UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs
2024-10-27 10:53:47 +03:00

356 lines
16 KiB
C#

using System;
using System.Diagnostics;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.RenderGraphModule
{
/// <summary>
/// Use this struct to set up a new Render Pass.
/// </summary>
[MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")]
public struct RenderGraphBuilder : IDisposable
{
RenderGraphPass m_RenderPass;
RenderGraphResourceRegistry m_Resources;
RenderGraph m_RenderGraph;
bool m_Disposed;
#region Public Interface
/// <summary>
/// Specify that the pass will use a Texture resource as a color render target.
/// This has the same effect as WriteTexture and also automatically sets the Texture to use as a render target.
/// </summary>
/// <param name="input">The Texture resource to use as a color render target.</param>
/// <param name="index">Index for multiple render target usage.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public TextureHandle UseColorBuffer(in TextureHandle input, int index)
{
CheckResource(input.handle, false);
m_Resources.IncrementWriteCount(input.handle);
m_RenderPass.SetColorBuffer(input, index);
return input;
}
/// <summary>
/// Specify that the pass will use a Texture resource as a depth buffer.
/// </summary>
/// <param name="input">The Texture resource to use as a depth buffer during the pass.</param>
/// <param name="flags">Specify the access level for the depth buffer. This allows you to say whether you will read from or write to the depth buffer, or do both.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public TextureHandle UseDepthBuffer(in TextureHandle input, DepthAccess flags)
{
CheckResource(input.handle, false);
if ((flags & DepthAccess.Write) != 0)
m_Resources.IncrementWriteCount(input.handle);
if ((flags & DepthAccess.Read) != 0)
{
if (!m_Resources.IsRenderGraphResourceImported(input.handle) && m_Resources.TextureNeedsFallback(input))
WriteTexture(input);
}
m_RenderPass.SetDepthBuffer(input, flags);
return input;
}
/// <summary>
/// Specify a Texture resource to read from during the pass.
/// </summary>
/// <param name="input">The Texture resource to read from during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public TextureHandle ReadTexture(in TextureHandle input)
{
CheckResource(input.handle);
if (!m_Resources.IsRenderGraphResourceImported(input.handle) && m_Resources.TextureNeedsFallback(input))
{
var textureResource = m_Resources.GetTextureResource(input.handle);
// Ensure we get a fallback to black
textureResource.desc.clearBuffer = true;
textureResource.desc.clearColor = Color.black;
// If texture is read from but never written to, return a fallback black texture to have valid reads
// Return one from the preallocated default textures if possible
if (m_RenderGraph.GetImportedFallback(textureResource.desc, out var fallback))
return fallback;
// If not, simulate a write to the texture so that it gets allocated
WriteTexture(input);
}
m_RenderPass.AddResourceRead(input.handle);
return input;
}
/// <summary>
/// Specify a Texture resource to write to during the pass.
/// </summary>
/// <param name="input">The Texture resource to write to during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public TextureHandle WriteTexture(in TextureHandle input)
{
CheckResource(input.handle);
m_Resources.IncrementWriteCount(input.handle);
m_RenderPass.AddResourceWrite(input.handle);
return input;
}
/// <summary>
/// Specify a Texture resource to read and write to during the pass.
/// </summary>
/// <param name="input">The Texture resource to read and write to during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public TextureHandle ReadWriteTexture(in TextureHandle input)
{
CheckResource(input.handle);
m_Resources.IncrementWriteCount(input.handle);
m_RenderPass.AddResourceWrite(input.handle);
m_RenderPass.AddResourceRead(input.handle);
return input;
}
/// <summary>
/// Create a new Render Graph Texture resource.
/// This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations.
/// </summary>
/// <param name="desc">Texture descriptor.</param>
/// <returns>A new transient TextureHandle.</returns>
public TextureHandle CreateTransientTexture(in TextureDesc desc)
{
var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
m_RenderPass.AddTransientResource(result.handle);
return result;
}
/// <summary>
/// Create a new Render Graph Texture resource using the descriptor from another texture.
/// This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations.
/// </summary>
/// <param name="texture">Texture from which the descriptor should be used.</param>
/// <returns>A new transient TextureHandle.</returns>
public TextureHandle CreateTransientTexture(in TextureHandle texture)
{
var desc = m_Resources.GetTextureResourceDesc(texture.handle);
var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
m_RenderPass.AddTransientResource(result.handle);
return result;
}
/// <summary>
/// Specify a RayTracingAccelerationStructure resource to build during the pass.
/// </summary>
/// <param name="input">The RayTracingAccelerationStructure resource to build during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RayTracingAccelerationStructureHandle WriteRayTracingAccelerationStructure(in RayTracingAccelerationStructureHandle input)
{
CheckResource(input.handle);
m_Resources.IncrementWriteCount(input.handle);
m_RenderPass.AddResourceWrite(input.handle);
return input;
}
/// <summary>
/// Specify a RayTracingAccelerationStructure resource to use during the pass.
/// </summary>
/// <param name="input">The RayTracingAccelerationStructure resource to use during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RayTracingAccelerationStructureHandle ReadRayTracingAccelerationStructure(in RayTracingAccelerationStructureHandle input)
{
CheckResource(input.handle);
m_RenderPass.AddResourceRead(input.handle);
return input;
}
/// <summary>
/// Specify a Renderer List resource to use during the pass.
/// </summary>
/// <param name="input">The Renderer List resource to use during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RendererListHandle UseRendererList(in RendererListHandle input)
{
if(input.IsValid())
m_RenderPass.UseRendererList(input);
return input;
}
/// <summary>
/// Specify a Graphics Buffer resource to read from during the pass.
/// </summary>
/// <param name="input">The Graphics Buffer resource to read from during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public BufferHandle ReadBuffer(in BufferHandle input)
{
CheckResource(input.handle);
m_RenderPass.AddResourceRead(input.handle);
return input;
}
/// <summary>
/// Specify a Graphics Buffer resource to write to during the pass.
/// </summary>
/// <param name="input">The Graphics Buffer resource to write to during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public BufferHandle WriteBuffer(in BufferHandle input)
{
CheckResource(input.handle);
m_RenderPass.AddResourceWrite(input.handle);
m_Resources.IncrementWriteCount(input.handle);
return input;
}
/// <summary>
/// Create a new Render Graph Graphics Buffer resource.
/// This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations.
/// </summary>
/// <param name="desc">Graphics Buffer descriptor.</param>
/// <returns>A new transient GraphicsBufferHandle.</returns>
public BufferHandle CreateTransientBuffer(in BufferDesc desc)
{
var result = m_Resources.CreateBuffer(desc, m_RenderPass.index);
m_RenderPass.AddTransientResource(result.handle);
return result;
}
/// <summary>
/// Create a new Render Graph Graphics Buffer resource using the descriptor from another Graphics Buffer.
/// This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations.
/// </summary>
/// <param name="graphicsbuffer">Graphics Buffer from which the descriptor should be used.</param>
/// <returns>A new transient GraphicsBufferHandle.</returns>
public BufferHandle CreateTransientBuffer(in BufferHandle graphicsbuffer)
{
var desc = m_Resources.GetBufferResourceDesc(graphicsbuffer.handle);
var result = m_Resources.CreateBuffer(desc, m_RenderPass.index);
m_RenderPass.AddTransientResource(result.handle);
return result;
}
/// <summary>
/// Specify the render function to use for this pass.
/// A call to this is mandatory for the pass to be valid.
/// </summary>
/// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam>
/// <param name="renderFunc">Render function for the pass.</param>
public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RenderGraphContext> renderFunc)
where PassData : class, new()
{
((RenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
}
/// <summary>
/// Enable asynchronous compute for this pass.
/// </summary>
/// <param name="value">Set to true to enable asynchronous compute.</param>
public void EnableAsyncCompute(bool value)
{
m_RenderPass.EnableAsyncCompute(value);
}
/// <summary>
/// Allow or not pass culling
/// By default all passes can be culled out if the render graph detects it's not actually used.
/// In some cases, a pass may not write or read any texture but rather do something with side effects (like setting a global texture parameter for example).
/// This function can be used to tell the system that it should not cull this pass.
/// </summary>
/// <param name="value">True to allow pass culling.</param>
public void AllowPassCulling(bool value)
{
m_RenderPass.AllowPassCulling(value);
}
/// <summary>
/// Enable foveated rendering for this pass.
/// </summary>
/// <param name="value">True to enable foveated rendering.</param>
public void EnableFoveatedRasterization(bool value)
{
m_RenderPass.EnableFoveatedRasterization(value);
}
/// <summary>
/// Dispose the RenderGraphBuilder instance.
/// </summary>
public void Dispose()
{
Dispose(true);
}
/// <summary>
/// Allow or not pass culling based on renderer list results
/// By default all passes can be culled out if the render graph detects they are using a renderer list that is empty (does not draw any geometry)
/// In some cases, a pass may not write or read any texture but rather do something with side effects (like setting a global texture parameter for example).
/// This function can be used to tell the system that it should not cull this pass.
/// </summary>
/// <param name="value">True to allow pass culling.</param>
public void AllowRendererListCulling(bool value)
{
m_RenderPass.AllowRendererListCulling(value);
}
/// <summary>
/// Used to indicate that a pass depends on an external renderer list (that is not directly used in this pass).
/// </summary>
/// <param name="input">The renderer list handle this pass depends on.</param>
/// <returns>A <see cref="RendererListHandle"/></returns>
public RendererListHandle DependsOn(in RendererListHandle input)
{
m_RenderPass.UseRendererList(input);
return input;
}
#endregion
#region Internal Interface
internal RenderGraphBuilder(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph)
{
m_RenderPass = renderPass;
m_Resources = resources;
m_RenderGraph = renderGraph;
m_Disposed = false;
}
void Dispose(bool disposing)
{
if (m_Disposed)
return;
m_RenderGraph.OnPassAdded(m_RenderPass);
m_Disposed = true;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
void CheckResource(in ResourceHandle res, bool checkTransientReadWrite = true)
{
if(RenderGraph.enableValidityChecks)
{
if (res.IsValid())
{
int transientIndex = m_Resources.GetRenderGraphResourceTransientIndex(res);
// We have dontCheckTransientReadWrite here because users may want to use UseColorBuffer/UseDepthBuffer API to benefit from render target auto binding. In this case we don't want to raise the error.
if (transientIndex == m_RenderPass.index && checkTransientReadWrite)
{
Debug.LogError($"Trying to read or write a transient resource at pass {m_RenderPass.name}.Transient resource are always assumed to be both read and written.");
}
if (transientIndex != -1 && transientIndex != m_RenderPass.index)
{
throw new ArgumentException($"Trying to use a transient texture (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index}).");
}
}
else
{
throw new ArgumentException($"Trying to use an invalid resource (pass {m_RenderPass.name}).");
}
}
}
internal void GenerateDebugData(bool value)
{
m_RenderPass.GenerateDebugData(value);
}
#endregion
}
}