UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs
2024-10-27 10:53:47 +03:00

688 lines
34 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
class DebugHandler : IDebugDisplaySettingsQuery
{
#region Property Id Constants
static readonly int k_DebugColorInvalidModePropertyId = Shader.PropertyToID("_DebugColorInvalidMode");
static readonly int k_DebugCurrentRealTimeId = Shader.PropertyToID("_DebugCurrentRealTime");
static readonly int k_DebugColorPropertyId = Shader.PropertyToID("_DebugColor");
static readonly int k_DebugTexturePropertyId = Shader.PropertyToID("_DebugTexture");
static readonly int k_DebugFontId = Shader.PropertyToID("_DebugFont");
static readonly int k_DebugTextureNoStereoPropertyId = Shader.PropertyToID("_DebugTextureNoStereo");
static readonly int k_DebugTextureDisplayRect = Shader.PropertyToID("_DebugTextureDisplayRect");
static readonly int k_DebugRenderTargetSupportsStereo = Shader.PropertyToID("_DebugRenderTargetSupportsStereo");
static readonly int k_DebugRenderTargetRangeRemap = Shader.PropertyToID("_DebugRenderTargetRangeRemap");
// Material settings...
static readonly int k_DebugMaterialModeId = Shader.PropertyToID("_DebugMaterialMode");
static readonly int k_DebugVertexAttributeModeId = Shader.PropertyToID("_DebugVertexAttributeMode");
static readonly int k_DebugMaterialValidationModeId = Shader.PropertyToID("_DebugMaterialValidationMode");
// Rendering settings...
static readonly int k_DebugMipInfoModeId = Shader.PropertyToID("_DebugMipInfoMode");
static readonly int k_DebugMipMapStatusModeId = Shader.PropertyToID("_DebugMipMapStatusMode");
static readonly int k_DebugMipMapShowStatusCodeId = Shader.PropertyToID("_DebugMipMapShowStatusCode");
static readonly int k_DebugMipMapOpacityId = Shader.PropertyToID("_DebugMipMapOpacity");
static readonly int k_DebugMipMapRecentlyUpdatedCooldownId = Shader.PropertyToID("_DebugMipMapRecentlyUpdatedCooldown");
static readonly int k_DebugMipMapTerrainTextureModeId = Shader.PropertyToID("_DebugMipMapTerrainTextureMode");
static readonly int k_DebugSceneOverrideModeId = Shader.PropertyToID("_DebugSceneOverrideMode");
static readonly int k_DebugFullScreenModeId = Shader.PropertyToID("_DebugFullScreenMode");
static readonly int k_DebugValidationModeId = Shader.PropertyToID("_DebugValidationMode");
static readonly int k_DebugValidateBelowMinThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateBelowMinThresholdColor");
static readonly int k_DebugValidateAboveMaxThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateAboveMaxThresholdColor");
static readonly int k_DebugMaxPixelCost = Shader.PropertyToID("_DebugMaxPixelCost");
// Lighting settings...
static readonly int k_DebugLightingModeId = Shader.PropertyToID("_DebugLightingMode");
static readonly int k_DebugLightingFeatureFlagsId = Shader.PropertyToID("_DebugLightingFeatureFlags");
static readonly int k_DebugValidateAlbedoMinLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMinLuminance");
static readonly int k_DebugValidateAlbedoMaxLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMaxLuminance");
static readonly int k_DebugValidateAlbedoSaturationToleranceId = Shader.PropertyToID("_DebugValidateAlbedoSaturationTolerance");
static readonly int k_DebugValidateAlbedoHueToleranceId = Shader.PropertyToID("_DebugValidateAlbedoHueTolerance");
static readonly int k_DebugValidateAlbedoCompareColorId = Shader.PropertyToID("_DebugValidateAlbedoCompareColor");
static readonly int k_DebugValidateMetallicMinValueId = Shader.PropertyToID("_DebugValidateMetallicMinValue");
static readonly int k_DebugValidateMetallicMaxValueId = Shader.PropertyToID("_DebugValidateMetallicMaxValue");
static readonly int k_ValidationChannelsId = Shader.PropertyToID("_ValidationChannels");
static readonly int k_RangeMinimumId = Shader.PropertyToID("_RangeMinimum");
static readonly int k_RangeMaximumId = Shader.PropertyToID("_RangeMaximum");
#endregion
#region Pass Data
private static readonly ProfilingSampler s_DebugSetupSampler = new ProfilingSampler("Setup Debug Properties");
private static readonly ProfilingSampler s_DebugFinalValidationSampler = new ProfilingSampler(nameof(UpdateShaderGlobalPropertiesForFinalValidationPass));
DebugSetupPassData s_DebugSetupPassData = new DebugSetupPassData();
DebugFinalValidationPassData s_DebugFinalValidationPassData = new DebugFinalValidationPassData();
#endregion
readonly Material m_ReplacementMaterial;
readonly Material m_HDRDebugViewMaterial;
HDRDebugViewPass m_HDRDebugViewPass;
RTHandle m_DebugScreenColorHandle;
RTHandle m_DebugScreenDepthHandle;
readonly UniversalRenderPipelineRuntimeTextures m_RuntimeTextures;
bool m_HasDebugRenderTarget;
bool m_DebugRenderTargetSupportsStereo;
Vector4 m_DebugRenderTargetPixelRect;
Vector4 m_DebugRenderTargetRangeRemap;
RTHandle m_DebugRenderTarget;
RTHandle m_DebugFontTexture;
private GraphicsBuffer m_debugDisplayConstant;
readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings;
DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings;
DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.materialSettings;
DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.renderingSettings;
#region IDebugDisplaySettingsQuery
/// <inheritdoc/>
public bool AreAnySettingsActive => m_DebugDisplaySettings.AreAnySettingsActive;
/// <inheritdoc/>
public bool IsPostProcessingAllowed => m_DebugDisplaySettings.IsPostProcessingAllowed;
/// <inheritdoc/>
public bool IsLightingActive => m_DebugDisplaySettings.IsLightingActive;
// These modes would require putting custom data into gbuffer, so instead we just disable deferred mode.
internal bool IsActiveModeUnsupportedForDeferred =>
m_DebugDisplaySettings.lightingSettings.lightingDebugMode != DebugLightingMode.None ||
m_DebugDisplaySettings.lightingSettings.lightingFeatureFlags != DebugLightingFeatureFlags.None ||
m_DebugDisplaySettings.renderingSettings.sceneOverrideMode != DebugSceneOverrideMode.None ||
m_DebugDisplaySettings.materialSettings.materialDebugMode != DebugMaterialMode.None ||
m_DebugDisplaySettings.materialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None ||
m_DebugDisplaySettings.materialSettings.materialValidationMode != DebugMaterialValidationMode.None ||
m_DebugDisplaySettings.renderingSettings.mipInfoMode != DebugMipInfoMode.None;
/// <inheritdoc/>
public bool TryGetScreenClearColor(ref Color color)
{
return m_DebugDisplaySettings.TryGetScreenClearColor(ref color);
}
#endregion
internal Material ReplacementMaterial => m_ReplacementMaterial;
internal UniversalRenderPipelineDebugDisplaySettings DebugDisplaySettings => m_DebugDisplaySettings;
internal ref RTHandle DebugScreenColorHandle => ref m_DebugScreenColorHandle;
internal ref RTHandle DebugScreenDepthHandle => ref m_DebugScreenDepthHandle;
internal HDRDebugViewPass hdrDebugViewPass => m_HDRDebugViewPass;
internal bool HDRDebugViewIsActive(bool resolveFinalTarget)
{
// HDR debug views should only apply to the last camera in the stack
return DebugDisplaySettings.lightingSettings.hdrDebugMode != HDRDebugMode.None && resolveFinalTarget;
}
internal bool WriteToDebugScreenTexture(bool resolveFinalTarget)
{
return HDRDebugViewIsActive(resolveFinalTarget);
}
internal bool IsScreenClearNeeded
{
get
{
Color color = Color.black;
return TryGetScreenClearColor(ref color);
}
}
internal bool IsRenderPassSupported
{
get
{
return RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.Overdraw;
}
}
internal int stpDebugViewIndex { get { return RenderingSettings.stpDebugViewIndex; } }
internal DebugHandler()
{
m_DebugDisplaySettings = UniversalRenderPipelineDebugDisplaySettings.Instance;
if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineDebugShaders>(out var shaders))
{
m_ReplacementMaterial = (shaders.debugReplacementPS != null) ? CoreUtils.CreateEngineMaterial(shaders.debugReplacementPS) : null;
m_HDRDebugViewMaterial = (shaders.hdrDebugViewPS != null) ? CoreUtils.CreateEngineMaterial(shaders.hdrDebugViewPS) : null;
}
m_HDRDebugViewPass = new HDRDebugViewPass(m_HDRDebugViewMaterial);
m_RuntimeTextures = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineRuntimeTextures>();
if (m_RuntimeTextures != null)
{
m_DebugFontTexture = RTHandles.Alloc(m_RuntimeTextures.debugFontTexture);
}
m_debugDisplayConstant = new GraphicsBuffer(GraphicsBuffer.Target.Constant, 32, Marshal.SizeOf(typeof(Vector4)));
}
public void Dispose()
{
m_HDRDebugViewPass.Dispose();
m_DebugScreenColorHandle?.Release();
m_DebugScreenDepthHandle?.Release();
m_DebugFontTexture?.Release();
m_debugDisplayConstant.Dispose();
CoreUtils.Destroy(m_HDRDebugViewMaterial);
CoreUtils.Destroy(m_ReplacementMaterial);
}
internal bool IsActiveForCamera(bool isPreviewCamera)
{
return !isPreviewCamera && AreAnySettingsActive;
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode)
{
return TryGetFullscreenDebugMode(out debugFullScreenMode, out _);
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent)
{
debugFullScreenMode = RenderingSettings.fullScreenDebugMode;
textureHeightPercent = RenderingSettings.fullScreenDebugModeOutputSizeScreenPercent;
return debugFullScreenMode != DebugFullScreenMode.None;
}
internal static void ConfigureColorDescriptorForDebugScreen(ref RenderTextureDescriptor descriptor, int cameraWidth, int cameraHeight)
{
descriptor.width = cameraWidth;
descriptor.height = cameraHeight;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.useDynamicScale = true;
descriptor.depthStencilFormat = GraphicsFormat.None;
}
internal static void ConfigureDepthDescriptorForDebugScreen(ref RenderTextureDescriptor descriptor, GraphicsFormat depthStencilFormat, int cameraWidth, int cameraHeight)
{
descriptor.width = cameraWidth;
descriptor.height = cameraHeight;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.useDynamicScale = true;
descriptor.depthStencilFormat = depthStencilFormat;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void SetupShaderProperties(RasterCommandBuffer cmd, int passIndex = 0)
{
if (LightingSettings.lightingDebugMode == DebugLightingMode.ShadowCascades)
{
// we disable cubemap reflections, too distracting (in TemplateLWRP for ex.)
cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
else
{
cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
m_debugDisplayConstant.SetData(MaterialSettings.debugRenderingLayersColors, 0, 0, 32);
cmd.SetGlobalConstantBuffer(m_debugDisplayConstant, "_DebugDisplayConstant", 0, m_debugDisplayConstant.count * m_debugDisplayConstant.stride);
if (MaterialSettings.renderingLayersSelectedLight)
cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.GetDebugLightLayersMask());
else
cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.renderingLayerMask);
switch (RenderingSettings.sceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
{
// Target texture can contains only a value between 0 and 1
// So we encode the number of overdraw in the range (0, max displayed overdaw count)
// The value will be clamped by the GPU driver
var value = 1 / (float)RenderingSettings.maxOverdrawCount;
cmd.SetGlobalColor(k_DebugColorPropertyId, new Color(value, value, value, 1));
break;
}
case DebugSceneOverrideMode.Wireframe:
{
cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
break;
}
case DebugSceneOverrideMode.SolidWireframe:
{
cmd.SetGlobalColor(k_DebugColorPropertyId, (passIndex == 0) ? Color.white : Color.black);
break;
}
case DebugSceneOverrideMode.ShadedWireframe:
{
if (passIndex == 0)
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false);
}
else if (passIndex == 1)
{
cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true);
}
break;
}
}
switch (MaterialSettings.materialValidationMode)
{
case DebugMaterialValidationMode.Albedo:
cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.albedoMinLuminance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.albedoMaxLuminance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.albedoSaturationTolerance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.albedoHueTolerance);
cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.albedoCompareColor.linear);
break;
case DebugMaterialValidationMode.Metallic:
cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.metallicMinValue);
cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.metallicMaxValue);
break;
}
}
internal void SetDebugRenderTarget(RTHandle renderTarget, Rect displayRect, bool supportsStereo, Vector4 dataRangeRemap)
{
m_HasDebugRenderTarget = true;
m_DebugRenderTargetSupportsStereo = supportsStereo;
m_DebugRenderTarget = renderTarget;
m_DebugRenderTargetPixelRect = new Vector4(displayRect.x, displayRect.y, displayRect.width, displayRect.height);
m_DebugRenderTargetRangeRemap = dataRangeRemap;
}
internal void ResetDebugRenderTarget()
{
m_HasDebugRenderTarget = false;
}
class DebugFinalValidationPassData
{
public bool isFinalPass;
public bool resolveFinalTarget;
public bool isActiveForCamera;
public bool hasDebugRenderTarget;
public TextureHandle debugRenderTargetHandle;
public int debugTexturePropertyId;
public Vector4 debugRenderTargetPixelRect;
public int debugRenderTargetSupportsStereo;
public Vector4 debugRenderTargetRangeRemap;
public TextureHandle debugFontTextureHandle;
// NOTE: The settings are references.
// It's assumed they're the same for the whole frame. Build timeline != execution timeline!
// Ideally these would be copied without any allocs.
public DebugDisplaySettingsRendering renderingSettings;
}
DebugFinalValidationPassData InitDebugFinalValidationPassData(DebugFinalValidationPassData passData, UniversalCameraData cameraData, bool isFinalPass)
{
passData.isFinalPass = isFinalPass;
passData.resolveFinalTarget = cameraData.resolveFinalTarget;
passData.isActiveForCamera = IsActiveForCamera(cameraData.isPreviewCamera);
passData.hasDebugRenderTarget = m_HasDebugRenderTarget;
passData.debugRenderTargetHandle = TextureHandle.nullHandle;
passData.debugTexturePropertyId = m_DebugRenderTargetSupportsStereo ? k_DebugTexturePropertyId : k_DebugTextureNoStereoPropertyId;
passData.debugRenderTargetPixelRect = m_DebugRenderTargetPixelRect;
passData.debugRenderTargetSupportsStereo = m_DebugRenderTargetSupportsStereo ? 1 : 0;
passData.debugRenderTargetRangeRemap = m_DebugRenderTargetRangeRemap;
passData.debugFontTextureHandle = TextureHandle.nullHandle;
passData.renderingSettings = RenderingSettings;
return passData;
}
static void UpdateShaderGlobalPropertiesForFinalValidationPass(RasterCommandBuffer cmd, DebugFinalValidationPassData data)
{
// Ensure final validation & fullscreen debug modes are only done once in the very final pass, for the last camera on the stack.
bool isFinal = data.isFinalPass && data.resolveFinalTarget;
if (!isFinal)
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false);
return;
}
if (data.isActiveForCamera)
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true);
}
else
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false);
}
if (data.hasDebugRenderTarget)
{
if(data.debugRenderTargetHandle.IsValid())
cmd.SetGlobalTexture(data.debugTexturePropertyId, data.debugRenderTargetHandle);
cmd.SetGlobalVector(k_DebugTextureDisplayRect, data.debugRenderTargetPixelRect);
cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, data.debugRenderTargetSupportsStereo);
cmd.SetGlobalVector(k_DebugRenderTargetRangeRemap, data.debugRenderTargetRangeRemap);
}
var renderingSettings = data.renderingSettings;
if (renderingSettings.validationMode == DebugValidationMode.HighlightOutsideOfRange)
{
cmd.SetGlobalInteger(k_ValidationChannelsId, (int)renderingSettings.validationChannels);
cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.validationRangeMin);
cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.validationRangeMax);
}
if (renderingSettings.mipInfoMode != DebugMipInfoMode.None)
{
// some (not all) of these need text rendering
cmd.SetGlobalTexture(k_DebugFontId, data.debugFontTextureHandle);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer cmd, UniversalCameraData cameraData, bool isFinalPass)
{
UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), InitDebugFinalValidationPassData(s_DebugFinalValidationPassData, cameraData, isFinalPass));
cmd.SetGlobalTexture(s_DebugFinalValidationPassData.debugTexturePropertyId, m_DebugRenderTarget);
if (RenderingSettings.mipInfoMode != DebugMipInfoMode.None)
{
// some (not all) of these need text rendering
cmd.SetGlobalTexture(k_DebugFontId, m_RuntimeTextures.debugFontTexture);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void UpdateShaderGlobalPropertiesForFinalValidationPass(RenderGraph renderGraph, UniversalCameraData cameraData, bool isFinalPass)
{
using (var builder = renderGraph.AddRasterRenderPass<DebugFinalValidationPassData>(nameof(UpdateShaderGlobalPropertiesForFinalValidationPass), out var passData, s_DebugFinalValidationSampler))
{
InitDebugFinalValidationPassData(passData, cameraData, isFinalPass);
if (m_DebugRenderTarget != null)
passData.debugRenderTargetHandle = renderGraph.ImportTexture(m_DebugRenderTarget);
if (m_DebugFontTexture != null)
passData.debugFontTextureHandle = renderGraph.ImportTexture(m_DebugFontTexture);
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
if (passData.debugRenderTargetHandle.IsValid())
{
builder.UseTexture(passData.debugRenderTargetHandle);
builder.SetGlobalTextureAfterPass(passData.debugRenderTargetHandle, passData.debugTexturePropertyId);
}
if (passData.debugFontTextureHandle.IsValid())
{
builder.UseTexture(passData.debugFontTextureHandle);
builder.SetGlobalTextureAfterPass(passData.debugFontTextureHandle, k_DebugFontId);
}
builder.SetRenderFunc(static (DebugFinalValidationPassData data, RasterGraphContext context) =>
{
UpdateShaderGlobalPropertiesForFinalValidationPass(context.cmd, data);
});
}
}
class DebugSetupPassData
{
public bool isActiveForCamera;
// NOTE: The settings are references.
// It's assumed they're the same for the whole frame. Build timeline != execution timeline!
// Ideally these would be copied without any allocs.
public DebugDisplaySettingsMaterial materialSettings;
public DebugDisplaySettingsRendering renderingSettings;
public DebugDisplaySettingsLighting lightingSettings;
}
DebugSetupPassData InitDebugSetupPassData(DebugSetupPassData passData, bool isPreviewCamera)
{
passData.isActiveForCamera = IsActiveForCamera(isPreviewCamera);
passData.materialSettings = MaterialSettings;
passData.renderingSettings = RenderingSettings;
passData.lightingSettings = LightingSettings;
return passData;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
static void Setup(RasterCommandBuffer cmd, DebugSetupPassData passData)
{
if (passData.isActiveForCamera)
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true);
// Material settings...
cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)passData.materialSettings.materialDebugMode);
cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)passData.materialSettings.vertexAttributeDebugMode);
cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)passData.materialSettings.materialValidationMode);
// Rendering settings...
cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)passData.renderingSettings.mipInfoMode);
cmd.SetGlobalInteger(k_DebugMipMapStatusModeId, (int)passData.renderingSettings.mipDebugStatusMode);
cmd.SetGlobalInteger(k_DebugMipMapShowStatusCodeId, passData.renderingSettings.mipDebugStatusShowCode ? 1 : 0);
cmd.SetGlobalFloat(k_DebugMipMapOpacityId, passData.renderingSettings.mipDebugOpacity);
cmd.SetGlobalFloat(k_DebugMipMapRecentlyUpdatedCooldownId, passData.renderingSettings.mipDebugRecentUpdateCooldown);
cmd.SetGlobalFloat(k_DebugMipMapTerrainTextureModeId, (int)passData.renderingSettings.mipDebugTerrainTexture);
cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)passData.renderingSettings.sceneOverrideMode);
cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)passData.renderingSettings.fullScreenDebugMode);
cmd.SetGlobalInteger(k_DebugMaxPixelCost, (int)passData.renderingSettings.maxOverdrawCount);
cmd.SetGlobalInteger(k_DebugValidationModeId, (int)passData.renderingSettings.validationMode);
cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red);
cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue);
// Lighting settings...
cmd.SetGlobalFloat(k_DebugLightingModeId, (int)passData.lightingSettings.lightingDebugMode);
cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)passData.lightingSettings.lightingFeatureFlags);
// Set-up any other persistent properties...
cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red);
#if UNITY_EDITOR
cmd.SetGlobalFloat(k_DebugCurrentRealTimeId, (float)EditorApplication.timeSinceStartup);
#else
cmd.SetGlobalFloat(k_DebugCurrentRealTimeId, Time.realtimeSinceStartup);
#endif
}
else
{
cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Setup(CommandBuffer cmd, bool isPreviewCamera)
{
Setup(CommandBufferHelpers.GetRasterCommandBuffer(cmd), InitDebugSetupPassData(s_DebugSetupPassData, isPreviewCamera));
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Setup(RenderGraph renderGraph, bool isPreviewCamera)
{
using (var builder = renderGraph.AddRasterRenderPass<DebugSetupPassData>(s_DebugSetupSampler.name, out var passData, s_DebugSetupSampler))
{
InitDebugSetupPassData(passData, isPreviewCamera);
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (DebugSetupPassData data, RasterGraphContext context) =>
{
Setup(context.cmd, data);
});
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Render(RenderGraph renderGraph, UniversalCameraData cameraData, TextureHandle srcColor, TextureHandle overlayTexture, TextureHandle dstColor)
{
if (IsActiveForCamera(cameraData.isPreviewCamera) && HDRDebugViewIsActive(cameraData.resolveFinalTarget))
{
m_HDRDebugViewPass.RenderHDRDebug(renderGraph, cameraData, srcColor, overlayTexture, dstColor, LightingSettings.hdrDebugMode);
}
}
#region DebugRendererLists
internal DebugRendererLists CreateRendererListsWithDebugRenderState(
ScriptableRenderContext context,
ref CullingResults cullResults,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
debug.CreateRendererListsWithDebugRenderState(context, ref cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
return debug;
}
internal DebugRendererLists CreateRendererListsWithDebugRenderState(
RenderGraph renderGraph,
ref CullingResults cullResults,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
debug.CreateRendererListsWithDebugRenderState(renderGraph, ref cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
return debug;
}
#endregion
}
internal class DebugRendererLists
{
private readonly DebugHandler m_DebugHandler;
readonly FilteringSettings m_FilteringSettings;
List<DebugRenderSetup> m_DebugRenderSetups = new List<DebugRenderSetup>(2);
List<RendererList> m_ActiveDebugRendererList = new List<RendererList>(2);
List<RendererListHandle> m_ActiveDebugRendererListHdl = new List<RendererListHandle>(2);
public DebugRendererLists(DebugHandler debugHandler,
FilteringSettings filteringSettings)
{
m_DebugHandler = debugHandler;
m_FilteringSettings = filteringSettings;
}
private void CreateDebugRenderSetups(FilteringSettings filteringSettings)
{
var sceneOverrideMode = m_DebugHandler.DebugDisplaySettings.renderingSettings.sceneOverrideMode;
var numIterations = ((sceneOverrideMode == DebugSceneOverrideMode.SolidWireframe) || (sceneOverrideMode == DebugSceneOverrideMode.ShadedWireframe)) ? 2 : 1;
for (var i = 0; i < numIterations; i++)
m_DebugRenderSetups.Add(new DebugRenderSetup(m_DebugHandler, i, filteringSettings));
}
void DisposeDebugRenderLists()
{
foreach (var debugRenderSetup in m_DebugRenderSetups)
{
debugRenderSetup.Dispose();
}
m_DebugRenderSetups.Clear();
m_ActiveDebugRendererList.Clear();
m_ActiveDebugRendererListHdl.Clear();
}
internal void CreateRendererListsWithDebugRenderState(
ScriptableRenderContext context,
ref CullingResults cullResults,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
CreateDebugRenderSetups(filteringSettings);
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
RendererList rendererList = new RendererList();
RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref cullResults, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererList);
m_ActiveDebugRendererList.Add((rendererList));
}
}
internal void CreateRendererListsWithDebugRenderState(
RenderGraph renderGraph,
ref CullingResults cullResults,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
CreateDebugRenderSetups(filteringSettings);
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
RendererListHandle rendererListHdl = new RendererListHandle();
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererListHdl);
m_ActiveDebugRendererListHdl.Add((rendererListHdl));
}
}
internal void PrepareRendererListForRasterPass(IRasterRenderGraphBuilder builder)
{
foreach (RendererListHandle rendererListHdl in m_ActiveDebugRendererListHdl)
{
builder.UseRendererList(rendererListHdl);
}
}
internal void DrawWithRendererList(RasterCommandBuffer cmd)
{
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
debugRenderSetup.Begin(cmd);
RendererList rendererList = new RendererList();
if (m_ActiveDebugRendererList.Count > 0)
{
rendererList = m_ActiveDebugRendererList[debugRenderSetup.GetIndex()];
}
else if(m_ActiveDebugRendererListHdl.Count > 0)
{
rendererList = m_ActiveDebugRendererListHdl[debugRenderSetup.GetIndex()];
}
debugRenderSetup.DrawWithRendererList(cmd, ref rendererList);
debugRenderSetup.End(cmd);
}
DisposeDebugRenderLists();
}
}
}