404 lines
18 KiB
C#
404 lines
18 KiB
C#
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Default instance of a RTHandleSystem
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/// </summary>
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public static class RTHandles
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{
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static RTHandleSystem s_DefaultInstance = new RTHandleSystem();
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/// <summary>
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/// Maximum allocated width of the default RTHandle System
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/// </summary>
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public static int maxWidth { get { return s_DefaultInstance.GetMaxWidth(); } }
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/// <summary>
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/// Maximum allocated height of the default RTHandle System
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/// </summary>
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public static int maxHeight { get { return s_DefaultInstance.GetMaxHeight(); } }
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/// <summary>
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/// Current properties of the default RTHandle System
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/// </summary>
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public static RTHandleProperties rtHandleProperties { get { return s_DefaultInstance.rtHandleProperties; } }
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/// <summary>
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/// Allocate a new fixed sized RTHandle with the default RTHandle System.
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/// </summary>
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/// <param name="width">With of the RTHandle.</param>
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/// <param name="height">Heigh of the RTHandle.</param>
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/// <param name="slices">Number of slices of the RTHandle.</param>
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/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
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/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
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/// <param name="filterMode">Filtering mode of the RTHandle.</param>
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/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
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/// <param name="dimension">Texture dimension of the RTHandle.</param>
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/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
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/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
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/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
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/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
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/// <param name="anisoLevel">Anisotropic filtering level.</param>
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/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
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/// <param name="msaaSamples">Number of MSAA samples for the RTHandle.</param>
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/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
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/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
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/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
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/// <param name="name">Name of the RTHandle.</param>
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/// <returns></returns>
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public static RTHandle Alloc(
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int width,
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int height,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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return s_DefaultInstance.Alloc(
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width,
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height,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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isShadowMap,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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memoryless,
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name
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);
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}
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/// <summary>
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/// Allocate a new fixed sized RTHandle with the default RTHandle System.
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/// </summary>
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/// <param name="width">With of the RTHandle.</param>
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/// <param name="height">Heigh of the RTHandle.</param>
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/// <param name="wrapModeU">U coordinate wrapping mode of the RTHandle.</param>
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/// <param name="wrapModeV">V coordinate wrapping mode of the RTHandle.</param>
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/// <param name="wrapModeW">W coordinate wrapping mode of the RTHandle.</param>
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/// <param name="slices">Number of slices of the RTHandle.</param>
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/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
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/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
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/// <param name="filterMode">Filtering mode of the RTHandle.</param>
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/// <param name="dimension">Texture dimension of the RTHandle.</param>
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/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
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/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
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/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
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/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
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/// <param name="anisoLevel">Anisotropic filtering level.</param>
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/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
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/// <param name="msaaSamples">Number of MSAA samples for the RTHandle.</param>
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/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
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/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
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/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
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/// <param name="name">Name of the RTHandle.</param>
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/// <returns></returns>
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public static RTHandle Alloc(
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int width,
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int height,
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TextureWrapMode wrapModeU,
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TextureWrapMode wrapModeV,
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TextureWrapMode wrapModeW = TextureWrapMode.Repeat,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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return s_DefaultInstance.Alloc(
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width,
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height,
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wrapModeU,
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wrapModeV,
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wrapModeW,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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isShadowMap,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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memoryless,
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name
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);
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}
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/// <summary>
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/// Allocate a new automatically sized RTHandle for the default RTHandle System.
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/// </summary>
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/// <param name="scaleFactor">Constant scale for the RTHandle size computation.</param>
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/// <param name="slices">Number of slices of the RTHandle.</param>
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/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
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/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
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/// <param name="filterMode">Filtering mode of the RTHandle.</param>
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/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
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/// <param name="dimension">Texture dimension of the RTHandle.</param>
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/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
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/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
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/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
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/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
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/// <param name="anisoLevel">Anisotropic filtering level.</param>
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/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
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/// <param name="msaaSamples">Number of MSAA samples.</param>
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/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
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/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
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/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
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/// <param name="name">Name of the RTHandle.</param>
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/// <returns>A new RTHandle.</returns>
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public static RTHandle Alloc(
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Vector2 scaleFactor,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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return s_DefaultInstance.Alloc(
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scaleFactor,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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isShadowMap,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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memoryless,
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name
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);
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}
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/// <summary>
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/// Allocate a new automatically sized RTHandle for the default RTHandle System.
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/// </summary>
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/// <param name="scaleFunc">Function used for the RTHandle size computation.</param>
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/// <param name="slices">Number of slices of the RTHandle.</param>
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/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
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/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
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/// <param name="filterMode">Filtering mode of the RTHandle.</param>
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/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
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/// <param name="dimension">Texture dimension of the RTHandle.</param>
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/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
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/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
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/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
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/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
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/// <param name="anisoLevel">Anisotropic filtering level.</param>
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/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
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/// <param name="msaaSamples">Number of MSAA samples.</param>
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/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
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/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
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/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
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/// <param name="name">Name of the RTHandle.</param>
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/// <returns></returns>
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public static RTHandle Alloc(
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ScaleFunc scaleFunc,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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return s_DefaultInstance.Alloc(
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scaleFunc,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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isShadowMap,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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memoryless,
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name
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);
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}
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/// <summary>
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/// Allocate a RTHandle from a regular Texture for the default RTHandle system.
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/// </summary>
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/// <param name="tex">Input texture</param>
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/// <returns>A new RTHandle referencing the input texture.</returns>
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public static RTHandle Alloc(Texture tex)
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{
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return s_DefaultInstance.Alloc(tex);
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}
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/// <summary>
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/// Allocate a RTHandle from a regular RenderTexture for the default RTHandle system.
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/// </summary>
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/// <param name="tex">Input texture</param>
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/// <returns>A new RTHandle referencing the input texture.</returns>
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public static RTHandle Alloc(RenderTexture tex)
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{
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return s_DefaultInstance.Alloc(tex);
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}
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/// <summary>
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/// Allocate a RTHandle from a regular render target identifier for the default RTHandle system.
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/// </summary>
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/// <param name="tex">Input render target identifier.</param>
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/// <returns>A new RTHandle referencing the input render target identifier.</returns>
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public static RTHandle Alloc(RenderTargetIdentifier tex)
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{
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return s_DefaultInstance.Alloc(tex);
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}
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/// <summary>
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/// Allocate a RTHandle from a regular render target identifier for the default RTHandle system.
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/// </summary>
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/// <param name="tex">Input render target identifier.</param>
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/// <param name="name">Name of the render target.</param>
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/// <returns>A new RTHandle referencing the input render target identifier.</returns>
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public static RTHandle Alloc(RenderTargetIdentifier tex, string name)
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{
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return s_DefaultInstance.Alloc(tex, name);
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}
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private static RTHandle Alloc(RTHandle tex)
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{
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Debug.LogError("Allocation a RTHandle from another one is forbidden.");
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return null;
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}
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/// <summary>
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/// Initialize the default RTHandle system.
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/// </summary>
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/// <param name="width">Initial reference rendering width.</param>
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/// <param name="height">Initial reference rendering height.</param>
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public static void Initialize(int width, int height)
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{
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s_DefaultInstance.Initialize(width, height);
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}
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/// <summary>
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/// Release memory of a RTHandle from the default RTHandle System
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/// </summary>
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/// <param name="rth">RTHandle that should be released.</param>
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public static void Release(RTHandle rth)
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{
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s_DefaultInstance.Release(rth);
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}
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/// <summary>
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/// Enable or disable hardware dynamic resolution for the default RTHandle System
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/// </summary>
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/// <param name="hwDynamicResRequested">State of hardware dynamic resolution.</param>
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public static void SetHardwareDynamicResolutionState(bool hwDynamicResRequested)
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{
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s_DefaultInstance.SetHardwareDynamicResolutionState(hwDynamicResRequested);
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}
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/// <summary>
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/// Sets the reference rendering size for subsequent rendering for the default RTHandle System
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/// </summary>
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/// <param name="width">Reference rendering width for subsequent rendering.</param>
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/// <param name="height">Reference rendering height for subsequent rendering.</param>
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public static void SetReferenceSize(int width, int height)
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{
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s_DefaultInstance.SetReferenceSize(width, height);
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}
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/// <summary>
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/// Reset the reference size of the system and reallocate all textures.
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/// </summary>
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/// <param name="width">New width.</param>
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/// <param name="height">New height.</param>
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public static void ResetReferenceSize(int width, int height)
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{
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s_DefaultInstance.ResetReferenceSize(width, height);
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}
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/// <summary>
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/// Returns the ratio against the current target's max resolution
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/// </summary>
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/// <param name="width">width to utilize</param>
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/// <param name="height">height to utilize</param>
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/// <returns> retruns the width,height / maxTargetSize.xy ratio. </returns>
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||
|
public static Vector2 CalculateRatioAgainstMaxSize(int width, int height)
|
||
|
{
|
||
|
return s_DefaultInstance.CalculateRatioAgainstMaxSize(new Vector2Int(width, height));
|
||
|
}
|
||
|
}
|
||
|
}
|