Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Textures/RTHandles.cs

404 lines
18 KiB
C#
Raw Normal View History

2024-05-06 14:45:45 -04:00
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Default instance of a RTHandleSystem
/// </summary>
public static class RTHandles
{
static RTHandleSystem s_DefaultInstance = new RTHandleSystem();
/// <summary>
/// Maximum allocated width of the default RTHandle System
/// </summary>
public static int maxWidth { get { return s_DefaultInstance.GetMaxWidth(); } }
/// <summary>
/// Maximum allocated height of the default RTHandle System
/// </summary>
public static int maxHeight { get { return s_DefaultInstance.GetMaxHeight(); } }
/// <summary>
/// Current properties of the default RTHandle System
/// </summary>
public static RTHandleProperties rtHandleProperties { get { return s_DefaultInstance.rtHandleProperties; } }
/// <summary>
/// Allocate a new fixed sized RTHandle with the default RTHandle System.
/// </summary>
/// <param name="width">With of the RTHandle.</param>
/// <param name="height">Heigh of the RTHandle.</param>
/// <param name="slices">Number of slices of the RTHandle.</param>
/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
/// <param name="filterMode">Filtering mode of the RTHandle.</param>
/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
/// <param name="dimension">Texture dimension of the RTHandle.</param>
/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="msaaSamples">Number of MSAA samples for the RTHandle.</param>
/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns></returns>
public static RTHandle Alloc(
int width,
int height,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
width,
height,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
msaaSamples,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
}
/// <summary>
/// Allocate a new fixed sized RTHandle with the default RTHandle System.
/// </summary>
/// <param name="width">With of the RTHandle.</param>
/// <param name="height">Heigh of the RTHandle.</param>
/// <param name="wrapModeU">U coordinate wrapping mode of the RTHandle.</param>
/// <param name="wrapModeV">V coordinate wrapping mode of the RTHandle.</param>
/// <param name="wrapModeW">W coordinate wrapping mode of the RTHandle.</param>
/// <param name="slices">Number of slices of the RTHandle.</param>
/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
/// <param name="filterMode">Filtering mode of the RTHandle.</param>
/// <param name="dimension">Texture dimension of the RTHandle.</param>
/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="msaaSamples">Number of MSAA samples for the RTHandle.</param>
/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns></returns>
public static RTHandle Alloc(
int width,
int height,
TextureWrapMode wrapModeU,
TextureWrapMode wrapModeV,
TextureWrapMode wrapModeW = TextureWrapMode.Repeat,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
FilterMode filterMode = FilterMode.Point,
TextureDimension dimension = TextureDimension.Tex2D,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
width,
height,
wrapModeU,
wrapModeV,
wrapModeW,
slices,
depthBufferBits,
colorFormat,
filterMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
msaaSamples,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
}
/// <summary>
/// Allocate a new automatically sized RTHandle for the default RTHandle System.
/// </summary>
/// <param name="scaleFactor">Constant scale for the RTHandle size computation.</param>
/// <param name="slices">Number of slices of the RTHandle.</param>
/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
/// <param name="filterMode">Filtering mode of the RTHandle.</param>
/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
/// <param name="dimension">Texture dimension of the RTHandle.</param>
/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="msaaSamples">Number of MSAA samples.</param>
/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns>A new RTHandle.</returns>
public static RTHandle Alloc(
Vector2 scaleFactor,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
scaleFactor,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
msaaSamples,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
}
/// <summary>
/// Allocate a new automatically sized RTHandle for the default RTHandle System.
/// </summary>
/// <param name="scaleFunc">Function used for the RTHandle size computation.</param>
/// <param name="slices">Number of slices of the RTHandle.</param>
/// <param name="depthBufferBits">Bit depths of a depth buffer.</param>
/// <param name="colorFormat">GraphicsFormat of a color buffer.</param>
/// <param name="filterMode">Filtering mode of the RTHandle.</param>
/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
/// <param name="dimension">Texture dimension of the RTHandle.</param>
/// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param>
/// <param name="useMipMap">Set to true if the texture should have mipmaps.</param>
/// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="msaaSamples">Number of MSAA samples.</param>
/// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param>
/// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param>
/// <param name="memoryless">Use this property to set the render texture memoryless modes.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns></returns>
public static RTHandle Alloc(
ScaleFunc scaleFunc,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
scaleFunc,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
msaaSamples,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
}
/// <summary>
/// Allocate a RTHandle from a regular Texture for the default RTHandle system.
/// </summary>
/// <param name="tex">Input texture</param>
/// <returns>A new RTHandle referencing the input texture.</returns>
public static RTHandle Alloc(Texture tex)
{
return s_DefaultInstance.Alloc(tex);
}
/// <summary>
/// Allocate a RTHandle from a regular RenderTexture for the default RTHandle system.
/// </summary>
/// <param name="tex">Input texture</param>
/// <returns>A new RTHandle referencing the input texture.</returns>
public static RTHandle Alloc(RenderTexture tex)
{
return s_DefaultInstance.Alloc(tex);
}
/// <summary>
/// Allocate a RTHandle from a regular render target identifier for the default RTHandle system.
/// </summary>
/// <param name="tex">Input render target identifier.</param>
/// <returns>A new RTHandle referencing the input render target identifier.</returns>
public static RTHandle Alloc(RenderTargetIdentifier tex)
{
return s_DefaultInstance.Alloc(tex);
}
/// <summary>
/// Allocate a RTHandle from a regular render target identifier for the default RTHandle system.
/// </summary>
/// <param name="tex">Input render target identifier.</param>
/// <param name="name">Name of the render target.</param>
/// <returns>A new RTHandle referencing the input render target identifier.</returns>
public static RTHandle Alloc(RenderTargetIdentifier tex, string name)
{
return s_DefaultInstance.Alloc(tex, name);
}
private static RTHandle Alloc(RTHandle tex)
{
Debug.LogError("Allocation a RTHandle from another one is forbidden.");
return null;
}
/// <summary>
/// Initialize the default RTHandle system.
/// </summary>
/// <param name="width">Initial reference rendering width.</param>
/// <param name="height">Initial reference rendering height.</param>
public static void Initialize(int width, int height)
{
s_DefaultInstance.Initialize(width, height);
}
/// <summary>
/// Release memory of a RTHandle from the default RTHandle System
/// </summary>
/// <param name="rth">RTHandle that should be released.</param>
public static void Release(RTHandle rth)
{
s_DefaultInstance.Release(rth);
}
/// <summary>
/// Enable or disable hardware dynamic resolution for the default RTHandle System
/// </summary>
/// <param name="hwDynamicResRequested">State of hardware dynamic resolution.</param>
public static void SetHardwareDynamicResolutionState(bool hwDynamicResRequested)
{
s_DefaultInstance.SetHardwareDynamicResolutionState(hwDynamicResRequested);
}
/// <summary>
/// Sets the reference rendering size for subsequent rendering for the default RTHandle System
/// </summary>
/// <param name="width">Reference rendering width for subsequent rendering.</param>
/// <param name="height">Reference rendering height for subsequent rendering.</param>
public static void SetReferenceSize(int width, int height)
{
s_DefaultInstance.SetReferenceSize(width, height);
}
/// <summary>
/// Reset the reference size of the system and reallocate all textures.
/// </summary>
/// <param name="width">New width.</param>
/// <param name="height">New height.</param>
public static void ResetReferenceSize(int width, int height)
{
s_DefaultInstance.ResetReferenceSize(width, height);
}
/// <summary>
/// Returns the ratio against the current target's max resolution
/// </summary>
/// <param name="width">width to utilize</param>
/// <param name="height">height to utilize</param>
/// <returns> retruns the width,height / maxTargetSize.xy ratio. </returns>
public static Vector2 CalculateRatioAgainstMaxSize(int width, int height)
{
return s_DefaultInstance.CalculateRatioAgainstMaxSize(new Vector2Int(width, height));
}
}
}