356 lines
16 KiB
C#
356 lines
16 KiB
C#
using System;
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using System.Diagnostics;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.RenderGraphModule
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{
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/// <summary>
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/// Use this struct to set up a new Render Pass.
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/// </summary>
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[MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")]
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public struct RenderGraphBuilder : IDisposable
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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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#region Public Interface
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/// <summary>
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/// Specify that the pass will use a Texture resource as a color render target.
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/// This has the same effect as WriteTexture and also automatically sets the Texture to use as a render target.
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/// </summary>
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/// <param name="input">The Texture resource to use as a color render target.</param>
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/// <param name="index">Index for multiple render target usage.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public TextureHandle UseColorBuffer(in TextureHandle input, int index)
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{
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CheckResource(input.handle, false);
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m_Resources.IncrementWriteCount(input.handle);
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m_RenderPass.SetColorBuffer(input, index);
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return input;
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}
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/// <summary>
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/// Specify that the pass will use a Texture resource as a depth buffer.
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/// </summary>
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/// <param name="input">The Texture resource to use as a depth buffer during the pass.</param>
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/// <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>
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/// <returns>An updated resource handle to the input resource.</returns>
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public TextureHandle UseDepthBuffer(in TextureHandle input, DepthAccess flags)
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{
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CheckResource(input.handle, false);
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if ((flags & DepthAccess.Write) != 0)
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m_Resources.IncrementWriteCount(input.handle);
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if ((flags & DepthAccess.Read) != 0)
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{
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if (!m_Resources.IsRenderGraphResourceImported(input.handle) && m_Resources.TextureNeedsFallback(input))
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WriteTexture(input);
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}
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m_RenderPass.SetDepthBuffer(input, flags);
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return input;
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}
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/// <summary>
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/// Specify a Texture resource to read from during the pass.
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/// </summary>
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/// <param name="input">The Texture resource to read from during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public TextureHandle ReadTexture(in TextureHandle input)
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{
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CheckResource(input.handle);
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if (!m_Resources.IsRenderGraphResourceImported(input.handle) && m_Resources.TextureNeedsFallback(input))
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{
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var textureResource = m_Resources.GetTextureResource(input.handle);
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// Ensure we get a fallback to black
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textureResource.desc.clearBuffer = true;
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textureResource.desc.clearColor = Color.black;
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// If texture is read from but never written to, return a fallback black texture to have valid reads
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// Return one from the preallocated default textures if possible
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if (m_RenderGraph.GetImportedFallback(textureResource.desc, out var fallback))
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return fallback;
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// If not, simulate a write to the texture so that it gets allocated
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WriteTexture(input);
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}
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m_RenderPass.AddResourceRead(input.handle);
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return input;
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}
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/// <summary>
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/// Specify a Texture resource to write to during the pass.
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/// </summary>
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/// <param name="input">The Texture resource to write to during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public TextureHandle WriteTexture(in TextureHandle input)
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{
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CheckResource(input.handle);
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m_Resources.IncrementWriteCount(input.handle);
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m_RenderPass.AddResourceWrite(input.handle);
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return input;
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}
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/// <summary>
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/// Specify a Texture resource to read and write to during the pass.
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/// </summary>
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/// <param name="input">The Texture resource to read and write to during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public TextureHandle ReadWriteTexture(in TextureHandle input)
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{
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CheckResource(input.handle);
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m_Resources.IncrementWriteCount(input.handle);
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m_RenderPass.AddResourceWrite(input.handle);
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m_RenderPass.AddResourceRead(input.handle);
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return input;
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}
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/// <summary>
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/// Create a new Render Graph Texture resource.
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/// 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.
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/// </summary>
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/// <param name="desc">Texture descriptor.</param>
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/// <returns>A new transient TextureHandle.</returns>
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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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m_RenderPass.AddTransientResource(result.handle);
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return result;
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}
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/// <summary>
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/// Create a new Render Graph Texture resource using the descriptor from another texture.
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/// 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.
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/// </summary>
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/// <param name="texture">Texture from which the descriptor should be used.</param>
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/// <returns>A new transient TextureHandle.</returns>
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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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var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
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m_RenderPass.AddTransientResource(result.handle);
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return result;
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}
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/// <summary>
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/// Specify a RayTracingAccelerationStructure resource to build during the pass.
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/// </summary>
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/// <param name="input">The RayTracingAccelerationStructure resource to build during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public RayTracingAccelerationStructureHandle WriteRayTracingAccelerationStructure(in RayTracingAccelerationStructureHandle input)
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{
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CheckResource(input.handle);
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m_Resources.IncrementWriteCount(input.handle);
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m_RenderPass.AddResourceWrite(input.handle);
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return input;
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}
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/// <summary>
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/// Specify a RayTracingAccelerationStructure resource to use during the pass.
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/// </summary>
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/// <param name="input">The RayTracingAccelerationStructure resource to use during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public RayTracingAccelerationStructureHandle ReadRayTracingAccelerationStructure(in RayTracingAccelerationStructureHandle input)
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{
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CheckResource(input.handle);
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m_RenderPass.AddResourceRead(input.handle);
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return input;
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}
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/// <summary>
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/// Specify a Renderer List resource to use during the pass.
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/// </summary>
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/// <param name="input">The Renderer List resource to use during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public RendererListHandle UseRendererList(in RendererListHandle input)
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{
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if(input.IsValid())
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m_RenderPass.UseRendererList(input);
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return input;
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}
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/// <summary>
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/// Specify a Graphics Buffer resource to read from during the pass.
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/// </summary>
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/// <param name="input">The Graphics Buffer resource to read from during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public BufferHandle ReadBuffer(in BufferHandle input)
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{
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CheckResource(input.handle);
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m_RenderPass.AddResourceRead(input.handle);
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return input;
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}
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/// <summary>
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/// Specify a Graphics Buffer resource to write to during the pass.
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/// </summary>
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/// <param name="input">The Graphics Buffer resource to write to during the pass.</param>
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/// <returns>An updated resource handle to the input resource.</returns>
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public BufferHandle WriteBuffer(in BufferHandle input)
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{
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CheckResource(input.handle);
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m_RenderPass.AddResourceWrite(input.handle);
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m_Resources.IncrementWriteCount(input.handle);
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return input;
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}
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/// <summary>
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/// Create a new Render Graph Graphics Buffer resource.
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/// 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.
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/// </summary>
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/// <param name="desc">Graphics Buffer descriptor.</param>
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/// <returns>A new transient GraphicsBufferHandle.</returns>
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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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m_RenderPass.AddTransientResource(result.handle);
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return result;
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}
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/// <summary>
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/// Create a new Render Graph Graphics Buffer resource using the descriptor from another Graphics Buffer.
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/// 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.
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/// </summary>
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/// <param name="graphicsbuffer">Graphics Buffer from which the descriptor should be used.</param>
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/// <returns>A new transient GraphicsBufferHandle.</returns>
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public BufferHandle CreateTransientBuffer(in BufferHandle graphicsbuffer)
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{
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var desc = m_Resources.GetBufferResourceDesc(graphicsbuffer.handle);
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var result = m_Resources.CreateBuffer(desc, m_RenderPass.index);
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m_RenderPass.AddTransientResource(result.handle);
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return result;
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}
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/// <summary>
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/// Specify the render function to use for this pass.
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/// A call to this is mandatory for the pass to be valid.
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/// </summary>
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/// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam>
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/// <param name="renderFunc">Render function for the pass.</param>
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public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RenderGraphContext> renderFunc)
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where PassData : class, new()
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{
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((RenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
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}
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/// <summary>
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/// Enable asynchronous compute for this pass.
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/// </summary>
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/// <param name="value">Set to true to enable asynchronous compute.</param>
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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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/// <summary>
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/// Allow or not pass culling
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/// By default all passes can be culled out if the render graph detects it's not actually used.
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/// 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).
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/// This function can be used to tell the system that it should not cull this pass.
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/// </summary>
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/// <param name="value">True to allow pass culling.</param>
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public void AllowPassCulling(bool value)
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{
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m_RenderPass.AllowPassCulling(value);
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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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/// <summary>
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/// Dispose the RenderGraphBuilder instance.
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/// </summary>
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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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/// <summary>
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/// Allow or not pass culling based on renderer list results
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/// 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)
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/// 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).
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/// This function can be used to tell the system that it should not cull this pass.
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/// </summary>
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/// <param name="value">True to allow pass culling.</param>
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public void AllowRendererListCulling(bool value)
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{
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m_RenderPass.AllowRendererListCulling(value);
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}
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/// <summary>
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/// Used to indicate that a pass depends on an external renderer list (that is not directly used in this pass).
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/// </summary>
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/// <param name="input">The renderer list handle this pass depends on.</param>
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/// <returns>A <see cref="RendererListHandle"/></returns>
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public RendererListHandle DependsOn(in RendererListHandle input)
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{
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m_RenderPass.UseRendererList(input);
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return input;
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}
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#endregion
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#region Internal Interface
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internal RenderGraphBuilder(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph)
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{
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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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}
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void Dispose(bool disposing)
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{
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if (m_Disposed)
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return;
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m_RenderGraph.OnPassAdded(m_RenderPass);
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m_Disposed = true;
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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 = true)
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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.
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if (transientIndex == m_RenderPass.index && checkTransientReadWrite)
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{
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Debug.LogError($"Trying to read or write a transient resource at pass {m_RenderPass.name}.Transient resource are always assumed to be both read and written.");
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}
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if (transientIndex != -1 && transientIndex != m_RenderPass.index)
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{
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throw new ArgumentException($"Trying to use a transient texture (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index}).");
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}
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}
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else
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{
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throw new ArgumentException($"Trying to use an invalid resource (pass {m_RenderPass.name}).");
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}
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}
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}
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internal void GenerateDebugData(bool value)
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{
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m_RenderPass.GenerateDebugData(value);
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}
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#endregion
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}
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}
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