Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/CopyDepthPass.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

176 lines
8.5 KiB
C#

using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Copy the given depth buffer into the given destination depth buffer.
///
/// You can use this pass to copy a depth buffer to a destination,
/// so you can use it later in rendering. If the source texture has MSAA
/// enabled, the pass uses a custom MSAA resolve. If the source texture
/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
/// operation, depending on what the current platform supports.
/// </summary>
public class CopyDepthPass : ScriptableRenderPass
{
private RenderTargetHandle source { get; set; }
private RenderTargetHandle destination { get; set; }
internal bool AllocateRT { get; set; }
internal int MssaSamples { get; set; }
Material m_CopyDepthMaterial;
public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial)
{
base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass));
AllocateRT = true;
m_CopyDepthMaterial = copyDepthMaterial;
renderPassEvent = evt;
}
/// <summary>
/// Configure the pass with the source and destination to execute on.
/// </summary>
/// <param name="source">Source Render Target</param>
/// <param name="destination">Destination Render Targt</param>
public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
this.AllocateRT = !destination.HasInternalRenderTargetId();
this.MssaSamples = -1;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
var descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.colorFormat = RenderTextureFormat.Depth;
descriptor.depthBufferBits = UniversalRenderer.k_DepthStencilBufferBits;
descriptor.msaaSamples = 1;
if (this.AllocateRT)
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
// On Metal iOS, prevent camera attachments to be bound and cleared during this pass.
ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, descriptor.width, descriptor.height, descriptor.msaaSamples, true);
ConfigureClear(ClearFlag.None, Color.black);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_CopyDepthMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth)))
{
int cameraSamples = 0;
if (MssaSamples == -1)
{
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
cameraSamples = descriptor.msaaSamples;
}
else
cameraSamples = MssaSamples;
// When auto resolve is supported or multisampled texture is not supported, set camera samples to 1
if (SystemInfo.supportsMultisampledTextures == 0)
cameraSamples = 1;
CameraData cameraData = renderingData.cameraData;
switch (cameraSamples)
{
case 8:
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
break;
case 4:
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
break;
case 2:
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
break;
// MSAA disabled, auto resolve supported or ms textures not supported
default:
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
break;
}
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
#if ENABLE_VR && ENABLE_XR_MODULE
// XR uses procedural draw instead of cmd.blit or cmd.DrawFullScreenMesh
if (renderingData.cameraData.xr.enabled)
{
// XR flip logic is not the same as non-XR case because XR uses draw procedure
// and draw procedure does not need to take projection matrix yflip into account
// We y-flip if
// 1) we are bliting from render texture to back buffer and
// 2) renderTexture starts UV at top
// XRTODO: handle scalebias and scalebiasRt for src and dst separately
bool isRenderToBackBufferTarget = destination.Identifier() == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture;
bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop;
float flipSign = (yflip) ? -1.0f : 1.0f;
Vector4 scaleBiasRt = (flipSign < 0.0f)
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
cmd.DrawProcedural(Matrix4x4.identity, m_CopyDepthMaterial, 0, MeshTopology.Quads, 4);
}
else
#endif
{
// Blit has logic to flip projection matrix when rendering to render texture.
// Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x
// If you replace this Blit with a Draw* that sets projection matrix double check
// to also update shader.
// scaleBias.x = flipSign
// scaleBias.y = scale
// scaleBias.z = bias
// scaleBias.w = unused
// In game view final target acts as back buffer were target is not flipped
bool isGameViewFinalTarget = (cameraData.cameraType == CameraType.Game && destination == RenderTargetHandle.CameraTarget);
bool yflip = (cameraData.IsCameraProjectionMatrixFlipped()) && !isGameViewFinalTarget;
float flipSign = yflip ? -1.0f : 1.0f;
Vector4 scaleBiasRt = (flipSign < 0.0f)
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
if (isGameViewFinalTarget)
cmd.SetViewport(cameraData.pixelRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial);
}
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (this.AllocateRT)
cmd.ReleaseTemporaryRT(destination.id);
destination = RenderTargetHandle.CameraTarget;
}
}
}