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

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);
}
}
}