Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/RenderGraph/RenderGraphPass.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Diagnostics;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
{
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
abstract class RenderGraphPass
{
public RenderFunc<PassData> GetExecuteDelegate<PassData>()
where PassData : class, new() => ((RenderGraphPass<PassData>)this).renderFunc;
public abstract void Execute(RenderGraphContext renderGraphContext);
public abstract void Release(RenderGraphObjectPool pool);
public abstract bool HasRenderFunc();
public string name { get; protected set; }
public int index { get; protected set; }
public ProfilingSampler customSampler { get; protected set; }
public bool enableAsyncCompute { get; protected set; }
public bool allowPassCulling { get; protected set; }
public TextureHandle depthBuffer { get; protected set; }
public TextureHandle[] colorBuffers { get; protected set; } = new TextureHandle[RenderGraph.kMaxMRTCount];
public int colorBufferMaxIndex { get; protected set; } = -1;
public int refCount { get; protected set; }
public bool generateDebugData { get; protected set; }
public bool allowRendererListCulling { get; protected set; }
public List<ResourceHandle>[] resourceReadLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<ResourceHandle>[] resourceWriteLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<ResourceHandle>[] transientResourceList = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<RendererListHandle> usedRendererListList = new List<RendererListHandle>();
public List<RendererListHandle> dependsOnRendererListList = new List<RendererListHandle>();
public RenderGraphPass()
{
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
{
resourceReadLists[i] = new List<ResourceHandle>();
resourceWriteLists[i] = new List<ResourceHandle>();
transientResourceList[i] = new List<ResourceHandle>();
}
}
public void Clear()
{
name = "";
index = -1;
customSampler = null;
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
{
resourceReadLists[i].Clear();
resourceWriteLists[i].Clear();
transientResourceList[i].Clear();
}
usedRendererListList.Clear();
dependsOnRendererListList.Clear();
enableAsyncCompute = false;
allowPassCulling = true;
allowRendererListCulling = true;
generateDebugData = true;
refCount = 0;
// Invalidate everything
colorBufferMaxIndex = -1;
depthBuffer = TextureHandle.nullHandle;
for (int i = 0; i < RenderGraph.kMaxMRTCount; ++i)
{
colorBuffers[i] = TextureHandle.nullHandle;
}
}
public void AddResourceWrite(in ResourceHandle res)
{
resourceWriteLists[res.iType].Add(res);
}
public void AddResourceRead(in ResourceHandle res)
{
resourceReadLists[res.iType].Add(res);
}
public void AddTransientResource(in ResourceHandle res)
{
transientResourceList[res.iType].Add(res);
}
public void UseRendererList(RendererListHandle rendererList)
{
usedRendererListList.Add(rendererList);
}
public void DependsOnRendererList(RendererListHandle rendererList)
{
dependsOnRendererListList.Add(rendererList);
}
public void EnableAsyncCompute(bool value)
{
enableAsyncCompute = value;
}
public void AllowPassCulling(bool value)
{
allowPassCulling = value;
}
public void AllowRendererListCulling(bool value)
{
allowRendererListCulling = value;
}
public void GenerateDebugData(bool value)
{
generateDebugData = value;
}
public void SetColorBuffer(TextureHandle resource, int index)
{
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
colorBufferMaxIndex = Math.Max(colorBufferMaxIndex, index);
colorBuffers[index] = resource;
AddResourceWrite(resource.handle);
}
public void SetDepthBuffer(TextureHandle resource, DepthAccess flags)
{
depthBuffer = resource;
if ((flags & DepthAccess.Read) != 0)
AddResourceRead(resource.handle);
if ((flags & DepthAccess.Write) != 0)
AddResourceWrite(resource.handle);
}
}
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal sealed class RenderGraphPass<PassData> : RenderGraphPass
where PassData : class, new()
{
internal PassData data;
internal RenderFunc<PassData> renderFunc;
public override void Execute(RenderGraphContext renderGraphContext)
{
GetExecuteDelegate<PassData>()(data, renderGraphContext);
}
public void Initialize(int passIndex, PassData passData, string passName, ProfilingSampler sampler)
{
Clear();
index = passIndex;
data = passData;
name = passName;
customSampler = sampler;
}
public override void Release(RenderGraphObjectPool pool)
{
Clear();
pool.Release(data);
data = null;
renderFunc = null;
// We need to do the release from here because we need the final type.
pool.Release(this);
}
public override bool HasRenderFunc()
{
return renderFunc != null;
}
}
}