b486678290
Library -Artifacts
504 lines
20 KiB
C#
504 lines
20 KiB
C#
// This file contain the two main data structures controlled by the XRSystem.
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// XRView contains the parameters required to render (proj and view matrices, viewport, etc)
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// XRPass holds the render target information and a list of XRView.
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// When a pass has 2+ views, single-pass will be active.
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// To avoid allocating every frame, XRView is a struct and XRPass is pooled.
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#if ENABLE_VR && ENABLE_XR_MODULE
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using System;
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using System.Collections.Generic;
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using UnityEngine.XR;
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namespace UnityEngine.Rendering.Universal
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{
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internal struct XRPassCreateInfo
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{
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public int multipassId;
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public int cullingPassId;
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public RenderTexture renderTarget;
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public RenderTextureDescriptor renderTargetDesc;
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public bool renderTargetIsRenderTexture;
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public ScriptableCullingParameters cullingParameters;
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public XRPass.CustomMirrorView customMirrorView;
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}
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internal struct XRViewCreateInfo
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{
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public Matrix4x4 projMatrix;
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public Matrix4x4 viewMatrix;
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public Rect viewport;
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public int textureArraySlice;
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}
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internal struct XRView
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{
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internal readonly Matrix4x4 projMatrix;
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internal readonly Matrix4x4 viewMatrix;
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internal readonly Rect viewport;
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internal readonly Mesh occlusionMesh;
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internal readonly int textureArraySlice;
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internal XRView(Matrix4x4 proj, Matrix4x4 view, Rect vp, int dstSlice)
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{
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projMatrix = proj;
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viewMatrix = view;
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viewport = vp;
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occlusionMesh = null;
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textureArraySlice = dstSlice;
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}
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internal XRView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySubsystem.XRRenderParameter renderParameter)
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{
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projMatrix = renderParameter.projection;
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viewMatrix = renderParameter.view;
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viewport = renderParameter.viewport;
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occlusionMesh = renderParameter.occlusionMesh;
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textureArraySlice = renderParameter.textureArraySlice;
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// Convert viewport from normalized to screen space
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viewport.x *= renderPass.renderTargetDesc.width;
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viewport.width *= renderPass.renderTargetDesc.width;
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viewport.y *= renderPass.renderTargetDesc.height;
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viewport.height *= renderPass.renderTargetDesc.height;
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}
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}
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class XRPass
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{
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internal List<XRView> views = new List<XRView>(2);
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internal bool enabled { get => views.Count > 0; }
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internal bool xrSdkEnabled { get; private set; }
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internal bool copyDepth { get; private set; }
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internal int multipassId { get; private set; }
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internal int cullingPassId { get; private set; }
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// Ability to specify where to render the pass
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internal RenderTargetIdentifier renderTarget { get; private set; }
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internal RenderTextureDescriptor renderTargetDesc { get; private set; }
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static RenderTargetIdentifier invalidRT = -1;
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internal bool renderTargetValid { get => renderTarget != invalidRT; }
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internal bool renderTargetIsRenderTexture { get; private set; }
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internal bool isLateLatchEnabled { get; set; }
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internal bool canMarkLateLatch { get; set; }
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internal bool hasMarkedLateLatch { get; set; }
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// Access to view information
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internal Matrix4x4 GetProjMatrix(int viewIndex = 0) { return views[viewIndex].projMatrix; }
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internal Matrix4x4 GetViewMatrix(int viewIndex = 0) { return views[viewIndex].viewMatrix; }
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internal int GetTextureArraySlice(int viewIndex = 0) { return views[viewIndex].textureArraySlice; }
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internal Rect GetViewport(int viewIndex = 0) { return views[viewIndex].viewport; }
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// Combined projection and view matrices for culling
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internal ScriptableCullingParameters cullingParams { get; private set; }
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// Single-pass rendering support (instanced draw calls or multiview extension)
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internal int viewCount { get => views.Count; }
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internal bool singlePassEnabled { get => viewCount > 1; }
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// Occlusion mesh rendering
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Material occlusionMeshMaterial = null;
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Mesh occlusionMeshCombined = null;
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int occlusionMeshCombinedHashCode = 0;
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internal bool isOcclusionMeshSupported { get => enabled && xrSdkEnabled && occlusionMeshMaterial != null; }
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internal bool hasValidOcclusionMesh
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{
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get
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{
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if (isOcclusionMeshSupported)
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{
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if (singlePassEnabled)
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return occlusionMeshCombined != null;
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else
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return views[0].occlusionMesh != null;
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}
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return false;
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}
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}
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// Ability to override mirror view behavior for each pass
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internal delegate void CustomMirrorView(XRPass pass, CommandBuffer cmd, RenderTexture rt, Rect viewport);
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CustomMirrorView customMirrorView = null;
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internal void SetCustomMirrorView(CustomMirrorView callback) => customMirrorView = callback;
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const string k_XRCustomMirrorTag = "XR Custom Mirror View";
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static ProfilingSampler _XRCustomMirrorProfilingSampler = new ProfilingSampler(k_XRCustomMirrorTag);
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const string k_XROcclusionTag = "XR Occlusion Mesh";
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static ProfilingSampler _XROcclusionProfilingSampler = new ProfilingSampler(k_XROcclusionTag);
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internal static XRPass Create(XRPassCreateInfo createInfo)
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{
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XRPass passInfo = GenericPool<XRPass>.Get();
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passInfo.multipassId = createInfo.multipassId;
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passInfo.cullingPassId = createInfo.cullingPassId;
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passInfo.cullingParams = createInfo.cullingParameters;
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passInfo.customMirrorView = createInfo.customMirrorView;
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passInfo.views.Clear();
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if (createInfo.renderTarget != null)
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{
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passInfo.renderTarget = new RenderTargetIdentifier(createInfo.renderTarget, 0, CubemapFace.Unknown, -1);
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passInfo.renderTargetDesc = createInfo.renderTarget.descriptor;
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passInfo.renderTargetIsRenderTexture = createInfo.renderTargetIsRenderTexture;
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}
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else
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{
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passInfo.renderTarget = invalidRT;
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passInfo.renderTargetDesc = createInfo.renderTargetDesc;
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passInfo.renderTargetIsRenderTexture = createInfo.renderTargetIsRenderTexture;
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}
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passInfo.occlusionMeshMaterial = null;
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passInfo.xrSdkEnabled = false;
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passInfo.copyDepth = false;
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return passInfo;
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}
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internal void UpdateView(int viewId, XRDisplaySubsystem.XRRenderPass xrSdkRenderPass, XRDisplaySubsystem.XRRenderParameter xrSdkRenderParameter)
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{
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if (viewId >= views.Count)
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throw new NotImplementedException($"Invalid XR setup to update, trying to update non-existing xr view.");
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views[viewId] = new XRView(xrSdkRenderPass, xrSdkRenderParameter);
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}
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internal void UpdateView(int viewId, Matrix4x4 proj, Matrix4x4 view, Rect vp, int textureArraySlice = -1)
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{
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if (viewId >= views.Count)
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throw new NotImplementedException($"Invalid XR setup to update, trying to update non-existing xr view.");
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views[viewId] = new XRView(proj, view, vp, textureArraySlice);
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}
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internal void UpdateCullingParams(int cullingPassId, ScriptableCullingParameters cullingParams)
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{
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this.cullingPassId = cullingPassId;
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this.cullingParams = cullingParams;
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}
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internal void AddView(Matrix4x4 proj, Matrix4x4 view, Rect vp, int textureArraySlice = -1)
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{
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AddViewInternal(new XRView(proj, view, vp, textureArraySlice));
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}
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internal static XRPass Create(XRDisplaySubsystem.XRRenderPass xrRenderPass, int multipassId, ScriptableCullingParameters cullingParameters, Material occlusionMeshMaterial)
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{
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XRPass passInfo = GenericPool<XRPass>.Get();
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passInfo.multipassId = multipassId;
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passInfo.cullingPassId = xrRenderPass.cullingPassIndex;
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passInfo.cullingParams = cullingParameters;
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passInfo.views.Clear();
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// URP ScriptableRenderer does not track current active depth slice state. We make sure to set all texture slices(-1) across the pipeline to ensure consistency.
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passInfo.renderTarget = new RenderTargetIdentifier(xrRenderPass.renderTarget, 0, CubemapFace.Unknown, -1);
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RenderTextureDescriptor xrDesc = xrRenderPass.renderTargetDesc;
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RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(xrDesc.width, xrDesc.height, xrDesc.colorFormat, xrDesc.depthBufferBits, xrDesc.mipCount);
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rtDesc.dimension = xrRenderPass.renderTargetDesc.dimension;
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rtDesc.volumeDepth = xrRenderPass.renderTargetDesc.volumeDepth;
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rtDesc.vrUsage = xrRenderPass.renderTargetDesc.vrUsage;
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rtDesc.sRGB = xrRenderPass.renderTargetDesc.sRGB;
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// Can't use xr descriptor directly as its descriptor force off y-flip cap
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//passInfo.renderTargetDesc = xrDesc;
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passInfo.renderTargetDesc = rtDesc;
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// Eye textures are back buffer type internally (See c++ core XRTextureManager)
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passInfo.renderTargetIsRenderTexture = false;
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passInfo.occlusionMeshMaterial = occlusionMeshMaterial;
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passInfo.xrSdkEnabled = true;
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passInfo.copyDepth = xrRenderPass.shouldFillOutDepth;
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passInfo.customMirrorView = null;
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Debug.Assert(passInfo.renderTargetValid, "Invalid render target from XRDisplaySubsystem!");
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return passInfo;
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}
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internal void AddView(XRDisplaySubsystem.XRRenderPass xrSdkRenderPass, XRDisplaySubsystem.XRRenderParameter xrSdkRenderParameter)
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{
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AddViewInternal(new XRView(xrSdkRenderPass, xrSdkRenderParameter));
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}
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internal static void Release(XRPass xrPass)
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{
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GenericPool<XRPass>.Release(xrPass);
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}
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internal void AddViewInternal(XRView xrView)
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{
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// XRTODO: Fix hard coded max views
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int maxSupportedViews = Math.Min(TextureXR.slices, 2 /*ShaderConfig.s_XrMaxViews*/);
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if (views.Count < maxSupportedViews)
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{
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views.Add(xrView);
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}
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else
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{
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throw new NotImplementedException($"Invalid XR setup for single-pass, trying to add too many views! Max supported: {maxSupportedViews}");
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}
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}
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// Must be called after all views have been added to the pass
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internal void UpdateOcclusionMesh()
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{
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if (isOcclusionMeshSupported && singlePassEnabled && TryGetOcclusionMeshCombinedHashCode(out var hashCode))
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{
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if (occlusionMeshCombined == null || hashCode != occlusionMeshCombinedHashCode)
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{
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CreateOcclusionMeshCombined();
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occlusionMeshCombinedHashCode = hashCode;
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}
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}
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else
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{
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occlusionMeshCombined = null;
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occlusionMeshCombinedHashCode = 0;
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}
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}
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private bool TryGetOcclusionMeshCombinedHashCode(out int hashCode)
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{
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hashCode = 17;
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for (int viewId = 0; viewId < viewCount; ++viewId)
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{
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if (views[viewId].occlusionMesh != null)
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{
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hashCode = hashCode * 23 + views[viewId].occlusionMesh.GetHashCode();
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}
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else
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{
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hashCode = 0;
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return false;
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}
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}
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return true;
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}
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// Create a new mesh that contains the occlusion data from all views
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private void CreateOcclusionMeshCombined()
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{
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occlusionMeshCombined = new Mesh();
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occlusionMeshCombined.indexFormat = IndexFormat.UInt16;
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int combinedVertexCount = 0;
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uint combinedIndexCount = 0;
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for (int viewId = 0; viewId < viewCount; ++viewId)
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{
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Mesh mesh = views[viewId].occlusionMesh;
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Debug.Assert(mesh != null);
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Debug.Assert(mesh.subMeshCount == 1);
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Debug.Assert(mesh.indexFormat == IndexFormat.UInt16);
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combinedVertexCount += mesh.vertexCount;
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combinedIndexCount += mesh.GetIndexCount(0);
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}
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Vector3[] vertices = new Vector3[combinedVertexCount];
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ushort[] indices = new ushort[combinedIndexCount];
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int vertexStart = 0;
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int indexStart = 0;
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for (int viewId = 0; viewId < viewCount; ++viewId)
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{
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Mesh mesh = views[viewId].occlusionMesh;
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var meshIndices = mesh.GetIndices(0);
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// Encore the viewId into the z channel
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{
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mesh.vertices.CopyTo(vertices, vertexStart);
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for (int i = 0; i < mesh.vertices.Length; i++)
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vertices[vertexStart + i].z = viewId;
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}
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// Combine indices into one buffer
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for (int i = 0; i < meshIndices.Length; i++)
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{
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int newIndex = vertexStart + meshIndices[i];
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Debug.Assert(meshIndices[i] < ushort.MaxValue);
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indices[indexStart + i] = (ushort)newIndex;
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}
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vertexStart += mesh.vertexCount;
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indexStart += meshIndices.Length;
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}
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occlusionMeshCombined.vertices = vertices;
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occlusionMeshCombined.SetIndices(indices, MeshTopology.Triangles, 0);
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}
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internal void StartSinglePass(CommandBuffer cmd)
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{
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if (enabled)
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{
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if (singlePassEnabled)
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{
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if (viewCount <= TextureXR.slices)
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{
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if (SystemInfo.supportsMultiview)
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{
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cmd.EnableShaderKeyword("STEREO_MULTIVIEW_ON");
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}
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else
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{
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cmd.EnableShaderKeyword("STEREO_INSTANCING_ON");
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cmd.SetInstanceMultiplier((uint)viewCount);
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}
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}
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else
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{
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throw new NotImplementedException($"Invalid XR setup for single-pass, trying to render too many views! Max supported: {TextureXR.slices}");
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}
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}
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}
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}
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internal void StopSinglePass(CommandBuffer cmd)
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{
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if (enabled)
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{
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if (singlePassEnabled)
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{
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if (SystemInfo.supportsMultiview)
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{
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cmd.DisableShaderKeyword("STEREO_MULTIVIEW_ON");
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}
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else
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{
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cmd.DisableShaderKeyword("STEREO_INSTANCING_ON");
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cmd.SetInstanceMultiplier(1);
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}
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}
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}
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}
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internal void EndCamera(CommandBuffer cmd, CameraData cameraData)
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{
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if (!enabled)
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return;
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StopSinglePass(cmd);
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// Callback for custom mirror view
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if (customMirrorView != null)
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{
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using (new ProfilingScope(cmd, _XRCustomMirrorProfilingSampler))
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{
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customMirrorView(this, cmd, cameraData.targetTexture, cameraData.pixelRect);
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}
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}
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}
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internal void RenderOcclusionMesh(CommandBuffer cmd)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (XRGraphicsAutomatedTests.enabled && XRGraphicsAutomatedTests.running)
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return;
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#endif
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if (isOcclusionMeshSupported)
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{
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using (new ProfilingScope(cmd, _XROcclusionProfilingSampler))
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{
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if (singlePassEnabled)
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{
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if (occlusionMeshCombined != null && SystemInfo.supportsRenderTargetArrayIndexFromVertexShader)
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{
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StopSinglePass(cmd);
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cmd.EnableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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cmd.DrawMesh(occlusionMeshCombined, Matrix4x4.identity, occlusionMeshMaterial);
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cmd.DisableShaderKeyword("XR_OCCLUSION_MESH_COMBINED");
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StartSinglePass(cmd);
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}
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}
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else if (views[0].occlusionMesh != null)
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{
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cmd.DrawMesh(views[0].occlusionMesh, Matrix4x4.identity, occlusionMeshMaterial);
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}
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}
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}
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}
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// Store array to avoid allocating every frame
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private Matrix4x4[] stereoProjectionMatrix = new Matrix4x4[2];
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private Matrix4x4[] stereoViewMatrix = new Matrix4x4[2];
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private Matrix4x4[] stereoCameraProjectionMatrix = new Matrix4x4[2];
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internal void UpdateGPUViewAndProjectionMatrices(CommandBuffer cmd, ref CameraData cameraData, bool isRenderToTexture)
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{
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Matrix4x4 projectionMatrix = GL.GetGPUProjectionMatrix(cameraData.xr.GetProjMatrix(0), isRenderToTexture);
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RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.xr.GetViewMatrix(0), projectionMatrix, true);
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if (cameraData.xr.singlePassEnabled)
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{
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for (int i = 0; i < 2; i++)
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{
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stereoCameraProjectionMatrix[i] = cameraData.xr.GetProjMatrix(i);
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stereoViewMatrix[i] = cameraData.xr.GetViewMatrix(i);
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stereoProjectionMatrix[i] = GL.GetGPUProjectionMatrix(stereoCameraProjectionMatrix[i], isRenderToTexture);
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}
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RenderingUtils.SetStereoViewAndProjectionMatrices(cmd, stereoViewMatrix, stereoProjectionMatrix, stereoCameraProjectionMatrix, true);
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if (cameraData.xr.canMarkLateLatch)
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MarkLateLatchShaderProperties(cmd, ref cameraData);
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}
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}
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internal static readonly int UNITY_STEREO_MATRIX_V = Shader.PropertyToID("unity_StereoMatrixV");
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internal static readonly int UNITY_STEREO_MATRIX_IV = Shader.PropertyToID("unity_StereoMatrixInvV");
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internal static readonly int UNITY_STEREO_MATRIX_VP = Shader.PropertyToID("unity_StereoMatrixVP");
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internal static readonly int UNITY_STEREO_MATRIX_IVP = Shader.PropertyToID("unity_StereoMatrixIVP");
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internal void MarkLateLatchShaderProperties(CommandBuffer cmd, ref CameraData cameraData)
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{
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cmd.MarkLateLatchMatrixShaderPropertyID(CameraLateLatchMatrixType.View, UNITY_STEREO_MATRIX_V);
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cmd.MarkLateLatchMatrixShaderPropertyID(CameraLateLatchMatrixType.InverseView, UNITY_STEREO_MATRIX_IV);
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cmd.MarkLateLatchMatrixShaderPropertyID(CameraLateLatchMatrixType.ViewProjection, UNITY_STEREO_MATRIX_VP);
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cmd.MarkLateLatchMatrixShaderPropertyID(CameraLateLatchMatrixType.InverseViewProjection, UNITY_STEREO_MATRIX_IVP);
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cmd.SetLateLatchProjectionMatrices(stereoProjectionMatrix);
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cameraData.xr.hasMarkedLateLatch = true;
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}
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internal void UnmarkLateLatchShaderProperties(CommandBuffer cmd, ref CameraData cameraData)
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{
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cmd.UnmarkLateLatchMatrix(CameraLateLatchMatrixType.View);
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cmd.UnmarkLateLatchMatrix(CameraLateLatchMatrixType.InverseView);
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cmd.UnmarkLateLatchMatrix(CameraLateLatchMatrixType.ViewProjection);
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cmd.UnmarkLateLatchMatrix(CameraLateLatchMatrixType.InverseViewProjection);
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cameraData.xr.hasMarkedLateLatch = false;
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}
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}
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}
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#else
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namespace UnityEngine.Rendering.Universal
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{
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internal class XRPass
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{
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internal static readonly XRPass emptyPass = new XRPass();
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internal bool enabled { get => false; }
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internal void StartSinglePass(CommandBuffer cmd) { }
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internal void StopSinglePass(CommandBuffer cmd) { }
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internal void EndCamera(CommandBuffer cmd, CameraData camera) { }
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internal void RenderOcclusionMesh(CommandBuffer cmd) { }
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}
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}
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#endif
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