Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/ScriptableRenderPass.cs

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2023-03-28 13:24:16 -04:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using Unity.Collections;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Input requirements for <c>ScriptableRenderPass</c>.
/// </summary>
/// <seealso cref="ConfigureInput"/>
[Flags]
public enum ScriptableRenderPassInput
{
None = 0,
Depth = 1 << 0,
Normal = 1 << 1,
Color = 1 << 2,
Motion = 1 << 3
}
// Note: Spaced built-in events so we can add events in between them
// We need to leave room as we sort render passes based on event.
// Users can also inject render pass events in a specific point by doing RenderPassEvent + offset
/// <summary>
/// Controls when the render pass executes.
/// </summary>
public enum RenderPassEvent
{
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering any other passes in the pipeline.
/// Camera matrices and stereo rendering are not setup this point.
/// You can use this to draw to custom input textures used later in the pipeline, f.ex LUT textures.
/// </summary>
BeforeRendering = 0,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering shadowmaps.
/// Camera matrices and stereo rendering are not setup this point.
/// </summary>
BeforeRenderingShadows = 50,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering shadowmaps.
/// Camera matrices and stereo rendering are not setup this point.
/// </summary>
AfterRenderingShadows = 100,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering prepasses, f.ex, depth prepass.
/// Camera matrices and stereo rendering are already setup at this point.
/// </summary>
BeforeRenderingPrePasses = 150,
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Obsolete, to match the capital from 'Prepass' to 'PrePass' (UnityUpgradable) -> BeforeRenderingPrePasses")]
BeforeRenderingPrepasses = 151,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering prepasses, f.ex, depth prepass.
/// Camera matrices and stereo rendering are already setup at this point.
/// </summary>
AfterRenderingPrePasses = 200,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering gbuffer pass.
/// </summary>
BeforeRenderingGbuffer = 210,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering gbuffer pass.
/// </summary>
AfterRenderingGbuffer = 220,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering deferred shading pass.
/// </summary>
BeforeRenderingDeferredLights = 230,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering deferred shading pass.
/// </summary>
AfterRenderingDeferredLights = 240,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering opaque objects.
/// </summary>
BeforeRenderingOpaques = 250,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering opaque objects.
/// </summary>
AfterRenderingOpaques = 300,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering the sky.
/// </summary>
BeforeRenderingSkybox = 350,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering the sky.
/// </summary>
AfterRenderingSkybox = 400,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering transparent objects.
/// </summary>
BeforeRenderingTransparents = 450,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering transparent objects.
/// </summary>
AfterRenderingTransparents = 500,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> before rendering post-processing effects.
/// </summary>
BeforeRenderingPostProcessing = 550,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering post-processing effects but before final blit, post-processing AA effects and color grading.
/// </summary>
AfterRenderingPostProcessing = 600,
/// <summary>
/// Executes a <c>ScriptableRenderPass</c> after rendering all effects.
/// </summary>
AfterRendering = 1000,
}
/// <summary>
/// <c>ScriptableRenderPass</c> implements a logical rendering pass that can be used to extend Universal RP renderer.
/// </summary>
public abstract partial class ScriptableRenderPass
{
public RenderPassEvent renderPassEvent { get; set; }
public RenderTargetIdentifier[] colorAttachments
{
get => m_ColorAttachments;
}
public RenderTargetIdentifier colorAttachment
{
get => m_ColorAttachments[0];
}
public RenderTargetIdentifier depthAttachment
{
get => m_DepthAttachment;
}
public RenderBufferStoreAction[] colorStoreActions
{
get => m_ColorStoreActions;
}
public RenderBufferStoreAction depthStoreAction
{
get => m_DepthStoreAction;
}
internal bool[] overriddenColorStoreActions
{
get => m_OverriddenColorStoreActions;
}
internal bool overriddenDepthStoreAction
{
get => m_OverriddenDepthStoreAction;
}
/// <summary>
/// The input requirements for the <c>ScriptableRenderPass</c>, which has been set using <c>ConfigureInput</c>
/// </summary>
/// <seealso cref="ConfigureInput"/>
public ScriptableRenderPassInput input
{
get => m_Input;
}
public ClearFlag clearFlag
{
get => m_ClearFlag;
}
public Color clearColor
{
get => m_ClearColor;
}
RenderBufferStoreAction[] m_ColorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store };
RenderBufferStoreAction m_DepthStoreAction = RenderBufferStoreAction.Store;
// by default all store actions are Store. The overridden flags are used to keep track of explicitly requested store actions, to
// help figuring out the correct final store action for merged render passes when using the RenderPass API.
private bool[] m_OverriddenColorStoreActions = new bool[] { false };
private bool m_OverriddenDepthStoreAction = false;
/// <summary>
/// A ProfilingSampler for the entire render pass. Used as a profiling name by <c>ScriptableRenderer</c> when executing the pass.
/// Default is <c>Unnamed_ScriptableRenderPass</c>.
/// Set <c>base.profilingSampler</c> from the sub-class constructor to set a profiling name for a custom <c>ScriptableRenderPass</c>.
/// </summary>
protected internal ProfilingSampler profilingSampler { get; set; }
internal bool overrideCameraTarget { get; set; }
internal bool isBlitRenderPass { get; set; }
internal bool useNativeRenderPass { get; set; }
internal int renderTargetWidth { get; set; }
internal int renderTargetHeight { get; set; }
internal int renderTargetSampleCount { get; set; }
internal bool depthOnly { get; set; }
// this flag is updated each frame to keep track of which pass is the last for the current camera
internal bool isLastPass { get; set; }
// index to track the position in the current frame
internal int renderPassQueueIndex { get; set; }
internal NativeArray<int> m_ColorAttachmentIndices;
internal NativeArray<int> m_InputAttachmentIndices;
internal GraphicsFormat[] renderTargetFormat { get; set; }
RenderTargetIdentifier[] m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget };
internal RenderTargetIdentifier[] m_InputAttachments = new RenderTargetIdentifier[8];
internal bool[] m_InputAttachmentIsTransient = new bool[8];
RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
ScriptableRenderPassInput m_Input = ScriptableRenderPassInput.None;
ClearFlag m_ClearFlag = ClearFlag.None;
Color m_ClearColor = Color.black;
internal DebugHandler GetActiveDebugHandler(RenderingData renderingData)
{
var debugHandler = renderingData.cameraData.renderer.DebugHandler;
if ((debugHandler != null) && debugHandler.IsActiveForCamera(ref renderingData.cameraData))
return debugHandler;
return null;
}
public ScriptableRenderPass()
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget, 0, 0, 0, 0, 0, 0, 0 };
m_InputAttachments = new RenderTargetIdentifier[] { -1, -1, -1, -1, -1, -1, -1, -1 };
m_InputAttachmentIsTransient = new bool[] { false, false, false, false, false, false, false, false };
m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
m_ColorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store, 0, 0, 0, 0, 0, 0, 0 };
m_DepthStoreAction = RenderBufferStoreAction.Store;
m_OverriddenColorStoreActions = new bool[] { false, false, false, false, false, false, false, false };
m_OverriddenDepthStoreAction = false;
m_ClearFlag = ClearFlag.None;
m_ClearColor = Color.black;
overrideCameraTarget = false;
isBlitRenderPass = false;
profilingSampler = new ProfilingSampler($"Unnamed_{nameof(ScriptableRenderPass)}");
useNativeRenderPass = true;
renderTargetWidth = -1;
renderTargetHeight = -1;
renderTargetSampleCount = -1;
renderPassQueueIndex = -1;
renderTargetFormat = new GraphicsFormat[]
{
GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None,
GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None
};
depthOnly = false;
}
/// <summary>
/// Configures Input Requirements for this render pass.
/// This method should be called inside <c>ScriptableRendererFeature.AddRenderPasses</c>.
/// </summary>
/// <param name="passInput">ScriptableRenderPassInput containing information about what requirements the pass needs.</param>
/// <seealso cref="ScriptableRendererFeature.AddRenderPasses"/>
public void ConfigureInput(ScriptableRenderPassInput passInput)
{
m_Input = passInput;
}
/// <summary>
/// Configures the Store Action for a color attachment of this render pass.
/// </summary>
/// <param name="storeAction">RenderBufferStoreAction to use</param>
/// <param name="attachmentIndex">Index of the color attachment</param>
public void ConfigureColorStoreAction(RenderBufferStoreAction storeAction, uint attachmentIndex = 0)
{
m_ColorStoreActions[attachmentIndex] = storeAction;
m_OverriddenColorStoreActions[attachmentIndex] = true;
}
/// <summary>
/// Configures the Store Actions for all the color attachments of this render pass.
/// </summary>
/// <param name="storeActions">Array of RenderBufferStoreActions to use</param>
public void ConfigureColorStoreActions(RenderBufferStoreAction[] storeActions)
{
int count = Math.Min(storeActions.Length, m_ColorStoreActions.Length);
for (uint i = 0; i < count; ++i)
{
m_ColorStoreActions[i] = storeActions[i];
m_OverriddenColorStoreActions[i] = true;
}
}
/// <summary>
/// Configures the Store Action for the depth attachment of this render pass.
/// </summary>
/// <param name="storeAction">RenderBufferStoreAction to use</param>
public void ConfigureDepthStoreAction(RenderBufferStoreAction storeAction)
{
m_DepthStoreAction = storeAction;
m_OverriddenDepthStoreAction = true;
}
internal void ConfigureInputAttachments(RenderTargetIdentifier input, bool isTransient = false)
{
m_InputAttachments[0] = input;
m_InputAttachmentIsTransient[0] = isTransient;
}
internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs)
{
m_InputAttachments = inputs;
}
internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs, bool[] isTransient)
{
ConfigureInputAttachments(inputs);
m_InputAttachmentIsTransient = isTransient;
}
internal void SetInputAttachmentTransient(int idx, bool isTransient)
{
m_InputAttachmentIsTransient[idx] = isTransient;
}
internal bool IsInputAttachmentTransient(int idx)
{
return m_InputAttachmentIsTransient[idx];
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <param name="depthAttachment">Depth attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
{
m_DepthAttachment = depthAttachment;
ConfigureTarget(colorAttachment);
}
internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, GraphicsFormat format)
{
m_DepthAttachment = depthAttachment;
ConfigureTarget(colorAttachment, format);
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <param name="depthAttachment">Depth attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment)
{
overrideCameraTarget = true;
uint nonNullColorBuffers = RenderingUtils.GetValidColorBufferCount(colorAttachments);
if (nonNullColorBuffers > SystemInfo.supportedRenderTargetCount)
Debug.LogError("Trying to set " + nonNullColorBuffers + " renderTargets, which is more than the maximum supported:" + SystemInfo.supportedRenderTargetCount);
m_ColorAttachments = colorAttachments;
m_DepthAttachment = depthAttachment;
}
internal void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment, GraphicsFormat[] formats)
{
ConfigureTarget(colorAttachments, depthAttachment);
for (int i = 0; i < formats.Length; ++i)
renderTargetFormat[i] = formats[i];
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
{
overrideCameraTarget = true;
m_ColorAttachments[0] = colorAttachment;
for (int i = 1; i < m_ColorAttachments.Length; ++i)
m_ColorAttachments[i] = 0;
}
internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, GraphicsFormat format, int width = -1, int height = -1, int sampleCount = -1, bool depth = false)
{
ConfigureTarget(colorAttachment);
for (int i = 1; i < m_ColorAttachments.Length; ++i)
renderTargetFormat[i] = GraphicsFormat.None;
if (depth == true && !GraphicsFormatUtility.IsDepthFormat(format))
{
throw new ArgumentException("When configuring a depth only target the passed in format must be a depth format.");
}
renderTargetWidth = width;
renderTargetHeight = height;
renderTargetSampleCount = sampleCount;
depthOnly = depth;
renderTargetFormat[0] = format;
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments)
{
ConfigureTarget(colorAttachments, BuiltinRenderTextureType.CameraTarget);
}
/// <summary>
/// Configures clearing for the render targets for this render pass. Call this inside Configure.
/// </summary>
/// <param name="clearFlag">ClearFlag containing information about what targets to clear.</param>
/// <param name="clearColor">Clear color.</param>
/// <seealso cref="Configure"/>
public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
{
m_ClearFlag = clearFlag;
m_ClearColor = clearColor;
}
/// <summary>
/// This method is called by the renderer before rendering a camera
/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
/// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
/// </summary>
/// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
/// <param name="renderingData">Current rendering state information</param>
/// <seealso cref="ConfigureTarget"/>
/// <seealso cref="ConfigureClear"/>
public virtual void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{ }
/// <summary>
/// This method is called by the renderer before executing the render pass.
/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
/// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
/// </summary>
/// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
/// <param name="cameraTextureDescriptor">Render texture descriptor of the camera render target.</param>
/// <seealso cref="ConfigureTarget"/>
/// <seealso cref="ConfigureClear"/>
public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{ }
/// <summary>
/// Called upon finish rendering a camera. You can use this callback to release any resources created
/// by this render
/// pass that need to be cleanup once camera has finished rendering.
/// This method be called for all cameras in a camera stack.
/// </summary>
/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
public virtual void OnCameraCleanup(CommandBuffer cmd)
{
}
/// <summary>
/// Called upon finish rendering a camera stack. You can use this callback to release any resources created
/// by this render pass that need to be cleanup once all cameras in the stack have finished rendering.
/// This method will be called once after rendering the last camera in the camera stack.
/// Cameras that don't have an explicit camera stack are also considered stacked rendering.
/// In that case the Base camera is the first and last camera in the stack.
/// </summary>
/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
public virtual void OnFinishCameraStackRendering(CommandBuffer cmd)
{ }
/// <summary>
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
/// </summary>
/// <param name="context">Use this render context to issue any draw commands during execution</param>
/// <param name="renderingData">Current rendering state information</param>
public abstract void Execute(ScriptableRenderContext context, ref RenderingData renderingData);
/// <summary>
/// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to
/// destination.
/// </summary>
/// <param name="cmd">Command buffer to record command for execution.</param>
/// <param name="source">Source texture or target identifier to blit from.</param>
/// <param name="destination">Destination texture or target identifier to blit into. This becomes the renderer active render target.</param>
/// <param name="material">Material to use.</param>
/// <param name="passIndex">Shader pass to use. Default is 0.</param>
/// <seealso cref="ScriptableRenderer"/>
public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
{
ScriptableRenderer.SetRenderTarget(cmd, destination, BuiltinRenderTextureType.CameraTarget, clearFlag, clearColor);
cmd.Blit(source, destination, material, passIndex);
}
/// <summary>
/// Add a blit command to the context for execution. This applies the material to the color target.
/// </summary>
/// <param name="cmd">Command buffer to record command for execution.</param>
/// <param name="data">RenderingData to access the active renderer.</param>
/// <param name="material">Material to use.</param>
/// <param name="passIndex">Shader pass to use. Default is 0.</param>
public void Blit(CommandBuffer cmd, ref RenderingData data, Material material, int passIndex = 0)
{
var renderer = data.cameraData.renderer;
Blit(cmd, renderer.cameraColorTarget, renderer.GetCameraColorFrontBuffer(cmd), material, passIndex);
renderer.SwapColorBuffer(cmd);
}
/// <summary>
/// Creates <c>DrawingSettings</c> based on current the rendering state.
/// </summary>
/// <param name="shaderTagId">Shader pass tag to render.</param>
/// <param name="renderingData">Current rendering state.</param>
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
/// <returns></returns>
/// <seealso cref="DrawingSettings"/>
public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
Camera camera = renderingData.cameraData.camera;
SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria };
DrawingSettings settings = new DrawingSettings(shaderTagId, sortingSettings)
{
perObjectData = renderingData.perObjectData,
mainLightIndex = renderingData.lightData.mainLightIndex,
enableDynamicBatching = renderingData.supportsDynamicBatching,
// Disable instancing for preview cameras. This is consistent with the built-in forward renderer. Also fixes case 1127324.
enableInstancing = camera.cameraType == CameraType.Preview ? false : true,
};
return settings;
}
/// <summary>
/// Creates <c>DrawingSettings</c> based on current rendering state.
/// </summary>
/// /// <param name="shaderTagIdList">List of shader pass tag to render.</param>
/// <param name="renderingData">Current rendering state.</param>
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
/// <returns></returns>
/// <seealso cref="DrawingSettings"/>
public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList,
ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
if (shaderTagIdList == null || shaderTagIdList.Count == 0)
{
Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
}
DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
for (int i = 1; i < shaderTagIdList.Count; ++i)
settings.SetShaderPassName(i, shaderTagIdList[i]);
return settings;
}
public static bool operator <(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent < rhs.renderPassEvent;
}
public static bool operator >(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent > rhs.renderPassEvent;
}
}
}