495 lines
19 KiB
C#
495 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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#if ENABLE_VR && ENABLE_XR_MODULE
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using UnityEngine.XR;
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#endif
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namespace UnityEngine.Experimental.Rendering
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{
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/// <summary>
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/// Used by render pipelines to control the active XR shader variant.
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/// </summary>
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public static class SinglepassKeywords
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{
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/// <summary> XR shader keyword used by multiview rendering </summary>
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public static GlobalKeyword STEREO_MULTIVIEW_ON;
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/// <summary> XR shader keywordused by single pass instanced rendering </summary>
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public static GlobalKeyword STEREO_INSTANCING_ON;
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}
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/// <summary>
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/// Used by render pipelines to communicate with XR SDK.
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/// </summary>
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public static class XRSystem
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{
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// Keep track of only one XR layout
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static XRLayoutStack s_Layout = new ();
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// Delegate allocations of XRPass to the render pipeline
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static Func<XRPassCreateInfo, XRPass> s_PassAllocator = null;
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#if ENABLE_VR && ENABLE_XR_MODULE
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static List<XRDisplaySubsystem> s_DisplayList = new List<XRDisplaySubsystem>();
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static XRDisplaySubsystem s_Display;
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/// <summary>
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/// Returns the active XR display.
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/// </summary>
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static public XRDisplaySubsystem GetActiveDisplay()
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{
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return s_Display;
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}
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#endif
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// MSAA level (number of samples per pixel) shared by all XR displays
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static MSAASamples s_MSAASamples = MSAASamples.None;
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#if ENABLE_VR && ENABLE_XR_MODULE
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// Occlusion Mesh scaling factor
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static float s_OcclusionMeshScaling = 1.0f;
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#endif
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// Internal resources used by XR rendering
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static Material s_OcclusionMeshMaterial;
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static Material s_MirrorViewMaterial;
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// Ability to override the default XR layout
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static Action<XRLayout, Camera> s_LayoutOverride = null;
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/// <summary>
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/// Returns true if a XR device is connected and running.
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/// </summary>
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static public bool displayActive
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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get => (s_Display != null) ? s_Display.running : false;
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#else
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get => false;
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#endif
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}
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/// <summary>
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/// Returns if the XR display is running in HDR mode.
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/// </summary>
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static public bool isHDRDisplayOutputActive
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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get => s_Display?.hdrOutputSettings?.active ?? false;
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#else
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get => false;
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#endif
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}
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/// <summary>
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/// Valid empty pass when a camera is not using XR.
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/// </summary>
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public static readonly XRPass emptyPass = new XRPass();
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/// <summary>
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/// If true, the system will try to create a layout compatible with single-pass rendering.
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/// </summary>
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static public bool singlePassAllowed { get; set; } = true;
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/// <summary>
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/// Cached value of SystemInfo.foveatedRenderingCaps.
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/// </summary>
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static public FoveatedRenderingCaps foveatedRenderingCaps { get; set; }
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/// <summary>
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/// If true, the system will log some information about the layout to the console.
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/// </summary>
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static public bool dumpDebugInfo { get; set; } = false;
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/// <summary>
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/// Use this method to assign the shaders that will be used to render occlusion mesh for each XRPass and the final mirror view.
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/// </summary>
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/// <param name="passAllocator"> Delegate funcion used to allocate XRPasses. </param>
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/// <param name="occlusionMeshPS"> Fragement shader used for rendering occlusion mesh. </param>
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/// <param name="mirrorViewPS"> Fragement shader used for rendering mirror view. </param>
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public static void Initialize(Func<XRPassCreateInfo, XRPass> passAllocator, Shader occlusionMeshPS, Shader mirrorViewPS)
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{
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if (passAllocator == null)
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throw new ArgumentNullException("passCreator");
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s_PassAllocator = passAllocator;
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RefreshDeviceInfo();
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foveatedRenderingCaps = SystemInfo.foveatedRenderingCaps;
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if (occlusionMeshPS != null && s_OcclusionMeshMaterial == null)
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s_OcclusionMeshMaterial = CoreUtils.CreateEngineMaterial(occlusionMeshPS);
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if (mirrorViewPS != null && s_MirrorViewMaterial == null)
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s_MirrorViewMaterial = CoreUtils.CreateEngineMaterial(mirrorViewPS);
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if (XRGraphicsAutomatedTests.enabled)
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SetLayoutOverride(XRGraphicsAutomatedTests.OverrideLayout);
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SinglepassKeywords.STEREO_MULTIVIEW_ON = GlobalKeyword.Create("STEREO_MULTIVIEW_ON");
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SinglepassKeywords.STEREO_INSTANCING_ON = GlobalKeyword.Create("STEREO_INSTANCING_ON");
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}
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/// <summary>
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/// Used by the render pipeline to communicate to the XR device how many samples are used by MSAA.
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/// </summary>
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/// <param name="msaaSamples"> The active msaa samples the XRDisplay to set to. The eye texture surfaces are reallocated when necessary to work with the active msaa samples. </param>
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public static void SetDisplayMSAASamples(MSAASamples msaaSamples)
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{
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if (s_MSAASamples == msaaSamples)
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return;
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s_MSAASamples = msaaSamples;
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#if ENABLE_VR && ENABLE_XR_MODULE
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SubsystemManager.GetSubsystems(s_DisplayList);
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foreach (var display in s_DisplayList)
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display.SetMSAALevel((int)s_MSAASamples);
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#endif
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}
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/// <summary>
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/// Returns the number of samples (MSAA) currently configured on the XR device.
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/// </summary>
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/// <returns> Returns current active msaa samples. </returns>
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public static MSAASamples GetDisplayMSAASamples()
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{
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return s_MSAASamples;
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}
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/// <summary>
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/// Used by the render pipeline to scale all occlusion meshes used by all XRPasses.
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/// </summary>
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/// <param name="occlusionMeshScale">A value of 1.0f represents 100% of the original mesh size. A value less or equal to 0.0f disables occlusion mesh draw. </param>
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internal static void SetOcclusionMeshScale(float occlusionMeshScale)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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s_OcclusionMeshScaling = occlusionMeshScale;
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#endif
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}
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/// <summary>
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/// Returned value used by the render pipeline to scale all occlusion meshes used by all XRPasses.
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/// </summary>
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internal static float GetOcclusionMeshScale()
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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return s_OcclusionMeshScaling;
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#else
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return 1.0f;
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#endif
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}
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/// <summary>
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/// Used to communicate to the XR device how to render the XR MirrorView. Note: not all blit modes are supported by all providers. Blitmode set here serves as preference purpose.
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/// </summary>
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/// <param name="mirrorBlitMode"> Mirror view mode to be set as preferred. See `XRMirrorViewBlitMode` for the builtin blit modes. </param>
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internal static void SetMirrorViewMode(int mirrorBlitMode)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (s_Display == null)
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return;
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s_Display.SetPreferredMirrorBlitMode(mirrorBlitMode);
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#endif
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}
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/// <summary>
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/// Get current blit modes preferred by XRDisplay
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/// </summary>
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internal static int GetMirrorViewMode()
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (s_Display == null)
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return XRMirrorViewBlitMode.None;
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return s_Display.GetPreferredMirrorBlitMode();
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#else
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return 0;
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#endif
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}
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/// <summary>
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/// Used by the render pipeline to scale the render target on the XR device.
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/// </summary>
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/// <param name="renderScale">A value of 1.0f represents 100% of the original resolution.</param>
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public static void SetRenderScale(float renderScale)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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SubsystemManager.GetSubsystems(s_DisplayList);
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foreach (var display in s_DisplayList)
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display.scaleOfAllRenderTargets = renderScale;
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#endif
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}
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/// <summary>
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/// Used by the render pipeline to retrieve the renderViewportScale value from the XR display.
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/// One use case for retriving this value is that render pipeline can properly sync some SRP owned textures to scale accordingly
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/// </summary>
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/// <returns> Returns current scaleOfAllViewports value from the XRDisplaySubsystem. </returns>
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public static float GetRenderViewportScale()
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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return s_Display.scaleOfAllViewports;
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#else
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return 1.0f;
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#endif
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}
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/// <summary>
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/// Used by the render pipeline to initiate a new rendering frame through a XR layout.
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/// </summary>
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/// <returns> Returns a new default layout. </returns>
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public static XRLayout NewLayout()
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{
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RefreshDeviceInfo();
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return s_Layout.New();
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}
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/// <summary>
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/// Used by the render pipeline to complete the XR layout at the end of the frame.
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/// </summary>
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public static void EndLayout()
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{
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if (dumpDebugInfo)
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s_Layout.top.LogDebugInfo();
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s_Layout.Release();
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}
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/// <summary>
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/// Used by the render pipeline to render the mirror view to the gameview, as configured by the XR device.
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/// </summary>
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/// <param name="cmd"> CommandBuffer on which to perform the mirror view draw. </param>
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/// <param name="camera"> Camera that has XR device connected to. The connected XR device determines how to perform the mirror view draw. </param>
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public static void RenderMirrorView(CommandBuffer cmd, Camera camera)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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XRMirrorView.RenderMirrorView(cmd, camera, s_MirrorViewMaterial, s_Display);
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#endif
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}
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/// <summary>
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/// Free up resources used by the system.
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/// </summary>
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public static void Dispose()
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{
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if (s_OcclusionMeshMaterial != null)
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{
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CoreUtils.Destroy(s_OcclusionMeshMaterial);
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s_OcclusionMeshMaterial = null;
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}
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if (s_MirrorViewMaterial != null)
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{
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CoreUtils.Destroy(s_MirrorViewMaterial);
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s_MirrorViewMaterial = null;
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}
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}
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// Used by the render pipeline to communicate to the XR device the range of the depth buffer.
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internal static void SetDisplayZRange(float zNear, float zFar)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (s_Display != null)
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{
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s_Display.zNear = zNear;
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s_Display.zFar = zFar;
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}
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#endif
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}
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// XRTODO : expose as public API
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static void SetLayoutOverride(Action<XRLayout, Camera> action)
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{
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s_LayoutOverride = action;
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}
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// Disable legacy VR system before rendering first frame
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
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static void XRSystemInit()
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{
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if (GraphicsSettings.currentRenderPipeline != null)
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{
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RefreshDeviceInfo();
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}
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}
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static void RefreshDeviceInfo()
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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SubsystemManager.GetSubsystems(s_DisplayList);
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if (s_DisplayList.Count > 0)
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{
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if (s_DisplayList.Count > 1)
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throw new NotImplementedException("Only one XR display is supported!");
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s_Display = s_DisplayList[0];
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s_Display.disableLegacyRenderer = true;
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s_Display.sRGB = QualitySettings.activeColorSpace == ColorSpace.Linear;
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// XRTODO : discuss this code and UI implications
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s_Display.textureLayout = XRDisplaySubsystem.TextureLayout.Texture2DArray;
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// XRTODO : replace by API from XR SDK, assume we have 2 views max for now
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TextureXR.maxViews = Math.Max(TextureXR.slices, 2);
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}
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else
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{
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s_Display = null;
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}
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#endif
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}
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// Setup the layout to use multi-pass or single-pass based on the runtime caps
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internal static void CreateDefaultLayout(Camera camera, XRLayout layout)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (s_Display == null)
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throw new NullReferenceException(nameof(s_Display));
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void AddViewToPass(XRPass xrPass, XRDisplaySubsystem.XRRenderPass renderPass, int renderParamIndex)
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{
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renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
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xrPass.AddView(BuildView(renderPass, renderParam));
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}
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for (int renderPassIndex = 0; renderPassIndex < s_Display.GetRenderPassCount(); ++renderPassIndex)
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{
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s_Display.GetRenderPass(renderPassIndex, out var renderPass);
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s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
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int renderParameterCount = renderPass.GetRenderParameterCount();
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if (CanUseSinglePass(camera, renderPass))
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{
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var createInfo = BuildPass(renderPass, cullingParams, layout);
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var xrPass = s_PassAllocator(createInfo);
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for (int renderParamIndex = 0; renderParamIndex < renderParameterCount; ++renderParamIndex)
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{
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AddViewToPass(xrPass, renderPass, renderParamIndex);
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}
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layout.AddPass(camera, xrPass);
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}
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else
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{
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for (int renderParamIndex = 0; renderParamIndex < renderParameterCount; ++renderParamIndex)
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{
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var createInfo = BuildPass(renderPass, cullingParams, layout);
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var xrPass = s_PassAllocator(createInfo);
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AddViewToPass(xrPass, renderPass, renderParamIndex);
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layout.AddPass(camera, xrPass);
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}
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}
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}
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s_LayoutOverride?.Invoke(layout, camera);
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#endif
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}
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// Update the parameters of one pass with a different camera
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internal static void ReconfigurePass(XRPass xrPass, Camera camera)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xrPass.enabled && s_Display != null)
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{
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s_Display.GetRenderPass(xrPass.multipassId, out var renderPass);
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Debug.Assert(xrPass.singlePassEnabled || renderPass.GetRenderParameterCount() == 1);
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s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
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xrPass.AssignCullingParams(renderPass.cullingPassIndex, cullingParams);
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for (int renderParamIndex = 0; renderParamIndex < renderPass.GetRenderParameterCount(); ++renderParamIndex)
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{
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renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
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xrPass.AssignView(renderParamIndex, BuildView(renderPass, renderParam));
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}
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s_LayoutOverride?.Invoke(s_Layout.top, camera);
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}
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#endif
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}
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#if ENABLE_VR && ENABLE_XR_MODULE
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static bool CanUseSinglePass(Camera camera, XRDisplaySubsystem.XRRenderPass renderPass)
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{
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if (!singlePassAllowed)
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return false;
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if (renderPass.renderTargetDesc.dimension != TextureDimension.Tex2DArray)
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return false;
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if (renderPass.GetRenderParameterCount() != 2 || renderPass.renderTargetDesc.volumeDepth != 2)
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return false;
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renderPass.GetRenderParameter(camera, 0, out var renderParam0);
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renderPass.GetRenderParameter(camera, 1, out var renderParam1);
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if (renderParam0.textureArraySlice != 0 || renderParam1.textureArraySlice != 1)
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return false;
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return true;
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}
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static XRView BuildView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySubsystem.XRRenderParameter renderParameter)
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{
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// Convert viewport from normalized to screen space
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Rect viewport = renderParameter.viewport;
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viewport.x *= renderPass.renderTargetDesc.width;
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viewport.width *= renderPass.renderTargetDesc.width;
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viewport.y *= renderPass.renderTargetDesc.height;
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viewport.height *= renderPass.renderTargetDesc.height;
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// XRTODO : remove this line and use XRSettings.useOcclusionMesh instead when it's fixed
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Mesh occlusionMesh = XRGraphicsAutomatedTests.running ? null : renderParameter.occlusionMesh;
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return new XRView(renderParameter.projection, renderParameter.view, renderParameter.previousView, renderParameter.isPreviousViewValid, viewport, occlusionMesh, renderParameter.textureArraySlice);
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}
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private static RenderTextureDescriptor XrRenderTextureDescToUnityRenderTextureDesc(RenderTextureDescriptor xrDesc)
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{
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// We can't use descriptor directly because y-flip is forced
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// XRTODO : fix root problem
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RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(xrDesc.width, xrDesc.height, xrDesc.graphicsFormat, xrDesc.depthStencilFormat, xrDesc.mipCount);
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rtDesc.dimension = xrDesc.dimension;
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rtDesc.volumeDepth = xrDesc.volumeDepth;
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rtDesc.vrUsage = xrDesc.vrUsage;
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rtDesc.sRGB = xrDesc.sRGB;
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rtDesc.shadowSamplingMode = xrDesc.shadowSamplingMode;
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return rtDesc;
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}
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static XRPassCreateInfo BuildPass(XRDisplaySubsystem.XRRenderPass xrRenderPass, ScriptableCullingParameters cullingParameters, XRLayout layout)
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{
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XRPassCreateInfo passInfo = new XRPassCreateInfo
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{
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renderTarget = xrRenderPass.renderTarget,
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renderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.renderTargetDesc),
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hasMotionVectorPass = xrRenderPass.hasMotionVectorPass,
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motionVectorRenderTarget = xrRenderPass.motionVectorRenderTarget,
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motionVectorRenderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.motionVectorRenderTargetDesc),
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cullingParameters = cullingParameters,
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occlusionMeshMaterial = s_OcclusionMeshMaterial,
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occlusionMeshScale = GetOcclusionMeshScale(),
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foveatedRenderingInfo = xrRenderPass.foveatedRenderingInfo,
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multipassId = layout.GetActivePasses().Count,
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cullingPassId = xrRenderPass.cullingPassIndex,
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copyDepth = xrRenderPass.shouldFillOutDepth,
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xrSdkRenderPass = xrRenderPass
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};
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return passInfo;
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}
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#endif
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}
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}
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