516 lines
23 KiB
C#
516 lines
23 KiB
C#
using System;
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using System.Diagnostics;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.RenderGraphModule
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{
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// This is a class making it a struct wouldn't help as we pas it around as an interface which means it would be boxed/unboxed anyway
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// Publicly this class has different faces to help the users with different pass types through type safety but internally
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// we just have a single implementation for all builders
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internal class RenderGraphBuilders : IBaseRenderGraphBuilder, IComputeRenderGraphBuilder, IRasterRenderGraphBuilder, IUnsafeRenderGraphBuilder
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{
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RenderGraphPass m_RenderPass;
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RenderGraphResourceRegistry m_Resources;
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RenderGraph m_RenderGraph;
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bool m_Disposed;
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public RenderGraphBuilders()
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{
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m_RenderPass = null;
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m_Resources = null;
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m_RenderGraph = null;
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m_Disposed = true;
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}
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public void Setup(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// If the object is not disposed yet this is an error as the pass is not finished (only in the dispose we register it with the rendergraph)
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// This is likely cause by a user not doing a clean using and then forgetting to manually dispose the object.
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if (m_Disposed != true)
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{
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throw new Exception("Please finish building the previous pass first by disposing the pass builder object before adding a new pass.");
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}
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#endif
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m_RenderPass = renderPass;
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m_Resources = resources;
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m_RenderGraph = renderGraph;
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m_Disposed = false;
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renderPass.useAllGlobalTextures = false;
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if (renderPass.type == RenderGraphPassType.Raster)
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{
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CommandBuffer.ThrowOnSetRenderTarget = true;
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}
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}
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public void EnableAsyncCompute(bool value)
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{
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m_RenderPass.EnableAsyncCompute(value);
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}
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public void AllowPassCulling(bool value)
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{
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// This pass cannot be culled if it allows global state modifications
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if (value && m_RenderPass.allowGlobalState)
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return;
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m_RenderPass.AllowPassCulling(value);
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}
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public void AllowGlobalStateModification(bool value)
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{
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m_RenderPass.AllowGlobalState(value);
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// This pass cannot be culled if it allows global state modifications
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if (value)
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{
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AllowPassCulling(false);
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}
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}
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/// <summary>
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/// Enable foveated rendering for this pass.
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/// </summary>
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/// <param name="value">True to enable foveated rendering.</param>
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public void EnableFoveatedRasterization(bool value)
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{
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m_RenderPass.EnableFoveatedRasterization(value);
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}
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public BufferHandle CreateTransientBuffer(in BufferDesc desc)
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{
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var result = m_Resources.CreateBuffer(desc, m_RenderPass.index);
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UseResource(result.handle, AccessFlags.Write | AccessFlags.Read, isTransient: true);
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return result;
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}
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public BufferHandle CreateTransientBuffer(in BufferHandle computebuffer)
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{
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var desc = m_Resources.GetBufferResourceDesc(computebuffer.handle);
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return CreateTransientBuffer(desc);
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}
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public TextureHandle CreateTransientTexture(in TextureDesc desc)
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{
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var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
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UseResource(result.handle, AccessFlags.Write | AccessFlags.Read, isTransient: true);
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return result;
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}
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public TextureHandle CreateTransientTexture(in TextureHandle texture)
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{
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var desc = m_Resources.GetTextureResourceDesc(texture.handle);
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return CreateTransientTexture(desc);
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (m_Disposed)
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return;
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try
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{
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if (disposing)
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{
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// Use all globals simply means this... we do a UseTexture on all globals so the pass has the correct dependencies.
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// This of course goes to show how bad an idea shader-system wide globals really are dependency/lifetime tracking wise :-)
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if (m_RenderPass.useAllGlobalTextures)
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{
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foreach (var texture in m_RenderGraph.AllGlobals())
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{
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this.UseTexture(texture, AccessFlags.Read);
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}
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}
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// Set globals on the graph fronted side so subsequent passes can have pass dependencies on these global texture handles
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foreach (var t in m_RenderPass.setGlobalsList)
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{
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m_RenderGraph.SetGlobal(t.Item1, t.Item2);
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}
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m_RenderGraph.OnPassAdded(m_RenderPass);
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}
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}
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finally
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{
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if (m_RenderPass.type == RenderGraphPassType.Raster)
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{
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CommandBuffer.ThrowOnSetRenderTarget = false;
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}
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m_RenderPass = null;
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m_Resources = null;
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m_RenderGraph = null;
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m_Disposed = true;
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}
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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private void ValidateWriteTo(in ResourceHandle handle)
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{
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if (RenderGraph.enableValidityChecks)
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{
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// Write by design generates a new version of the resource. However
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// you could in theory write to v2 of the resource while there is already
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// a v3 so this write would then introduce a new v4 of the resource.
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// This would mean a divergence in the versioning history subsequent versions based on v2 and other subsequent versions based on v3
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// this would be very confusing as they are all still refered to by the same texture just different versions
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// so we decide to disallow this. It can always be (at zero cost) handled by using a "Move" pass to move the divergent version
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// so it's own texture resource which again has it's own single history of versions.
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if (handle.IsVersioned)
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{
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var name = m_Resources.GetRenderGraphResourceName(handle);
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throw new InvalidOperationException($"Trying to write to a versioned resource handle. You can only write to unversioned resource handles to avoid branches in the resource history. (pass {m_RenderPass.name} resource{name}).");
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}
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if (m_RenderPass.IsWritten(handle))
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{
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// We bump the version and write count if you call USeResource with writing flags. So calling this several times
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// would lead to the side effect of new versions for every call to UseResource leading to incorrect versions.
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// In theory we could detect and ignore the second UseResource but we decided to just disallow is as it might also
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// Stem from user confusion.
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// It seems the most likely cause of such a situation would be something like:
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// TextureHandle b = a;
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// ...
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// much much code in between, user lost track that a=b
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// ...
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// builder.WriteTexture(a)
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// builder.WriteTexture(b)
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// > Get this error they were probably thinking they were writing two separate outputs... but they are just two versions of resource 'a'
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// where they can only differ between by careful management of versioned resources.
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var name = m_Resources.GetRenderGraphResourceName(handle);
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throw new InvalidOperationException($"Trying to write a resource twice in a pass. You can only write the same resource once within a pass (pass {m_RenderPass.name} resource{name}).");
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}
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}
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}
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private ResourceHandle UseResource(in ResourceHandle handle, AccessFlags flags, bool isTransient = false)
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{
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CheckResource(handle);
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// If we are not discarding the resource, add a "read" dependency on the current version
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// this "Read" is a bit of a misnomer it really means more like "Preserve existing content or read"
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if ((flags & AccessFlags.Discard) == 0)
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{
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ResourceHandle versioned;
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if (!handle.IsVersioned)
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{
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versioned = m_Resources.GetLatestVersionHandle(handle);
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}
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else
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{
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versioned = handle;
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}
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if (isTransient)
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{
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m_RenderPass.AddTransientResource(versioned);
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return GetLatestVersionHandle(handle);
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}
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m_RenderPass.AddResourceRead(versioned);
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if ((flags & AccessFlags.Read) == 0)
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{
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// Flag the resource as being an "implicit read" so that we can distinguish it from a user-specified read
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m_RenderPass.implicitReadsList.Add(versioned);
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}
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}
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else
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{
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// We are discarding it but we still read it, so we add a dependency on version "0" of this resource
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if ((flags & AccessFlags.Read) != 0)
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{
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m_RenderPass.AddResourceRead(m_Resources.GetZeroVersionedHandle(handle));
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}
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}
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if ((flags & AccessFlags.Write) != 0)
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{
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ValidateWriteTo(handle);
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m_RenderPass.AddResourceWrite(m_Resources.GetNewVersionedHandle(handle));
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m_Resources.IncrementWriteCount(handle);
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}
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return GetLatestVersionHandle(handle);
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}
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public BufferHandle UseBuffer(in BufferHandle input, AccessFlags flags)
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{
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UseResource(input.handle, flags);
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return input;
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}
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// UseTexture and SetRenderAttachment are currently forced to be mutually exclusive in the same pass
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// check this.
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// We currently ignore the version. In theory there might be some cases that are actually allowed with versioning
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// for ample UseTexture(myTexV1, read) UseFragment(myTexV2, ReadWrite) as they are different versions
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// but for now we don't allow any of that.
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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private void CheckNotUseFragment(TextureHandle tex)
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{
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if(RenderGraph.enableValidityChecks)
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{
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bool usedAsFragment = false;
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usedAsFragment = (m_RenderPass.depthAccess.textureHandle.IsValid() && m_RenderPass.depthAccess.textureHandle.handle.index == tex.handle.index);
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if (!usedAsFragment)
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{
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for (int i = 0; i <= m_RenderPass.colorBufferMaxIndex; i++)
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{
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if (m_RenderPass.colorBufferAccess[i].textureHandle.IsValid() && m_RenderPass.colorBufferAccess[i].textureHandle.handle.index == tex.handle.index)
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{
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usedAsFragment = true;
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break;
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}
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}
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}
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if (usedAsFragment)
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{
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var name = m_Resources.GetRenderGraphResourceName(tex.handle);
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throw new ArgumentException($"Trying to UseTexture on a texture that is already used through SetRenderAttachment. Consider updating your code. (pass {m_RenderPass.name} resource{name}).");
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}
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}
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}
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public void UseTexture(in TextureHandle input, AccessFlags flags)
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{
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CheckNotUseFragment(input);
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UseResource(input.handle, flags);
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}
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public void UseGlobalTexture(int propertyId, AccessFlags flags)
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{
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var h = m_RenderGraph.GetGlobal(propertyId);
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if (h.IsValid())
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{
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UseTexture(h, flags);
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}
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else
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{
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throw new ArgumentException($"Trying to read global texture property {propertyId} but no previous pass in the graph assigned a value to this global.");
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}
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}
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public void UseAllGlobalTextures(bool enable)
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{
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m_RenderPass.useAllGlobalTextures = enable;
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}
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public void SetGlobalTextureAfterPass(in TextureHandle input, int propertyId)
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{
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m_RenderPass.setGlobalsList.Add(ValueTuple.Create(input, propertyId));
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}
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// Shared validation between SetRenderAttachment/SetRenderAttachmentDepth
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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private void CheckUseFragment(TextureHandle tex, bool isDepth)
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{
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if(RenderGraph.enableValidityChecks)
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{
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// We ignore the version as we don't allow mixing UseTexture/UseFragment between different versions
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// even though it should theoretically work (and we might do so in the future) for now we're overly strict.
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bool alreadyUsed = false;
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//TODO: Check grab textures here and allow if it's grabbed. For now
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// SetRenderAttachment()
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// UseTexture(grab)
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// will work but not the other way around
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for (int i = 0; i < m_RenderPass.resourceReadLists[tex.handle.iType].Count; i++)
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{
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if (m_RenderPass.resourceReadLists[tex.handle.iType][i].index == tex.handle.index)
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{
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alreadyUsed = true;
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break;
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}
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}
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for (int i = 0; i < m_RenderPass.resourceWriteLists[tex.handle.iType].Count; i++)
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{
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if (m_RenderPass.resourceWriteLists[tex.handle.iType][i].index == tex.handle.index)
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{
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alreadyUsed = true;
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break;
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}
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}
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if (alreadyUsed)
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{
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var name = m_Resources.GetRenderGraphResourceName(tex.handle);
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throw new InvalidOperationException($"Trying to SetRenderAttachment on a texture that is already used through UseTexture/SetRenderAttachment. Consider updating your code. (pass '{m_RenderPass.name}' resource '{name}').");
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}
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m_Resources.GetRenderTargetInfo(tex.handle, out var info);
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// The old path is full of invalid uses that somehow work (or seemt to work) so we skip the tests if not using actual native renderpass
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if (m_RenderGraph.nativeRenderPassesEnabled)
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{
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if (isDepth)
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{
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if (!GraphicsFormatUtility.IsDepthFormat(info.format))
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{
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var name = m_Resources.GetRenderGraphResourceName(tex.handle);
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throw new InvalidOperationException($"Trying to SetRenderAttachmentDepth on a texture that has a color format {info.format}. Use a texture with a depth format instead. (pass '{m_RenderPass.name}' resource '{name}').");
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}
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}
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else
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{
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if (GraphicsFormatUtility.IsDepthFormat(info.format))
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{
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var name = m_Resources.GetRenderGraphResourceName(tex.handle);
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throw new InvalidOperationException($"Trying to SetRenderAttachment on a texture that has a depth format. Use a texture with a color format instead. (pass '{m_RenderPass.name}' resource '{name}').");
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}
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}
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}
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foreach (var globalTex in m_RenderPass.setGlobalsList)
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{
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if (globalTex.Item1.handle.index == tex.handle.index)
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{
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throw new InvalidOperationException("Trying to SetRenderAttachment on a texture that is currently set on a global texture slot. Shaders might be using the texture using samplers. You should ensure textures are not set as globals when using them as fragment attachments.");
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}
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}
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}
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}
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public void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
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{
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CheckUseFragment(tex, false);
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ResourceHandle result = UseResource(tex.handle, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track of the handle->mrt index mapping
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var th = new TextureHandle();
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th.handle = result;
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m_RenderPass.SetColorBufferRaw(th, index, flags, mipLevel, depthSlice);
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}
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public void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
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{
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CheckUseFragment(tex, false);
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ResourceHandle result = UseResource(tex.handle, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track of the handle->mrt index mapping
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var th = new TextureHandle();
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th.handle = result;
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m_RenderPass.SetFragmentInputRaw(th, index, flags, mipLevel, depthSlice);
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}
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public void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags, int mipLevel, int depthSlice)
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{
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CheckUseFragment(tex, true);
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ResourceHandle result = UseResource(tex.handle, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track to bind this handle as a depth texture.
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var th = new TextureHandle();
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th.handle = result;
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m_RenderPass.SetDepthBufferRaw(th, flags, mipLevel, depthSlice);
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}
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public TextureHandle SetRandomAccessAttachment(TextureHandle input, int index, AccessFlags flags = AccessFlags.Read)
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{
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CheckNotUseFragment(input);
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ResourceHandle result = UseResource(input.handle, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track of the resources to bind before execution
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var th = new TextureHandle();
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th.handle = result;
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m_RenderPass.SetRandomWriteResourceRaw(th.handle, index, false, flags);
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return input;
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}
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public BufferHandle UseBufferRandomAccess(BufferHandle input, int index, AccessFlags flags = AccessFlags.Read)
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{
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var h = UseBuffer(input, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track of the resources to bind before execution
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m_RenderPass.SetRandomWriteResourceRaw(h.handle, index, true, flags);
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return input;
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}
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public BufferHandle UseBufferRandomAccess(BufferHandle input, int index, bool preserveCounterValue, AccessFlags flags = AccessFlags.Read)
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{
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var h = UseBuffer(input, flags);
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// Note the version for the attachments is a bit arbitrary so we just use the latest for now
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// it doesn't really matter as it's really the Read/Write lists that determine that
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// This is just to keep track of the resources to bind before execution
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m_RenderPass.SetRandomWriteResourceRaw(h.handle, index, preserveCounterValue, flags);
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return input;
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}
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public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, ComputeGraphContext> renderFunc) where PassData : class, new()
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{
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((ComputeRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
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}
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public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext> renderFunc) where PassData : class, new()
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{
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((RasterRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
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}
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public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, UnsafeGraphContext> renderFunc) where PassData : class, new()
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{
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((UnsafeRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
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}
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public void UseRendererList(in RendererListHandle input)
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{
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m_RenderPass.UseRendererList(input);
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}
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private ResourceHandle GetLatestVersionHandle(in ResourceHandle handle)
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{
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// Transient resources can't be used outside the pass so can never be versioned
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if (m_Resources.GetRenderGraphResourceTransientIndex(handle) >= 0)
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{
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return handle;
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}
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return m_Resources.GetLatestVersionHandle(handle);
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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void CheckResource(in ResourceHandle res, bool checkTransientReadWrite = false)
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{
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if(RenderGraph.enableValidityChecks)
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{
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if (res.IsValid())
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{
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int transientIndex = m_Resources.GetRenderGraphResourceTransientIndex(res);
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// 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($"Trying to use a transient {res.type} (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index}).");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw new ArgumentException($"Trying to use an invalid resource (pass {m_RenderPass.name}).");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|