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

470 lines
21 KiB
C#

using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Contains properties and helper functions that you can use when rendering.
/// </summary>
public static class RenderingUtils
{
static List<ShaderTagId> m_LegacyShaderPassNames = new List<ShaderTagId>
{
new ShaderTagId("Always"),
new ShaderTagId("ForwardBase"),
new ShaderTagId("PrepassBase"),
new ShaderTagId("Vertex"),
new ShaderTagId("VertexLMRGBM"),
new ShaderTagId("VertexLM"),
};
static AttachmentDescriptor s_EmptyAttachment = new AttachmentDescriptor(GraphicsFormat.None);
internal static AttachmentDescriptor emptyAttachment
{
get
{
return s_EmptyAttachment;
}
}
static Mesh s_FullscreenMesh = null;
/// <summary>
/// Returns a mesh that you can use with <see cref="CommandBuffer.DrawMesh(Mesh, Matrix4x4, Material)"/> to render full-screen effects.
/// </summary>
public static Mesh fullscreenMesh
{
get
{
if (s_FullscreenMesh != null)
return s_FullscreenMesh;
float topV = 1.0f;
float bottomV = 0.0f;
s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" };
s_FullscreenMesh.SetVertices(new List<Vector3>
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3(1.0f, -1.0f, 0.0f),
new Vector3(1.0f, 1.0f, 0.0f)
});
s_FullscreenMesh.SetUVs(0, new List<Vector2>
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
});
s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
s_FullscreenMesh.UploadMeshData(true);
return s_FullscreenMesh;
}
}
internal static bool useStructuredBuffer
{
// There are some performance issues with StructuredBuffers in some platforms.
// We fallback to UBO in those cases.
get
{
// TODO: For now disabling SSBO until figure out Vulkan binding issues.
// When enabling this also enable USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA in shader side in Input.hlsl
return false;
// We don't use SSBO in D3D because we can't figure out without adding shader variants if platforms is D3D10.
//GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType;
//return !Application.isMobilePlatform &&
// (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan ||
// deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.PlayStation5 || deviceType == GraphicsDeviceType.XboxOne);
}
}
internal static bool SupportsLightLayers(GraphicsDeviceType type)
{
// GLES2 does not support bitwise operations.
return type != GraphicsDeviceType.OpenGLES2;
}
static Material s_ErrorMaterial;
static Material errorMaterial
{
get
{
if (s_ErrorMaterial == null)
{
// TODO: When importing project, AssetPreviewUpdater::CreatePreviewForAsset will be called multiple times.
// This might be in a point that some resources required for the pipeline are not finished importing yet.
// Proper fix is to add a fence on asset import.
try
{
s_ErrorMaterial = new Material(Shader.Find("Hidden/Universal Render Pipeline/FallbackError"));
}
catch { }
}
return s_ErrorMaterial;
}
}
/// <summary>
/// Set view and projection matrices.
/// This function will set <c>UNITY_MATRIX_V</c>, <c>UNITY_MATRIX_P</c>, <c>UNITY_MATRIX_VP</c> to given view and projection matrices.
/// If <c>setInverseMatrices</c> is set to true this function will also set <c>UNITY_MATRIX_I_V</c> and <c>UNITY_MATRIX_I_VP</c>.
/// </summary>
/// <param name="cmd">CommandBuffer to submit data to GPU.</param>
/// <param name="viewMatrix">View matrix to be set.</param>
/// <param name="projectionMatrix">Projection matrix to be set.</param>
/// <param name="setInverseMatrices">Set this to true if you also need to set inverse camera matrices.</param>
public static void SetViewAndProjectionMatrices(CommandBuffer cmd, Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, bool setInverseMatrices)
{
Matrix4x4 viewAndProjectionMatrix = projectionMatrix * viewMatrix;
cmd.SetGlobalMatrix(ShaderPropertyId.viewMatrix, viewMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.projectionMatrix, projectionMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.viewAndProjectionMatrix, viewAndProjectionMatrix);
if (setInverseMatrices)
{
Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix);
Matrix4x4 inverseProjectionMatrix = Matrix4x4.Inverse(projectionMatrix);
Matrix4x4 inverseViewProjection = inverseViewMatrix * inverseProjectionMatrix;
cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseViewMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.inverseProjectionMatrix, inverseProjectionMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection);
}
}
#if ENABLE_VR && ENABLE_XR_MODULE
internal static readonly int UNITY_STEREO_MATRIX_V = Shader.PropertyToID("unity_StereoMatrixV");
internal static readonly int UNITY_STEREO_MATRIX_IV = Shader.PropertyToID("unity_StereoMatrixInvV");
internal static readonly int UNITY_STEREO_MATRIX_P = Shader.PropertyToID("unity_StereoMatrixP");
internal static readonly int UNITY_STEREO_MATRIX_IP = Shader.PropertyToID("unity_StereoMatrixInvP");
internal static readonly int UNITY_STEREO_MATRIX_VP = Shader.PropertyToID("unity_StereoMatrixVP");
internal static readonly int UNITY_STEREO_MATRIX_IVP = Shader.PropertyToID("unity_StereoMatrixInvVP");
internal static readonly int UNITY_STEREO_CAMERA_PROJECTION = Shader.PropertyToID("unity_StereoCameraProjection");
internal static readonly int UNITY_STEREO_CAMERA_INV_PROJECTION = Shader.PropertyToID("unity_StereoCameraInvProjection");
internal static readonly int UNITY_STEREO_VECTOR_CAMPOS = Shader.PropertyToID("unity_StereoWorldSpaceCameraPos");
// Hold the stereo matrices in this class to avoid allocating arrays every frame
internal class StereoConstants
{
public Matrix4x4[] viewProjMatrix = new Matrix4x4[2];
public Matrix4x4[] invViewMatrix = new Matrix4x4[2];
public Matrix4x4[] invProjMatrix = new Matrix4x4[2];
public Matrix4x4[] invViewProjMatrix = new Matrix4x4[2];
public Matrix4x4[] invCameraProjMatrix = new Matrix4x4[2];
public Vector4[] worldSpaceCameraPos = new Vector4[2];
};
static readonly StereoConstants stereoConstants = new StereoConstants();
/// <summary>
/// Helper function to set all view and projection related matrices
/// Should be called before draw call and after cmd.SetRenderTarget
/// Internal usage only, function name and signature may be subject to change
/// </summary>
/// <param name="cmd">CommandBuffer to submit data to GPU.</param>
/// <param name="viewMatrix">View matrix to be set. Array size is 2.</param>
/// <param name="projectionMatrix">Projection matrix to be set.Array size is 2.</param>
/// <param name="cameraProjectionMatrix">Camera projection matrix to be set.Array size is 2. Does not include platform specific transformations such as depth-reverse, depth range in post-projective space and y-flip. </param>
/// <param name="setInverseMatrices">Set this to true if you also need to set inverse camera matrices.</param>
/// <returns>Void</c></returns>
internal static void SetStereoViewAndProjectionMatrices(CommandBuffer cmd, Matrix4x4[] viewMatrix, Matrix4x4[] projMatrix, Matrix4x4[] cameraProjMatrix, bool setInverseMatrices)
{
for (int i = 0; i < 2; i++)
{
stereoConstants.viewProjMatrix[i] = projMatrix[i] * viewMatrix[i];
stereoConstants.invViewMatrix[i] = Matrix4x4.Inverse(viewMatrix[i]);
stereoConstants.invProjMatrix[i] = Matrix4x4.Inverse(projMatrix[i]);
stereoConstants.invViewProjMatrix[i] = Matrix4x4.Inverse(stereoConstants.viewProjMatrix[i]);
stereoConstants.invCameraProjMatrix[i] = Matrix4x4.Inverse(cameraProjMatrix[i]);
stereoConstants.worldSpaceCameraPos[i] = stereoConstants.invViewMatrix[i].GetColumn(3);
}
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_V, viewMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_P, projMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_VP, stereoConstants.viewProjMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_CAMERA_PROJECTION, cameraProjMatrix);
if (setInverseMatrices)
{
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IV, stereoConstants.invViewMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IP, stereoConstants.invProjMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IVP, stereoConstants.invViewProjMatrix);
cmd.SetGlobalMatrixArray(UNITY_STEREO_CAMERA_INV_PROJECTION, stereoConstants.invCameraProjMatrix);
}
cmd.SetGlobalVectorArray(UNITY_STEREO_VECTOR_CAMPOS, stereoConstants.worldSpaceCameraPos);
}
#endif
internal static void SetScaleBiasRt(CommandBuffer cmd, in RenderingData renderingData)
{
var renderer = renderingData.cameraData.renderer;
// SetRenderTarget has logic to flip projection matrix when rendering to render texture. Flip the uv to account for that case.
CameraData cameraData = renderingData.cameraData;
bool isCameraColorFinalTarget = (cameraData.cameraType == CameraType.Game && renderer.cameraColorTarget == BuiltinRenderTextureType.CameraTarget && cameraData.camera.targetTexture == null);
bool yflip = !isCameraColorFinalTarget;
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(Shader.PropertyToID("_ScaleBiasRt"), scaleBiasRt);
}
internal static void Blit(CommandBuffer cmd,
RenderTargetIdentifier source,
RenderTargetIdentifier destination,
Material material,
int passIndex = 0,
bool useDrawProcedural = false,
RenderBufferLoadAction colorLoadAction = RenderBufferLoadAction.Load,
RenderBufferStoreAction colorStoreAction = RenderBufferStoreAction.Store,
RenderBufferLoadAction depthLoadAction = RenderBufferLoadAction.Load,
RenderBufferStoreAction depthStoreAction = RenderBufferStoreAction.Store)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, source);
if (useDrawProcedural)
{
Vector4 scaleBias = new Vector4(1, 1, 0, 0);
Vector4 scaleBiasRt = new Vector4(1, 1, 0, 0);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1),
colorLoadAction, colorStoreAction, depthLoadAction, depthStoreAction);
cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Quads, 4, 1, null);
}
else
{
cmd.SetRenderTarget(destination, colorLoadAction, colorStoreAction, depthLoadAction, depthStoreAction);
cmd.Blit(source, BuiltinRenderTextureType.CurrentActive, material, passIndex);
}
}
// This is used to render materials that contain built-in shader passes not compatible with URP.
// It will render those legacy passes with error/pink shader.
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal static void RenderObjectsWithError(ScriptableRenderContext context, ref CullingResults cullResults, Camera camera, FilteringSettings filterSettings, SortingCriteria sortFlags)
{
// TODO: When importing project, AssetPreviewUpdater::CreatePreviewForAsset will be called multiple times.
// This might be in a point that some resources required for the pipeline are not finished importing yet.
// Proper fix is to add a fence on asset import.
if (errorMaterial == null)
return;
SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortFlags };
DrawingSettings errorSettings = new DrawingSettings(m_LegacyShaderPassNames[0], sortingSettings)
{
perObjectData = PerObjectData.None,
overrideMaterial = errorMaterial,
overrideMaterialPassIndex = 0
};
for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
context.DrawRenderers(cullResults, ref errorSettings, ref filterSettings);
}
// Caches render texture format support. SystemInfo.SupportsRenderTextureFormat and IsFormatSupported allocate memory due to boxing.
static Dictionary<RenderTextureFormat, bool> m_RenderTextureFormatSupport = new Dictionary<RenderTextureFormat, bool>();
static Dictionary<GraphicsFormat, Dictionary<FormatUsage, bool>> m_GraphicsFormatSupport = new Dictionary<GraphicsFormat, Dictionary<FormatUsage, bool>>();
internal static void ClearSystemInfoCache()
{
m_RenderTextureFormatSupport.Clear();
m_GraphicsFormatSupport.Clear();
}
/// <summary>
/// Checks if a render texture format is supported by the run-time system.
/// Similar to <see cref="SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat)"/>, but doesn't allocate memory.
/// </summary>
/// <param name="format">The format to look up.</param>
/// <returns>Returns true if the graphics card supports the given <c>RenderTextureFormat</c></returns>
public static bool SupportsRenderTextureFormat(RenderTextureFormat format)
{
if (!m_RenderTextureFormatSupport.TryGetValue(format, out var support))
{
support = SystemInfo.SupportsRenderTextureFormat(format);
m_RenderTextureFormatSupport.Add(format, support);
}
return support;
}
/// <summary>
/// Checks if a texture format is supported by the run-time system.
/// Similar to <see cref="SystemInfo.IsFormatSupported"/>, but doesn't allocate memory.
/// </summary>
/// <param name="format">The format to look up.</param>
/// <param name="usage">The format usage to look up.</param>
/// <returns>Returns true if the graphics card supports the given <c>GraphicsFormat</c></returns>
public static bool SupportsGraphicsFormat(GraphicsFormat format, FormatUsage usage)
{
bool support = false;
if (!m_GraphicsFormatSupport.TryGetValue(format, out var uses))
{
uses = new Dictionary<FormatUsage, bool>();
support = SystemInfo.IsFormatSupported(format, usage);
uses.Add(usage, support);
m_GraphicsFormatSupport.Add(format, uses);
}
else
{
if (!uses.TryGetValue(usage, out support))
{
support = SystemInfo.IsFormatSupported(format, usage);
uses.Add(usage, support);
}
}
return support;
}
/// <summary>
/// Return the last colorBuffer index actually referring to an existing RenderTarget
/// </summary>
/// <param name="colorBuffers"></param>
/// <returns></returns>
internal static int GetLastValidColorBufferIndex(RenderTargetIdentifier[] colorBuffers)
{
int i = colorBuffers.Length - 1;
for (; i >= 0; --i)
{
if (colorBuffers[i] != 0)
break;
}
return i;
}
/// <summary>
/// Return the number of items in colorBuffers actually referring to an existing RenderTarget
/// </summary>
/// <param name="colorBuffers"></param>
/// <returns></returns>
internal static uint GetValidColorBufferCount(RenderTargetIdentifier[] colorBuffers)
{
uint nonNullColorBuffers = 0;
if (colorBuffers != null)
{
foreach (var identifier in colorBuffers)
{
if (identifier != 0)
++nonNullColorBuffers;
}
}
return nonNullColorBuffers;
}
/// <summary>
/// Return true if colorBuffers is an actual MRT setup
/// </summary>
/// <param name="colorBuffers"></param>
/// <returns></returns>
internal static bool IsMRT(RenderTargetIdentifier[] colorBuffers)
{
return GetValidColorBufferCount(colorBuffers) > 1;
}
/// <summary>
/// Return true if value can be found in source (without recurring to Linq)
/// </summary>
/// <param name="source"></param>
/// <param name="value"></param>
/// <returns></returns>
internal static bool Contains(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
{
foreach (var identifier in source)
{
if (identifier == value)
return true;
}
return false;
}
/// <summary>
/// Return the index where value was found source. Otherwise, return -1. (without recurring to Linq)
/// </summary>
/// <param name="source"></param>
/// <param name="value"></param>
/// <returns></returns>
internal static int IndexOf(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
{
for (int i = 0; i < source.Length; ++i)
{
if (source[i] == value)
return i;
}
return -1;
}
/// <summary>
/// Return the number of RenderTargetIdentifiers in "source" that are valid (not 0) and different from "value" (without recurring to Linq)
/// </summary>
/// <param name="source"></param>
/// <param name="value"></param>
/// <returns></returns>
internal static uint CountDistinct(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
{
uint count = 0;
for (int i = 0; i < source.Length; ++i)
{
if (source[i] != value && source[i] != 0)
++count;
}
return count;
}
/// <summary>
/// Return the index of last valid (i.e different from 0) RenderTargetIdentifiers in "source" (without recurring to Linq)
/// </summary>
/// <param name="source"></param>
/// <returns></returns>
internal static int LastValid(RenderTargetIdentifier[] source)
{
for (int i = source.Length - 1; i >= 0; --i)
{
if (source[i] != 0)
return i;
}
return -1;
}
/// <summary>
/// Return true if ClearFlag a contains ClearFlag b
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
internal static bool Contains(ClearFlag a, ClearFlag b)
{
return (a & b) == b;
}
/// <summary>
/// Return true if "left" and "right" are the same (without recurring to Linq)
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
internal static bool SequenceEqual(RenderTargetIdentifier[] left, RenderTargetIdentifier[] right)
{
if (left.Length != right.Length)
return false;
for (int i = 0; i < left.Length; ++i)
if (left[i] != right[i])
return false;
return true;
}
}
}