray = CreateBlackUIntTextureArray(cmd, clearR32_UIntShader);
m_BlackUIntTexture2DArrayRTH = RTHandles.Alloc(m_BlackUIntTexture2DArray);
RTHandles.Release(m_BlackUIntTextureRTH);
m_BlackUIntTexture = CreateBlackUintTexture(cmd, clearR32_UIntShader);
m_BlackUIntTextureRTH = RTHandles.Alloc(m_BlackUIntTexture);
// Clear
RTHandles.Release(m_ClearTextureRTH);
m_ClearTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Clear Texture" };
m_ClearTexture.SetPixel(0, 0, Color.clear);
m_ClearTexture.Apply();
m_ClearTextureRTH = RTHandles.Alloc(m_ClearTexture);
RTHandles.Release(m_ClearTexture2DArrayRTH);
m_ClearTexture2DArray = CreateTexture2DArrayFromTexture2D(m_ClearTexture, "Clear Texture2DArray");
m_ClearTexture2DArrayRTH = RTHandles.Alloc(m_ClearTexture2DArray);
// Magenta
RTHandles.Release(m_MagentaTextureRTH);
m_MagentaTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Magenta Texture" };
m_MagentaTexture.SetPixel(0, 0, Color.magenta);
m_MagentaTexture.Apply();
m_MagentaTextureRTH = RTHandles.Alloc(m_MagentaTexture);
RTHandles.Release(m_MagentaTexture2DArrayRTH);
m_MagentaTexture2DArray = CreateTexture2DArrayFromTexture2D(m_MagentaTexture, "Magenta Texture2DArray");
m_MagentaTexture2DArrayRTH = RTHandles.Alloc(m_MagentaTexture2DArray);
// Black
RTHandles.Release(m_BlackTextureRTH);
m_BlackTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Black Texture" };
m_BlackTexture.SetPixel(0, 0, Color.black);
m_BlackTexture.Apply();
m_BlackTextureRTH = RTHandles.Alloc(m_BlackTexture);
RTHandles.Release(m_BlackTexture2DArrayRTH);
m_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(m_BlackTexture, "Black Texture2DArray");
m_BlackTexture2DArrayRTH = RTHandles.Alloc(m_BlackTexture2DArray);
RTHandles.Release(m_BlackTexture3DRTH);
m_BlackTexture3D = CreateBlackTexture3D("Black Texture3D");
m_BlackTexture3DRTH = RTHandles.Alloc(m_BlackTexture3D);
// White
RTHandles.Release(m_WhiteTextureRTH);
m_WhiteTextureRTH = RTHandles.Alloc(Texture2D.whiteTexture);
RTHandles.Release(m_WhiteTexture2DArrayRTH);
m_WhiteTexture2DArray = CreateTexture2DArrayFromTexture2D(Texture2D.whiteTexture, "White Texture2DArray");
m_WhiteTexture2DArrayRTH = RTHandles.Alloc(m_WhiteTexture2DArray);
}
}
static Texture2DArray CreateTexture2DArrayFromTexture2D(Texture2D source, string name)
{
Texture2DArray texArray = new Texture2DArray(source.width, source.height, slices, source.format, false) { name = name };
for (int i = 0; i < slices; ++i)
Graphics.CopyTexture(source, 0, 0, texArray, i, 0);
return texArray;
}
static Texture CreateBlackUIntTextureArray(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2DArray = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2DArray,
volumeDepth = slices,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture Array"
};
blackUIntTexture2DArray.Create();
// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTextureArray");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_TargetArray", blackUIntTexture2DArray);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
return blackUIntTexture2DArray as Texture;
}
static Texture CreateBlackUintTexture(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2D = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2D,
volumeDepth = 1,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture"
};
blackUIntTexture2D.Create();
// Workaround because we currently can't create a Texture2D using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTexture");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_Target", blackUIntTexture2D);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, 1);
return blackUIntTexture2D as Texture;
}
static Texture3D CreateBlackTexture3D(string name)
{
Texture3D texture3D = new Texture3D(width: 1, height: 1, depth: 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None);
texture3D.name = name;
texture3D.SetPixel(0, 0, 0, Color.black, 0);
texture3D.Apply(updateMipmaps: false);
return texture3D;
}
}
}