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

52 lines
2.0 KiB
C#

using UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler;
namespace UnityEngine.Rendering.RenderGraphModule
{
public partial class RenderGraph
{
//TODO(ddebaets) move old compile func/members over
NativePassCompiler nativeCompiler = null;
internal NativePassCompiler CompileNativeRenderGraph(int graphHash)
{
using (new ProfilingScope(m_RenderGraphContext.cmd, ProfilingSampler.Get(RenderGraphProfileId.CompileRenderGraph)))
{
if (nativeCompiler == null)
nativeCompiler = new NativePassCompiler(m_CompilationCache);
bool compilationIsCached = nativeCompiler.Initialize(m_Resources, m_RenderPasses, m_DebugParameters.disablePassCulling, name, m_EnableCompilationCaching, graphHash, m_ExecutionCount);
if (!compilationIsCached)
nativeCompiler.Compile(m_Resources);
var passData = nativeCompiler.contextData.passData;
int numPasses = passData.Length;
for (int i = 0; i < numPasses; ++i)
{
if (passData.ElementAt(i).culled)
continue;
var rp = m_RenderPasses[i];
m_RendererLists.AddRange(rp.usedRendererListList);
}
m_Resources.CreateRendererLists(m_RendererLists, m_RenderGraphContext.renderContext, m_RendererListCulling);
return nativeCompiler;
}
}
void ExecuteNativeRenderGraph()
{
using (new ProfilingScope(m_RenderGraphContext.cmd, ProfilingSampler.Get(RenderGraphProfileId.ExecuteRenderGraph)))
{
nativeCompiler.ExecuteGraph(m_RenderGraphContext, m_Resources, m_RenderPasses);
if (m_RenderGraphContext.contextlessTesting == false)
m_RenderGraphContext.renderContext.ExecuteCommandBuffer(m_RenderGraphContext.cmd);
m_RenderGraphContext.cmd.Clear();
}
}
}
}