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