UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRayTracingShader.cs

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2024-10-27 10:53:47 +03:00
using Unity.Mathematics;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal class HardwareRayTracingShader : IRayTracingShader
{
readonly RayTracingShader m_Shader;
readonly string m_ShaderDispatchFuncName;
internal HardwareRayTracingShader(RayTracingShader shader, string dispatchFuncName, GraphicsBuffer unused)
{
m_Shader = shader;
m_ShaderDispatchFuncName = dispatchFuncName;
}
public uint3 GetThreadGroupSizes()
{
return new uint3(1, 1, 1);
}
public void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct)
{
cmd.SetRayTracingShaderPass(m_Shader, "RayTracing");
var hwAccelStruct = accelStruct as HardwareRayTracingAccelStruct;
Assert.IsNotNull(hwAccelStruct);
cmd.SetRayTracingAccelerationStructure(m_Shader, Shader.PropertyToID(name+"accelStruct"), hwAccelStruct.accelStruct);
}
public void SetIntParam(CommandBuffer cmd, int nameID, int val)
{
cmd.SetRayTracingIntParam(m_Shader, nameID, val);
}
public void SetFloatParam(CommandBuffer cmd, int nameID, float val)
{
cmd.SetRayTracingFloatParam(m_Shader, nameID, val);
}
public void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val)
{
cmd.SetRayTracingVectorParam(m_Shader, nameID, val);
}
public void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val)
{
cmd.SetRayTracingMatrixParam(m_Shader, nameID, val);
}
public void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt)
{
cmd.SetRayTracingTextureParam(m_Shader, nameID, rt);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer)
{
cmd.SetRayTracingBufferParam(m_Shader, nameID, buffer);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer)
{
cmd.SetRayTracingBufferParam(m_Shader, nameID, buffer);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth)
{
cmd.DispatchRays(m_Shader, m_ShaderDispatchFuncName, width, height, depth, null);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer)
{
Assert.IsTrue((argsBuffer.target & GraphicsBuffer.Target.IndirectArguments) != 0);
Assert.IsTrue((argsBuffer.target & GraphicsBuffer.Target.Structured) != 0);
Assert.IsTrue(argsBuffer.count * argsBuffer.stride == 24);
cmd.DispatchRays(m_Shader, m_ShaderDispatchFuncName, argsBuffer, RayTracingHelper.k_DimensionByteOffset);
}
public ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth)
{
return 0;
}
}
}