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

410 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
namespace UnityEngine.Rendering.Universal
{
class DebugHandler : IDebugDisplaySettingsQuery
{
#region Property Id Constants
static readonly int k_DebugColorInvalidModePropertyId = Shader.PropertyToID("_DebugColorInvalidMode");
static readonly int k_DebugColorPropertyId = Shader.PropertyToID("_DebugColor");
static readonly int k_DebugTexturePropertyId = Shader.PropertyToID("_DebugTexture");
static readonly int k_DebugTextureNoStereoPropertyId = Shader.PropertyToID("_DebugTextureNoStereo");
static readonly int k_DebugTextureDisplayRect = Shader.PropertyToID("_DebugTextureDisplayRect");
static readonly int k_DebugRenderTargetSupportsStereo = Shader.PropertyToID("_DebugRenderTargetSupportsStereo");
// 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_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");
// 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
readonly Material m_ReplacementMaterial;
bool m_HasDebugRenderTarget;
bool m_DebugRenderTargetSupportsStereo;
Vector4 m_DebugRenderTargetPixelRect;
RenderTargetIdentifier m_DebugRenderTargetIdentifier;
readonly DebugDisplaySettings m_DebugDisplaySettings;
DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.LightingSettings;
DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.MaterialSettings;
DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.RenderingSettings;
#region IDebugDisplaySettingsQuery
public bool AreAnySettingsActive => m_DebugDisplaySettings.AreAnySettingsActive;
public bool IsPostProcessingAllowed => m_DebugDisplaySettings.IsPostProcessingAllowed;
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.DebugLightingMode != DebugLightingMode.None ||
m_DebugDisplaySettings.LightingSettings.DebugLightingFeatureFlagsMask != DebugLightingFeatureFlags.None ||
m_DebugDisplaySettings.RenderingSettings.debugSceneOverrideMode != DebugSceneOverrideMode.None ||
m_DebugDisplaySettings.MaterialSettings.DebugMaterialModeData != DebugMaterialMode.None ||
m_DebugDisplaySettings.MaterialSettings.DebugVertexAttributeIndexData != DebugVertexAttributeMode.None ||
m_DebugDisplaySettings.MaterialSettings.MaterialValidationMode != DebugMaterialValidationMode.None;
public bool TryGetScreenClearColor(ref Color color)
{
return m_DebugDisplaySettings.TryGetScreenClearColor(ref color);
}
#endregion
internal Material ReplacementMaterial => m_ReplacementMaterial;
internal DebugDisplaySettings DebugDisplaySettings => m_DebugDisplaySettings;
internal bool IsScreenClearNeeded
{
get
{
Color color = Color.black;
return TryGetScreenClearColor(ref color);
}
}
internal bool IsRenderPassSupported
{
get
{
return RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.Overdraw;
}
}
internal DebugHandler(ScriptableRendererData scriptableRendererData)
{
Shader debugReplacementShader = scriptableRendererData.debugShaders.debugReplacementPS;
m_DebugDisplaySettings = DebugDisplaySettings.Instance;
m_ReplacementMaterial = (debugReplacementShader == null) ? null : CoreUtils.CreateEngineMaterial(debugReplacementShader);
}
internal bool IsActiveForCamera(ref CameraData cameraData)
{
return !cameraData.isPreviewCamera && AreAnySettingsActive;
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode)
{
return TryGetFullscreenDebugMode(out debugFullScreenMode, out _);
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent)
{
debugFullScreenMode = RenderingSettings.debugFullScreenMode;
textureHeightPercent = RenderingSettings.debugFullScreenModeOutputSizeScreenPercent;
return debugFullScreenMode != DebugFullScreenMode.None;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void SetupShaderProperties(CommandBuffer cmd, int passIndex = 0)
{
if (LightingSettings.DebugLightingMode == DebugLightingMode.ShadowCascades)
{
// we disable cubemap reflections, too distracting (in TemplateLWRP for ex.)
cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
else
{
cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
switch (RenderingSettings.debugSceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
{
cmd.SetGlobalColor(k_DebugColorPropertyId, new Color(0.1f, 0.01f, 0.01f, 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.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
else if (passIndex == 1)
{
cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
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(RenderTargetIdentifier renderTargetIdentifier, Rect displayRect, bool supportsStereo)
{
m_HasDebugRenderTarget = true;
m_DebugRenderTargetSupportsStereo = supportsStereo;
m_DebugRenderTargetIdentifier = renderTargetIdentifier;
m_DebugRenderTargetPixelRect = new Vector4(displayRect.x, displayRect.y, displayRect.width, displayRect.height);
}
internal void ResetDebugRenderTarget()
{
m_HasDebugRenderTarget = false;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer cmd, ref CameraData cameraData, bool isFinalPass)
{
// Ensure final validation & fullscreen debug modes are only done once in the very final pass, for the last camera on the stack.
bool isFinal = isFinalPass && cameraData.resolveFinalTarget;
if (!isFinal)
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
return;
}
if (IsActiveForCamera(ref cameraData))
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
else
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
if (m_HasDebugRenderTarget)
{
cmd.SetGlobalTexture(m_DebugRenderTargetSupportsStereo ? k_DebugTexturePropertyId : k_DebugTextureNoStereoPropertyId, m_DebugRenderTargetIdentifier);
cmd.SetGlobalVector(k_DebugTextureDisplayRect, m_DebugRenderTargetPixelRect);
cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, m_DebugRenderTargetSupportsStereo ? 1 : 0);
}
var renderingSettings = m_DebugDisplaySettings.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);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Setup(ScriptableRenderContext context, ref CameraData cameraData)
{
var cmd = CommandBufferPool.Get("");
if (IsActiveForCamera(ref cameraData))
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
// Material settings...
cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)MaterialSettings.DebugMaterialModeData);
cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)MaterialSettings.DebugVertexAttributeIndexData);
cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)MaterialSettings.MaterialValidationMode);
// Rendering settings...
cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)RenderingSettings.debugMipInfoMode);
cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)RenderingSettings.debugSceneOverrideMode);
cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)RenderingSettings.debugFullScreenMode);
cmd.SetGlobalInteger(k_DebugValidationModeId, (int)RenderingSettings.validationMode);
cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red);
cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue);
// Lighting settings...
cmd.SetGlobalFloat(k_DebugLightingModeId, (int)LightingSettings.DebugLightingMode);
cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)LightingSettings.DebugLightingFeatureFlagsMask);
// Set-up any other persistent properties...
cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red);
}
else
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#region DebugRenderPasses
private class DebugRenderPassEnumerable : IEnumerable<DebugRenderSetup>
{
private class Enumerator : IEnumerator<DebugRenderSetup>
{
private readonly DebugHandler m_DebugHandler;
private readonly ScriptableRenderContext m_Context;
private readonly CommandBuffer m_CommandBuffer;
private readonly int m_NumIterations;
private int m_Index;
public DebugRenderSetup Current { get; private set; }
object IEnumerator.Current => Current;
public Enumerator(DebugHandler debugHandler, ScriptableRenderContext context, CommandBuffer commandBuffer)
{
DebugSceneOverrideMode sceneOverrideMode = debugHandler.DebugDisplaySettings.RenderingSettings.debugSceneOverrideMode;
m_DebugHandler = debugHandler;
m_Context = context;
m_CommandBuffer = commandBuffer;
m_NumIterations = ((sceneOverrideMode == DebugSceneOverrideMode.SolidWireframe) || (sceneOverrideMode == DebugSceneOverrideMode.ShadedWireframe)) ? 2 : 1;
m_Index = -1;
}
#region IEnumerator<DebugRenderSetup>
public bool MoveNext()
{
Current?.Dispose();
if (++m_Index >= m_NumIterations)
{
return false;
}
else
{
Current = new DebugRenderSetup(m_DebugHandler, m_Context, m_CommandBuffer, m_Index);
return true;
}
}
public void Reset()
{
if (Current != null)
{
Current.Dispose();
Current = null;
}
m_Index = -1;
}
public void Dispose()
{
Current?.Dispose();
}
#endregion
}
private readonly DebugHandler m_DebugHandler;
private readonly ScriptableRenderContext m_Context;
private readonly CommandBuffer m_CommandBuffer;
public DebugRenderPassEnumerable(DebugHandler debugHandler, ScriptableRenderContext context, CommandBuffer commandBuffer)
{
m_DebugHandler = debugHandler;
m_Context = context;
m_CommandBuffer = commandBuffer;
}
#region IEnumerable<DebugRenderSetup>
public IEnumerator<DebugRenderSetup> GetEnumerator()
{
return new Enumerator(m_DebugHandler, m_Context, m_CommandBuffer);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
#endregion
}
internal IEnumerable<DebugRenderSetup> CreateDebugRenderSetupEnumerable(ScriptableRenderContext context,
CommandBuffer commandBuffer)
{
return new DebugRenderPassEnumerable(this, context, commandBuffer);
}
internal delegate void DrawFunction(
ScriptableRenderContext context,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock);
internal void DrawWithDebugRenderState(
ScriptableRenderContext context,
CommandBuffer cmd,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock,
DrawFunction func)
{
foreach (DebugRenderSetup debugRenderSetup in CreateDebugRenderSetupEnumerable(context, cmd))
{
DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
func(context, ref renderingData, ref debugDrawingSettings, ref filteringSettings, ref debugRenderStateBlock);
}
}
#endregion
}
}