262 lines
10 KiB
C#
262 lines
10 KiB
C#
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// A RTHandle is a RenderTexture that scales automatically with the camera size.
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/// This allows proper reutilization of RenderTexture memory when different cameras with various sizes are used during rendering.
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/// <seealso cref="RTHandleSystem"/>
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/// </summary>
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public class RTHandle
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{
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internal RTHandleSystem m_Owner;
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internal RenderTexture m_RT;
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internal Texture m_ExternalTexture;
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internal RenderTargetIdentifier m_NameID;
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internal bool m_EnableMSAA = false;
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internal bool m_EnableRandomWrite = false;
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internal bool m_EnableHWDynamicScale = false;
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internal string m_Name;
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internal bool m_UseCustomHandleScales = false;
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internal RTHandleProperties m_CustomHandleProperties;
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/// <summary>
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/// By default, rtHandleProperties gets the global state of scalers against the global reference mode.
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/// This method lets the current RTHandle use a local custom RTHandleProperties. This function is being used
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/// by scalers such as TAAU and DLSS, which require to have a different resolution for color (independent of the RTHandleSystem).
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/// </summary>
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/// <param name="properties">Properties to set.</param>
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public void SetCustomHandleProperties(in RTHandleProperties properties)
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{
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m_UseCustomHandleScales = true;
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m_CustomHandleProperties = properties;
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}
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/// <summary>
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/// Method that clears any custom handle property being set.
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/// </summary>
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public void ClearCustomHandleProperties()
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{
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m_UseCustomHandleScales = false;
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}
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/// <summary>
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/// Scale factor applied to the RTHandle reference size.
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/// </summary>
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public Vector2 scaleFactor { get; internal set; }
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internal ScaleFunc scaleFunc;
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/// <summary>
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/// Returns true if the RTHandle uses automatic scaling.
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/// </summary>
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public bool useScaling { get; internal set; }
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/// <summary>
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/// Reference size of the RTHandle System associated with the RTHandle
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/// </summary>
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public Vector2Int referenceSize { get; internal set; }
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/// <summary>
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/// Current properties of the RTHandle System. If a custom property has been set through SetCustomHandleProperties method, it will be used that one instead.
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/// </summary>
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public RTHandleProperties rtHandleProperties { get { return m_UseCustomHandleScales ? m_CustomHandleProperties : m_Owner.rtHandleProperties; } }
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/// <summary>
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/// RenderTexture associated with the RTHandle
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/// </summary>
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public RenderTexture rt { get { return m_RT; } }
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/// <summary>
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/// RenderTargetIdentifier associated with the RTHandle
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/// </summary>
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public RenderTargetIdentifier nameID { get { return m_NameID; } }
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/// <summary>
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/// Name of the RTHandle
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/// </summary>
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public string name { get { return m_Name; } }
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/// <summary>
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/// Returns true is MSAA is enabled, false otherwise.
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/// </summary>
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public bool isMSAAEnabled { get { return m_EnableMSAA; } }
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// Keep constructor private
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internal RTHandle(RTHandleSystem owner)
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{
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m_Owner = owner;
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}
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/// <summary>
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/// Implicit conversion operator to RenderTargetIdentifier
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/// </summary>
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/// <param name="handle">Input RTHandle</param>
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/// <returns>RenderTargetIdentifier representation of the RTHandle.</returns>
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public static implicit operator RenderTargetIdentifier(RTHandle handle)
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{
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return handle != null ? handle.nameID : default(RenderTargetIdentifier);
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}
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/// <summary>
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/// Implicit conversion operator to Texture
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/// </summary>
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/// <param name="handle">Input RTHandle</param>
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/// <returns>Texture representation of the RTHandle.</returns>
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public static implicit operator Texture(RTHandle handle)
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{
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// If RTHandle is null then conversion should give a null Texture
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if (handle == null)
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return null;
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Debug.Assert(handle.m_ExternalTexture != null || handle.rt != null);
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return (handle.rt != null) ? handle.rt : handle.m_ExternalTexture;
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}
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/// <summary>
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/// Implicit conversion operator to RenderTexture
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/// </summary>
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/// <param name="handle">Input RTHandle</param>
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/// <returns>RenderTexture representation of the RTHandle.</returns>
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public static implicit operator RenderTexture(RTHandle handle)
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{
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// If RTHandle is null then conversion should give a null RenderTexture
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if (handle == null)
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return null;
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Debug.Assert(handle.rt != null, "RTHandle was created using a regular Texture and is used as a RenderTexture");
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return handle.rt;
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}
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internal void SetRenderTexture(RenderTexture rt)
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{
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m_RT = rt;
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m_ExternalTexture = null;
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m_NameID = new RenderTargetIdentifier(rt);
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}
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internal void SetTexture(Texture tex)
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{
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m_RT = null;
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m_ExternalTexture = tex;
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m_NameID = new RenderTargetIdentifier(tex);
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}
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internal void SetTexture(RenderTargetIdentifier tex)
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{
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m_RT = null;
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m_ExternalTexture = null;
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m_NameID = tex;
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}
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/// <summary>
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/// Get the Instance ID of the RTHandle.
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/// </summary>
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/// <returns>The RTHandle Instance ID.</returns>
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public int GetInstanceID()
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{
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if (m_RT != null)
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return m_RT.GetInstanceID();
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else if (m_ExternalTexture != null)
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return m_ExternalTexture.GetInstanceID();
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else
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return m_NameID.GetHashCode(); // No instance ID so we return the hash code.
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}
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/// <summary>
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/// Release the RTHandle
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/// </summary>
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public void Release()
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{
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m_Owner.Remove(this);
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CoreUtils.Destroy(m_RT);
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m_NameID = BuiltinRenderTextureType.None;
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m_RT = null;
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m_ExternalTexture = null;
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}
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/// <summary>
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/// Return the input size, scaled by the RTHandle scale factor.
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/// </summary>
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/// <param name="refSize">Input size</param>
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/// <returns>Input size scaled by the RTHandle scale factor.</returns>
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public Vector2Int GetScaledSize(Vector2Int refSize)
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{
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if (!useScaling)
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return refSize;
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if (scaleFunc != null)
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{
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return scaleFunc(refSize);
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}
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else
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{
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return new Vector2Int(
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x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
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y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
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);
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}
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}
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/// <summary>
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/// Return the scaled size of the RTHandle.
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/// </summary>
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/// <returns>The scaled size of the RTHandle.</returns>
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public Vector2Int GetScaledSize()
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{
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if (scaleFunc != null)
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{
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return scaleFunc(referenceSize);
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}
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else
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{
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return new Vector2Int(
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x: Mathf.RoundToInt(scaleFactor.x * referenceSize.x),
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y: Mathf.RoundToInt(scaleFactor.y * referenceSize.y)
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);
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}
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}
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#if UNITY_2020_2_OR_NEWER
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/// <summary>
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/// Switch the render target to fast memory on platform that have it.
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/// </summary>
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/// <param name="cmd">Command buffer used for rendering.</param>
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/// <param name="residencyFraction">How much of the render target is to be switched into fast memory (between 0 and 1).</param>
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/// <param name="flags">Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</param>
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/// <param name="copyContents">Whether the content of render target are copied or not when switching to fast memory.</param>
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public void SwitchToFastMemory(CommandBuffer cmd,
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float residencyFraction = 1.0f,
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FastMemoryFlags flags = FastMemoryFlags.SpillTop,
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bool copyContents = false
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)
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{
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residencyFraction = Mathf.Clamp01(residencyFraction);
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cmd.SwitchIntoFastMemory(m_RT, flags, residencyFraction, copyContents);
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}
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/// <summary>
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/// Switch the render target to fast memory on platform that have it and copies the content.
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/// </summary>
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/// <param name="cmd">Command buffer used for rendering.</param>
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/// <param name="residencyFraction">How much of the render target is to be switched into fast memory (between 0 and 1).</param>
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/// <param name="flags">Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</param>
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public void CopyToFastMemory(CommandBuffer cmd,
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float residencyFraction = 1.0f,
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FastMemoryFlags flags = FastMemoryFlags.SpillTop
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)
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{
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SwitchToFastMemory(cmd, residencyFraction, flags, copyContents: true);
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}
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/// <summary>
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/// Switch out the render target from fast memory back to main memory on platforms that have fast memory.
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/// </summary>
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/// <param name="cmd">Command buffer used for rendering.</param>
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/// <param name="copyContents">Whether the content of render target are copied or not when switching out fast memory.</param>
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public void SwitchOutFastMemory(CommandBuffer cmd, bool copyContents = true)
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{
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cmd.SwitchOutOfFastMemory(m_RT, copyContents);
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}
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#endif
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}
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}
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