This commit is contained in:
2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Implement a multiple buffering for RenderTextures.
/// </summary>
/// <exemple>
/// <code>
/// enum BufferType
/// {
/// Color,
/// Depth
/// }
///
/// void Render()
/// {
/// var camera = GetCamera();
/// var buffers = GetFrameHistoryBuffersFor(camera);
///
/// // Set reference size in case the rendering size changed this frame
/// buffers.SetReferenceSize(
/// GetCameraWidth(camera), GetCameraHeight(camera),
/// GetCameraUseMSAA(camera), GetCameraMSAASamples(camera)
/// );
/// buffers.Swap();
///
/// var currentColor = buffer.GetFrameRT((int)BufferType.Color, 0);
/// if (currentColor == null) // Buffer was not allocated
/// {
/// buffer.AllocBuffer(
/// (int)BufferType.Color, // Color buffer id
/// ColorBufferAllocator, // Custom functor to implement allocation
/// 2 // Use 2 RT for this buffer for double buffering
/// );
/// currentColor = buffer.GetFrameRT((int)BufferType.Color, 0);
/// }
///
/// var previousColor = buffers.GetFrameRT((int)BufferType.Color, 1);
///
/// // Use previousColor and write into currentColor
/// }
/// </code>
/// </exemple>
public class BufferedRTHandleSystem : IDisposable
{
Dictionary<int, RTHandle[]> m_RTHandles = new Dictionary<int, RTHandle[]>();
RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
bool m_DisposedValue = false;
/// <summary>
/// Maximum allocated width of the Buffered RTHandle System
/// </summary>
public int maxWidth { get { return m_RTHandleSystem.GetMaxWidth(); } }
/// <summary>
/// Maximum allocated height of the Buffered RTHandle System
/// </summary>
public int maxHeight { get { return m_RTHandleSystem.GetMaxHeight(); } }
/// <summary>
/// Current properties of the Buffered RTHandle System
/// </summary>
public RTHandleProperties rtHandleProperties { get { return m_RTHandleSystem.rtHandleProperties; } }
/// <summary>
/// Return the frame RT or null.
/// </summary>
/// <param name="bufferId">Defines the buffer to use.</param>
/// <param name="frameIndex"></param>
/// <returns>The frame RT or null when the <paramref name="bufferId"/> was not previously allocated (<see cref="BufferedRTHandleSystem.AllocBuffer(int, Func{RTHandleSystem, int, RTHandle}, int)" />).</returns>
public RTHandle GetFrameRT(int bufferId, int frameIndex)
{
if (!m_RTHandles.ContainsKey(bufferId))
return null;
Assert.IsTrue(frameIndex >= 0 && frameIndex < m_RTHandles[bufferId].Length);
return m_RTHandles[bufferId][frameIndex];
}
/// <summary>
/// Allocate RT handles for a buffer.
/// </summary>
/// <param name="bufferId">The buffer to allocate.</param>
/// <param name="allocator">The functor to use for allocation.</param>
/// <param name="bufferCount">The number of RT handles for this buffer.</param>
public void AllocBuffer(
int bufferId,
Func<RTHandleSystem, int, RTHandle> allocator,
int bufferCount
)
{
var buffer = new RTHandle[bufferCount];
m_RTHandles.Add(bufferId, buffer);
// First is autoresized
buffer[0] = allocator(m_RTHandleSystem, 0);
// Other are resized on demand
for (int i = 1, c = buffer.Length; i < c; ++i)
{
buffer[i] = allocator(m_RTHandleSystem, i);
m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand);
}
}
/// <summary>
/// Release a buffer
/// </summary>
/// <param name="bufferId">Id of the buffer that needs to be released.</param>
public void ReleaseBuffer(int bufferId)
{
if (m_RTHandles.TryGetValue(bufferId, out var buffers))
{
foreach (var rt in buffers)
m_RTHandleSystem.Release(rt);
}
m_RTHandles.Remove(bufferId);
}
/// <summary>
/// Swap buffers Set the reference size for this RT Handle System (<see cref="RTHandleSystem.SetReferenceSize(int, int, bool, MSAASamples)"/>)
/// </summary>
/// <param name="width">The width of the RTs of this buffer.</param>
/// <param name="height">The height of the RTs of this buffer.</param>
/// <param name="msaaSamples">Number of MSAA samples for this buffer.</param>
public void SwapAndSetReferenceSize(int width, int height, MSAASamples msaaSamples)
{
Swap();
m_RTHandleSystem.SetReferenceSize(width, height, msaaSamples);
}
/// <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 void ResetReferenceSize(int width, int height)
{
m_RTHandleSystem.ResetReferenceSize(width, height);
}
void Swap()
{
foreach (var item in m_RTHandles)
{
// Do not index out of bounds...
if (item.Value.Length > 1)
{
var nextFirst = item.Value[item.Value.Length - 1];
for (int i = 0, c = item.Value.Length - 1; i < c; ++i)
item.Value[i + 1] = item.Value[i];
item.Value[0] = nextFirst;
// First is autoresize, other are on demand
m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto);
m_RTHandleSystem.SwitchResizeMode(item.Value[1], RTHandleSystem.ResizeMode.OnDemand);
}
else
{
m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto);
}
}
}
void Dispose(bool disposing)
{
if (!m_DisposedValue)
{
if (disposing)
{
ReleaseAll();
m_RTHandleSystem.Dispose();
m_RTHandleSystem = null;
}
m_DisposedValue = true;
}
}
/// <summary>
/// Dispose implementation
/// </summary>
public void Dispose()
{
Dispose(true);
}
/// <summary>
/// Deallocate and clear all buffers.
/// </summary>
public void ReleaseAll()
{
foreach (var item in m_RTHandles)
{
for (int i = 0, c = item.Value.Length; i < c; ++i)
{
m_RTHandleSystem.Release(item.Value[i]);
}
}
m_RTHandles.Clear();
}
}
}

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namespace UnityEngine.Rendering
{
/// <summary>
/// Bit depths of a Depth render texture.
/// Some values may not be supported on all platforms.
/// </summary>
public enum DepthBits
{
/// <summary>No Depth Buffer.</summary>
None = 0,
/// <summary>8 bits Depth Buffer.</summary>
Depth8 = 8,
/// <summary>16 bits Depth Buffer.</summary>
Depth16 = 16,
/// <summary>24 bits Depth Buffer.</summary>
Depth24 = 24,
/// <summary>32 bits Depth Buffer.</summary>
Depth32 = 32
}
}

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namespace UnityEngine.Rendering
{
/// <summary>
/// Number of MSAA samples.
/// </summary>
public enum MSAASamples
{
/// <summary>No MSAA.</summary>
None = 1,
/// <summary>MSAA 2X.</summary>
MSAA2x = 2,
/// <summary>MSAA 4X.</summary>
MSAA4x = 4,
/// <summary>MSAA 8X.</summary>
MSAA8x = 8
}
}

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using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// A RTHandle is a RenderTexture that scales automatically with the camera size.
/// This allows proper reutilization of RenderTexture memory when different cameras with various sizes are used during rendering.
/// <seealso cref="RTHandleSystem"/>
/// </summary>
public class RTHandle
{
internal RTHandleSystem m_Owner;
internal RenderTexture m_RT;
internal Texture m_ExternalTexture;
internal RenderTargetIdentifier m_NameID;
internal bool m_EnableMSAA = false;
internal bool m_EnableRandomWrite = false;
internal bool m_EnableHWDynamicScale = false;
internal string m_Name;
/// <summary>
/// Scale factor applied to the RTHandle reference size.
/// </summary>
public Vector2 scaleFactor { get; internal set; }
internal ScaleFunc scaleFunc;
/// <summary>
/// Returns true if the RTHandle uses automatic scaling.
/// </summary>
public bool useScaling { get; internal set; }
/// <summary>
/// Reference size of the RTHandle System associated with the RTHandle
/// </summary>
public Vector2Int referenceSize {get; internal set; }
/// <summary>
/// Current properties of the RTHandle System
/// </summary>
public RTHandleProperties rtHandleProperties { get { return m_Owner.rtHandleProperties; } }
/// <summary>
/// RenderTexture associated with the RTHandle
/// </summary>
public RenderTexture rt { get { return m_RT; } }
/// <summary>
/// RenderTargetIdentifier associated with the RTHandle
/// </summary>
public RenderTargetIdentifier nameID { get { return m_NameID; } }
/// <summary>
/// Name of the RTHandle
/// </summary>
public string name { get { return m_Name; } }
/// <summary>
/// Returns true is MSAA is enabled, false otherwise.
/// </summary>
public bool isMSAAEnabled { get { return m_EnableMSAA; } }
// Keep constructor private
internal RTHandle(RTHandleSystem owner)
{
m_Owner = owner;
}
/// <summary>
/// Implicit conversion operator to RenderTargetIdentifier
/// </summary>
/// <param name="handle">Input RTHandle</param>
/// <returns>RenderTargetIdentifier representation of the RTHandle.</returns>
public static implicit operator RenderTargetIdentifier(RTHandle handle)
{
return handle != null ? handle.nameID : default(RenderTargetIdentifier);
}
/// <summary>
/// Implicit conversion operator to Texture
/// </summary>
/// <param name="handle">Input RTHandle</param>
/// <returns>Texture representation of the RTHandle.</returns>
public static implicit operator Texture(RTHandle handle)
{
// If RTHandle is null then conversion should give a null Texture
if (handle == null)
return null;
Debug.Assert(handle.m_ExternalTexture != null || handle.rt != null);
return (handle.rt != null) ? handle.rt : handle.m_ExternalTexture;
}
/// <summary>
/// Implicit conversion operator to RenderTexture
/// </summary>
/// <param name="handle">Input RTHandle</param>
/// <returns>RenderTexture representation of the RTHandle.</returns>
public static implicit operator RenderTexture(RTHandle handle)
{
// If RTHandle is null then conversion should give a null RenderTexture
if (handle == null)
return null;
Debug.Assert(handle.rt != null, "RTHandle was created using a regular Texture and is used as a RenderTexture");
return handle.rt;
}
internal void SetRenderTexture(RenderTexture rt)
{
m_RT = rt;
m_ExternalTexture = null;
m_NameID = new RenderTargetIdentifier(rt);
}
internal void SetTexture(Texture tex)
{
m_RT = null;
m_ExternalTexture = tex;
m_NameID = new RenderTargetIdentifier(tex);
}
internal void SetTexture(RenderTargetIdentifier tex)
{
m_RT = null;
m_ExternalTexture = null;
m_NameID = tex;
}
/// <summary>
/// Release the RTHandle
/// </summary>
public void Release()
{
m_Owner.Remove(this);
CoreUtils.Destroy(m_RT);
m_NameID = BuiltinRenderTextureType.None;
m_RT = null;
m_ExternalTexture = null;
}
/// <summary>
/// Return the input size, scaled by the RTHandle scale factor.
/// </summary>
/// <param name="refSize">Input size</param>
/// <returns>Input size scaled by the RTHandle scale factor.</returns>
public Vector2Int GetScaledSize(Vector2Int refSize)
{
if (!useScaling)
return refSize;
if (scaleFunc != null)
{
return scaleFunc(refSize);
}
else
{
return new Vector2Int(
x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
);
}
}
#if UNITY_2020_2_OR_NEWER
/// <summary>
/// Switch the render target to fast memory on platform that have it.
/// </summary>
/// <param name="cmd">Command buffer used for rendering.</param>
/// <param name="residencyFraction">How much of the render target is to be switched into fast memory (between 0 and 1).</param>
/// <param name="flags">Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</param>
/// <param name="copyContents">Whether the content of render target are copied or not when switching to fast memory.</param>
public void SwitchToFastMemory(CommandBuffer cmd,
float residencyFraction = 1.0f,
FastMemoryFlags flags = FastMemoryFlags.SpillTop,
bool copyContents = false
)
{
residencyFraction = Mathf.Clamp01(residencyFraction);
cmd.SwitchIntoFastMemory(m_RT, flags, residencyFraction, copyContents);
}
/// <summary>
/// Switch the render target to fast memory on platform that have it and copies the content.
/// </summary>
/// <param name="cmd">Command buffer used for rendering.</param>
/// <param name="residencyFraction">How much of the render target is to be switched into fast memory (between 0 and 1).</param>
/// <param name="flags">Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</param>
public void CopyToFastMemory(CommandBuffer cmd,
float residencyFraction = 1.0f,
FastMemoryFlags flags = FastMemoryFlags.SpillTop
)
{
SwitchToFastMemory(cmd, residencyFraction, flags, copyContents: true);
}
/// <summary>
/// Switch out the render target from fast memory back to main memory on platforms that have fast memory.
/// </summary>
/// <param name="cmd">Command buffer used for rendering.</param>
/// <param name="copyContents">Whether the content of render target are copied or not when switching out fast memory.</param>
public void SwitchOutFastMemory(CommandBuffer cmd, bool copyContents = true)
{
cmd.SwitchOutOfFastMemory(m_RT, copyContents);
}
#endif
}
}

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using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Scaled function used to compute the size of a RTHandle for the current frame.
/// </summary>
/// <param name="size">Reference size of the RTHandle system for the frame.</param>
/// <returns>The size of the RTHandled computed from the reference size.</returns>
public delegate Vector2Int ScaleFunc(Vector2Int size);
/// <summary>
/// List of properties of the RTHandle System for the current frame.
/// </summary>
public struct RTHandleProperties
{
/// <summary>
/// Size set as reference at the previous frame
/// </summary>
public Vector2Int previousViewportSize;
/// <summary>
/// Size of the render targets at the previous frame
/// </summary>
public Vector2Int previousRenderTargetSize;
/// <summary>
/// Size set as reference at the current frame
/// </summary>
public Vector2Int currentViewportSize;
/// <summary>
/// Size of the render targets at the current frame
/// </summary>
public Vector2Int currentRenderTargetSize;
/// <summary>
/// Scale factor from RTHandleSystem max size to requested reference size (referenceSize/maxSize)
/// (x,y) current frame (z,w) last frame (this is only used for buffered RTHandle Systems)
/// </summary>
public Vector4 rtHandleScale;
}
/// <summary>
/// System managing a set of RTHandle textures
/// </summary>
public partial class RTHandleSystem : IDisposable
{
internal enum ResizeMode
{
Auto,
OnDemand
}
// Parameters for auto-scaled Render Textures
bool m_HardwareDynamicResRequested = false;
bool m_ScaledRTSupportsMSAA = false;
MSAASamples m_ScaledRTCurrentMSAASamples = MSAASamples.None;
HashSet<RTHandle> m_AutoSizedRTs;
RTHandle[] m_AutoSizedRTsArray; // For fast iteration
HashSet<RTHandle> m_ResizeOnDemandRTs;
RTHandleProperties m_RTHandleProperties;
/// <summary>
/// Current properties of the RTHandle System.
/// </summary>
public RTHandleProperties rtHandleProperties { get { return m_RTHandleProperties; } }
int m_MaxWidths = 0;
int m_MaxHeights = 0;
#if UNITY_EDITOR
// In editor every now and then we must reset the size of the rthandle system if it was set very high and then switched back to a much smaller scale.
int m_FramesSinceLastReset = 0;
#endif
/// <summary>
/// RTHandleSystem constructor.
/// </summary>
public RTHandleSystem()
{
m_AutoSizedRTs = new HashSet<RTHandle>();
m_ResizeOnDemandRTs = new HashSet<RTHandle>();
m_MaxWidths = 1;
m_MaxHeights = 1;
}
/// <summary>
/// Disposable pattern implementation
/// </summary>
public void Dispose()
{
Dispose(true);
}
/// <summary>
/// Initialize the RTHandle system.
/// </summary>
/// <param name="width">Initial reference rendering width.</param>
/// <param name="height">Initial reference rendering height.</param>
/// <param name="scaledRTsupportsMSAA">Set to true if automatically scaled RTHandles should support MSAA</param>
/// <param name="scaledRTMSAASamples">Number of MSAA samples for automatically scaled RTHandles.</param>
public void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples)
{
if (m_AutoSizedRTs.Count != 0)
{
string leakingResources = "Unreleased RTHandles:";
foreach (var rt in m_AutoSizedRTs)
{
leakingResources = string.Format("{0}\n {1}", leakingResources, rt.name);
}
Debug.LogError(string.Format("RTHandle.Initialize should only be called once before allocating any Render Texture. This may be caused by an unreleased RTHandle resource.\n{0}\n", leakingResources));
}
m_MaxWidths = width;
m_MaxHeights = height;
m_ScaledRTSupportsMSAA = scaledRTsupportsMSAA;
m_ScaledRTCurrentMSAASamples = scaledRTMSAASamples;
m_HardwareDynamicResRequested = DynamicResolutionHandler.instance.RequestsHardwareDynamicResolution();
}
/// <summary>
/// Release memory of a RTHandle from the RTHandle System
/// </summary>
/// <param name="rth">RTHandle that should be released.</param>
public void Release(RTHandle rth)
{
if (rth != null)
{
Assert.AreEqual(this, rth.m_Owner);
rth.Release();
}
}
internal void Remove(RTHandle rth)
{
m_AutoSizedRTs.Remove(rth);
}
/// <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 void ResetReferenceSize(int width, int height)
{
m_MaxWidths = width;
m_MaxHeights = height;
SetReferenceSize(width, height, m_ScaledRTCurrentMSAASamples, reset: true);
}
/// <summary>
/// Sets the reference rendering size for subsequent rendering for the RTHandle System
/// </summary>
/// <param name="width">Reference rendering width for subsequent rendering.</param>
/// <param name="height">Reference rendering height for subsequent rendering.</param>
/// <param name="msaaSamples">Number of MSAA samples for multisampled textures for subsequent rendering.</param>
public void SetReferenceSize(int width, int height, MSAASamples msaaSamples)
{
SetReferenceSize(width, height, msaaSamples, false);
}
/// <summary>
/// Sets the reference rendering size for subsequent rendering for the RTHandle System
/// </summary>
/// <param name="width">Reference rendering width for subsequent rendering.</param>
/// <param name="height">Reference rendering height for subsequent rendering.</param>
/// <param name="msaaSamples">Number of MSAA samples for multisampled textures for subsequent rendering.</param>
/// <param name="reset">If set to true, the new width and height will override the old values even if they are not bigger.</param>
public void SetReferenceSize(int width, int height, MSAASamples msaaSamples, bool reset)
{
m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize;
m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize;
Vector2 lastFrameMaxSize = new Vector2(GetMaxWidth(), GetMaxHeight());
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);
#if UNITY_EDITOR
// If the reference size is significantly higher than the current actualWidth/Height and it is larger than 1440p dimensions, we reset the reference size every several frames
// in editor to avoid issues if a large resolution was temporarily set.
const int resetInterval = 100;
if (((m_MaxWidths / (float)width) > 2.0f && m_MaxWidths > 2560) ||
((m_MaxHeights / (float)height) > 2.0f && m_MaxHeights > 1440))
{
if (m_FramesSinceLastReset > resetInterval)
{
m_FramesSinceLastReset = 0;
ResetReferenceSize(width, height);
}
m_FramesSinceLastReset++;
}
// If some cameras is requesting the same res as the max res, we don't want to reset
if (m_MaxWidths == width && m_MaxHeights == height)
m_FramesSinceLastReset = 0;
#endif
bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight() || reset;
bool msaaSamplesChanged = (msaaSamples != m_ScaledRTCurrentMSAASamples);
if (sizeChanged || msaaSamplesChanged)
{
Resize(width, height, msaaSamples, sizeChanged, msaaSamplesChanged);
}
m_RTHandleProperties.currentViewportSize = new Vector2Int(width, height);
m_RTHandleProperties.currentRenderTargetSize = new Vector2Int(GetMaxWidth(), GetMaxHeight());
// If the currentViewportSize is 0, it mean we are the first frame of rendering (can happen when doing domain reload for example or for reflection probe)
// in this case the scalePrevious below could be invalided. But some effect rely on having a correct value like TAA with the history buffer for the first frame.
// to work around this, when we detect that size is 0, we setup previous size to current size.
if (m_RTHandleProperties.previousViewportSize.x == 0)
{
m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize;
m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize;
lastFrameMaxSize = new Vector2(GetMaxWidth(), GetMaxHeight());
}
if (DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled() && m_HardwareDynamicResRequested)
{
Vector2Int maxSize = new Vector2Int(GetMaxWidth(), GetMaxHeight());
// Making the final scale in 'drs' space, since the final scale must account for rounding pixel values.
var scaledFinalViewport = DynamicResolutionHandler.instance.ApplyScalesOnSize(DynamicResolutionHandler.instance.finalViewport);
var scaledMaxSize = DynamicResolutionHandler.instance.ApplyScalesOnSize(maxSize);
float xScale = (float)scaledFinalViewport.x / (float)scaledMaxSize.x;
float yScale = (float)scaledFinalViewport.y / (float)scaledMaxSize.y;
m_RTHandleProperties.rtHandleScale = new Vector4(xScale, yScale, m_RTHandleProperties.rtHandleScale.x, m_RTHandleProperties.rtHandleScale.y);
}
else
{
Vector2 maxSize = new Vector2(GetMaxWidth(), GetMaxHeight());
Vector2 scaleCurrent = m_RTHandleProperties.currentViewportSize / maxSize;
Vector2 scalePrevious = m_RTHandleProperties.previousViewportSize / lastFrameMaxSize;
m_RTHandleProperties.rtHandleScale = new Vector4(scaleCurrent.x, scaleCurrent.y, scalePrevious.x, scalePrevious.y);
}
}
/// <summary>
/// Enable or disable hardware dynamic resolution for the RTHandle System
/// </summary>
/// <param name="enableHWDynamicRes">State of hardware dynamic resolution.</param>
public void SetHardwareDynamicResolutionState(bool enableHWDynamicRes)
{
if (enableHWDynamicRes != m_HardwareDynamicResRequested)
{
m_HardwareDynamicResRequested = enableHWDynamicRes;
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
{
var rth = m_AutoSizedRTsArray[i];
// Grab the render texture
var renderTexture = rth.m_RT;
if (renderTexture)
{
// Free the previous version
renderTexture.Release();
renderTexture.useDynamicScale = m_HardwareDynamicResRequested && rth.m_EnableHWDynamicScale;
// Create the render texture
renderTexture.Create();
}
}
}
}
internal void SwitchResizeMode(RTHandle rth, ResizeMode mode)
{
// Don't do anything is scaling isn't enabled on this RT
// TODO: useScaling should probably be moved to ResizeMode.Fixed or something
if (!rth.useScaling)
return;
switch (mode)
{
case ResizeMode.OnDemand:
m_AutoSizedRTs.Remove(rth);
m_ResizeOnDemandRTs.Add(rth);
break;
case ResizeMode.Auto:
// Resize now so it is consistent with other auto resize RTHs
if (m_ResizeOnDemandRTs.Contains(rth))
DemandResize(rth);
m_ResizeOnDemandRTs.Remove(rth);
m_AutoSizedRTs.Add(rth);
break;
}
}
void DemandResize(RTHandle rth)
{
Assert.IsTrue(m_ResizeOnDemandRTs.Contains(rth), "The RTHandle is not an resize on demand handle in this RTHandleSystem. Please call SwitchToResizeOnDemand(rth, true) before resizing on demand.");
// Grab the render texture
var rt = rth.m_RT;
rth.referenceSize = new Vector2Int(m_MaxWidths, m_MaxHeights);
var scaledSize = rth.GetScaledSize(rth.referenceSize);
scaledSize = Vector2Int.Max(Vector2Int.one, scaledSize);
// Did the size change?
var sizeChanged = rt.width != scaledSize.x || rt.height != scaledSize.y;
// If this is an MSAA texture, did the sample count change?
var msaaSampleChanged = rth.m_EnableMSAA && rt.antiAliasing != (int)m_ScaledRTCurrentMSAASamples;
if (sizeChanged || msaaSampleChanged)
{
// Free this render texture
rt.Release();
// Update the antialiasing count
if (rth.m_EnableMSAA)
rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
// Update the size
rt.width = scaledSize.x;
rt.height = scaledSize.y;
// Generate a new name
rt.name = CoreUtils.GetRenderTargetAutoName(
rt.width,
rt.height,
rt.volumeDepth,
rt.graphicsFormat,
rt.dimension,
rth.m_Name,
mips: rt.useMipMap,
enableMSAA: rth.m_EnableMSAA,
msaaSamples: m_ScaledRTCurrentMSAASamples,
dynamicRes: rt.useDynamicScale
);
// Create the new texture
rt.Create();
}
}
/// <summary>
/// Returns the maximum allocated width of the RTHandle System.
/// </summary>
/// <returns>Maximum allocated width of the RTHandle System.</returns>
public int GetMaxWidth() { return m_MaxWidths; }
/// <summary>
/// Returns the maximum allocated height of the RTHandle System.
/// </summary>
/// <returns>Maximum allocated height of the RTHandle System.</returns>
public int GetMaxHeight() { return m_MaxHeights; }
void Dispose(bool disposing)
{
if (disposing)
{
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
{
var rt = m_AutoSizedRTsArray[i];
Release(rt);
}
m_AutoSizedRTs.Clear();
Array.Resize(ref m_AutoSizedRTsArray, m_ResizeOnDemandRTs.Count);
m_ResizeOnDemandRTs.CopyTo(m_AutoSizedRTsArray);
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
{
var rt = m_AutoSizedRTsArray[i];
Release(rt);
}
m_ResizeOnDemandRTs.Clear();
m_AutoSizedRTsArray = null;
}
}
void Resize(int width, int height, MSAASamples msaaSamples, bool sizeChanged, bool msaaSampleChanged)
{
m_MaxWidths = Math.Max(width, m_MaxWidths);
m_MaxHeights = Math.Max(height, m_MaxHeights);
m_ScaledRTCurrentMSAASamples = msaaSamples;
var maxSize = new Vector2Int(m_MaxWidths, m_MaxHeights);
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
{
// Grab the RT Handle
var rth = m_AutoSizedRTsArray[i];
// If we are only processing MSAA sample count change, make sure this RT is an MSAA one
if (!sizeChanged && msaaSampleChanged && !rth.m_EnableMSAA)
{
continue;
}
// Force its new reference size
rth.referenceSize = maxSize;
// Grab the render texture
var renderTexture = rth.m_RT;
// Free the previous version
renderTexture.Release();
// Get the scaled size
var scaledSize = rth.GetScaledSize(maxSize);
renderTexture.width = Mathf.Max(scaledSize.x, 1);
renderTexture.height = Mathf.Max(scaledSize.y, 1);
// If this is a msaa texture, make sure to update its msaa count
if (rth.m_EnableMSAA)
{
renderTexture.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
}
// Regenerate the name
renderTexture.name = CoreUtils.GetRenderTargetAutoName(renderTexture.width, renderTexture.height, renderTexture.volumeDepth, renderTexture.graphicsFormat, renderTexture.dimension, rth.m_Name, mips: renderTexture.useMipMap, enableMSAA: rth.m_EnableMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples, dynamicRes: renderTexture.useDynamicScale);
// Create the render texture
renderTexture.Create();
}
}
/// <summary>
/// Allocate a new fixed sized RTHandle.
/// </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 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 = 0f,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool enableMSAA = msaaSamples != MSAASamples.None;
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
// We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats
RenderTexture rt;
if (isShadowMap || depthBufferBits != DepthBits.None)
{
RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth;
rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = enableRandomWrite,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = (int)msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, format, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
};
}
else
{
rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = enableRandomWrite,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = (int)msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, colorFormat, dimension, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples, dynamicRes: useDynamicScale)
};
}
rt.Create();
var newRT = new RTHandle(this);
newRT.SetRenderTexture(rt);
newRT.useScaling = false;
newRT.m_EnableRandomWrite = enableRandomWrite;
newRT.m_EnableMSAA = enableMSAA;
newRT.m_EnableHWDynamicScale = useDynamicScale;
newRT.m_Name = name;
newRT.referenceSize = new Vector2Int(width, height);
return newRT;
}
// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
/// <summary>
/// Allocate a new automatically sized RTHandle.
/// </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="enableMSAA">Enable MSAA for this 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 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 = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
// If an MSAA target is requested, make sure the support was on
if (enableMSAA)
Debug.Assert(m_ScaledRTSupportsMSAA);
int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth()), 1);
int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight()), 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
rth.referenceSize = new Vector2Int(width, height);
rth.scaleFactor = scaleFactor;
return rth;
}
//
// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
// the next POT). The function takes a Vec2 as parameter that holds max width & height
// values for the current manager context and returns a Vec2 of the final size in pixels.
//
// var rth = Alloc(
// size => new Vector2Int(size.x / 2, size.y),
// [...]
// );
//
/// <summary>
/// Allocate a new automatically sized RTHandle.
/// </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="enableMSAA">Enable MSAA for this 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 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 = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(), GetMaxHeight()));
int width = Mathf.Max(scaleFactor.x, 1);
int height = Mathf.Max(scaleFactor.y, 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
enableRandomWrite,
useMipMap,
autoGenerateMips,
isShadowMap,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
memoryless,
name
);
rth.referenceSize = new Vector2Int(width, height);
rth.scaleFunc = scaleFunc;
return rth;
}
// Internal function
RTHandle AllocAutoSizedRenderTexture(
int width,
int height,
int slices,
DepthBits depthBufferBits,
GraphicsFormat colorFormat,
FilterMode filterMode,
TextureWrapMode wrapMode,
TextureDimension dimension,
bool enableRandomWrite,
bool useMipMap,
bool autoGenerateMips,
bool isShadowMap,
int anisoLevel,
float mipMapBias,
bool enableMSAA,
bool bindTextureMS,
bool useDynamicScale,
RenderTextureMemoryless memoryless,
string name
)
{
// Here user made a mistake in setting up msaa/bindMS, hence the warning
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
// Here we purposefully disable MSAA so we just force the bindMS param to false.
if (!allocForMSAA)
{
bindTextureMS = false;
}
// MSAA Does not support random read/write.
bool UAV = enableRandomWrite;
if (allocForMSAA && (UAV == true))
{
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'.");
UAV = false;
}
int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1;
// We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats
RenderTexture rt;
if (isShadowMap || depthBufferBits != DepthBits.None)
{
RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth;
GraphicsFormat stencilFormat = isShadowMap ? GraphicsFormat.None : GraphicsFormat.R8_UInt;
rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = UAV,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
memorylessMode = memoryless,
stencilFormat = stencilFormat,
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, colorFormat, dimension, name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples, dynamicRes: useDynamicScale)
};
}
else
{
rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = UAV,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, colorFormat, dimension, name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples, dynamicRes: useDynamicScale)
};
}
rt.Create();
var rth = new RTHandle(this);
rth.SetRenderTexture(rt);
rth.m_EnableMSAA = enableMSAA;
rth.m_EnableRandomWrite = enableRandomWrite;
rth.useScaling = true;
rth.m_EnableHWDynamicScale = useDynamicScale;
rth.m_Name = name;
m_AutoSizedRTs.Add(rth);
return rth;
}
/// <summary>
/// Allocate a RTHandle from a regular RenderTexture.
/// </summary>
/// <param name="texture">Input texture</param>
/// <returns>A new RTHandle referencing the input texture.</returns>
public RTHandle Alloc(RenderTexture texture)
{
var rth = new RTHandle(this);
rth.SetRenderTexture(texture);
rth.m_EnableMSAA = false;
rth.m_EnableRandomWrite = false;
rth.useScaling = false;
rth.m_EnableHWDynamicScale = false;
rth.m_Name = texture.name;
return rth;
}
/// <summary>
/// Allocate a RTHandle from a regular Texture.
/// </summary>
/// <param name="texture">Input texture</param>
/// <returns>A new RTHandle referencing the input texture.</returns>
public RTHandle Alloc(Texture texture)
{
var rth = new RTHandle(this);
rth.SetTexture(texture);
rth.m_EnableMSAA = false;
rth.m_EnableRandomWrite = false;
rth.useScaling = false;
rth.m_EnableHWDynamicScale = false;
rth.m_Name = texture.name;
return rth;
}
/// <summary>
/// Allocate a RTHandle from a regular render target identifier.
/// </summary>
/// <param name="texture">Input render target identifier.</param>
/// <returns>A new RTHandle referencing the input render target identifier.</returns>
public RTHandle Alloc(RenderTargetIdentifier texture)
{
return Alloc(texture, "");
}
/// <summary>
/// Allocate a RTHandle from a regular render target identifier.
/// </summary>
/// <param name="texture">Input render target identifier.</param>
/// <param name="name">Name of the texture.</param>
/// <returns>A new RTHandle referencing the input render target identifier.</returns>
public RTHandle Alloc(RenderTargetIdentifier texture, string name)
{
var rth = new RTHandle(this);
rth.SetTexture(texture);
rth.m_EnableMSAA = false;
rth.m_EnableRandomWrite = false;
rth.useScaling = false;
rth.m_EnableHWDynamicScale = false;
rth.m_Name = name;
return rth;
}
private static RTHandle Alloc(RTHandle tex)
{
Debug.LogError("Allocation a RTHandle from another one is forbidden.");
return null;
}
internal string DumpRTInfo()
{
string result = "";
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
{
var rt = m_AutoSizedRTsArray[i].rt;
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height);
}
return result;
}
}
}

View File

@@ -0,0 +1,339 @@
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 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="enableMSAA">Enable MSAA for this 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(
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,
bool enableMSAA = false,
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,
enableMSAA,
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="enableMSAA">Enable MSAA for this 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(
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,
bool enableMSAA = false,
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,
enableMSAA,
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>
/// <param name="scaledRTsupportsMSAA">Set to true if automatically scaled RTHandles should support MSAA</param>
/// <param name="scaledRTMSAASamples">Number of MSAA samples for automatically scaled RTHandles.</param>
public static void Initialize(
int width,
int height,
bool scaledRTsupportsMSAA,
MSAASamples scaledRTMSAASamples
)
{
s_DefaultInstance.Initialize(
width,
height,
scaledRTsupportsMSAA,
scaledRTMSAASamples
);
}
/// <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>
/// <param name="msaaSamples">Number of MSAA samples for multisampled textures for subsequent rendering.</param>
public static void SetReferenceSize(
int width,
int height,
MSAASamples msaaSamples
)
{
s_DefaultInstance.SetReferenceSize(
width,
height,
msaaSamples
);
}
/// <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);
}
}
}

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using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Utility class providing default textures compatible in any XR setup.
/// </summary>
public static class TextureXR
{
// Property set by XRSystem
private static int m_MaxViews = 1;
/// <summary>
/// Maximum number of views handled by the XR system.
/// </summary>
public static int maxViews
{
set
{
m_MaxViews = value;
}
}
// Property accessed when allocating a render target
/// <summary>
/// Number of slices used by the XR system.
/// </summary>
public static int slices { get => m_MaxViews; }
// Must be in sync with shader define in TextureXR.hlsl
/// <summary>
/// Returns true if the XR system uses texture arrays.
/// </summary>
public static bool useTexArray
{
get
{
switch (SystemInfo.graphicsDeviceType)
{
case GraphicsDeviceType.Direct3D11:
case GraphicsDeviceType.Direct3D12:
case GraphicsDeviceType.PlayStation4:
case GraphicsDeviceType.PlayStation5:
case GraphicsDeviceType.Vulkan:
return true;
default:
return false;
}
}
}
/// <summary>
/// Dimension of XR textures.
/// </summary>
public static TextureDimension dimension
{
get
{
// TEXTURE2D_X macros will now expand to TEXTURE2D or TEXTURE2D_ARRAY
return useTexArray ? TextureDimension.Tex2DArray : TextureDimension.Tex2D;
}
}
// Need to keep both the Texture and the RTHandle in order to be able to track lifetime properly.
static Texture m_BlackUIntTexture2DArray;
static Texture m_BlackUIntTexture;
static RTHandle m_BlackUIntTexture2DArrayRTH;
static RTHandle m_BlackUIntTextureRTH;
/// <summary>
/// Default black unsigned integer texture.
/// </summary>
/// <returns>The default black unsigned integer texture.</returns>
public static RTHandle GetBlackUIntTexture() { return useTexArray ? m_BlackUIntTexture2DArrayRTH : m_BlackUIntTextureRTH; }
static Texture2DArray m_ClearTexture2DArray;
static Texture2D m_ClearTexture;
static RTHandle m_ClearTexture2DArrayRTH;
static RTHandle m_ClearTextureRTH;
/// <summary>
/// Default clear color (0, 0, 0, 1) texture.
/// </summary>
/// <returns>The default clear color texture.</returns>
public static RTHandle GetClearTexture() { return useTexArray ? m_ClearTexture2DArrayRTH : m_ClearTextureRTH; }
static Texture2DArray m_MagentaTexture2DArray;
static Texture2D m_MagentaTexture;
static RTHandle m_MagentaTexture2DArrayRTH;
static RTHandle m_MagentaTextureRTH;
/// <summary>
/// Default magenta texture.
/// </summary>
/// <returns>The default magenta texture.</returns>
public static RTHandle GetMagentaTexture() { return useTexArray ? m_MagentaTexture2DArrayRTH : m_MagentaTextureRTH; }
static Texture2D m_BlackTexture;
static Texture3D m_BlackTexture3D;
static Texture2DArray m_BlackTexture2DArray;
static RTHandle m_BlackTexture2DArrayRTH;
static RTHandle m_BlackTextureRTH;
static RTHandle m_BlackTexture3DRTH;
/// <summary>
/// Default black texture.
/// </summary>
/// <returns>The default black texture.</returns>
public static RTHandle GetBlackTexture() { return useTexArray ? m_BlackTexture2DArrayRTH : m_BlackTextureRTH; }
/// <summary>
/// Default black texture array.
/// </summary>
/// <returns>The default black texture array.</returns>
public static RTHandle GetBlackTextureArray() { return m_BlackTexture2DArrayRTH; }
/// <summary>
/// Default black texture 3D.
/// </summary>
/// <returns>The default black texture 3D.</returns>
public static RTHandle GetBlackTexture3D() { return m_BlackTexture3DRTH; }
static Texture2DArray m_WhiteTexture2DArray;
static RTHandle m_WhiteTexture2DArrayRTH;
static RTHandle m_WhiteTextureRTH;
/// <summary>
/// Default white texture.
/// </summary>
/// <returns>The default white texture.</returns>
public static RTHandle GetWhiteTexture() { return useTexArray ? m_WhiteTexture2DArrayRTH : m_WhiteTextureRTH; }
/// <summary>
/// Initialize XR textures. Must be called at least once.
/// </summary>
/// <param name="cmd">Command Buffer used to initialize textures.</param>
/// <param name="clearR32_UIntShader">Compute shader used to intitialize unsigned integer textures.</param>
public static void Initialize(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
if (m_BlackUIntTexture2DArray == null) // We assume that everything is invalid if one is invalid.
{
// Black UINT
RTHandles.Release(m_BlackUIntTexture2DArrayRTH);
m_BlackUIntTexture2DArray = CreateBlackUIntTextureArray(cmd, clearR32_UIntShader);
m_BlackUIntTexture2DArrayRTH = RTHandles.Alloc(m_BlackUIntTexture2DArray);
RTHandles.Release(m_BlackUIntTextureRTH);
m_BlackUIntTexture = CreateBlackUintTexture(cmd, clearR32_UIntShader);
m_BlackUIntTextureRTH = RTHandles.Alloc(m_BlackUIntTexture);
// Clear
RTHandles.Release(m_ClearTextureRTH);
m_ClearTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false) { name = "Clear Texture" };
m_ClearTexture.SetPixel(0, 0, Color.clear);
m_ClearTexture.Apply();
m_ClearTextureRTH = RTHandles.Alloc(m_ClearTexture);
RTHandles.Release(m_ClearTexture2DArrayRTH);
m_ClearTexture2DArray = CreateTexture2DArrayFromTexture2D(m_ClearTexture, "Clear Texture2DArray");
m_ClearTexture2DArrayRTH = RTHandles.Alloc(m_ClearTexture2DArray);
// Magenta
RTHandles.Release(m_MagentaTextureRTH);
m_MagentaTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false) { name = "Magenta Texture" };
m_MagentaTexture.SetPixel(0, 0, Color.magenta);
m_MagentaTexture.Apply();
m_MagentaTextureRTH = RTHandles.Alloc(m_MagentaTexture);
RTHandles.Release(m_MagentaTexture2DArrayRTH);
m_MagentaTexture2DArray = CreateTexture2DArrayFromTexture2D(m_MagentaTexture, "Magenta Texture2DArray");
m_MagentaTexture2DArrayRTH = RTHandles.Alloc(m_MagentaTexture2DArray);
// Black
RTHandles.Release(m_BlackTextureRTH);
m_BlackTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Black Texture" };
m_BlackTexture.SetPixel(0, 0, Color.black);
m_BlackTexture.Apply();
m_BlackTextureRTH = RTHandles.Alloc(m_BlackTexture);
RTHandles.Release(m_BlackTexture2DArrayRTH);
m_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(m_BlackTexture, "Black Texture2DArray");
m_BlackTexture2DArrayRTH = RTHandles.Alloc(m_BlackTexture2DArray);
RTHandles.Release(m_BlackTexture3DRTH);
m_BlackTexture3D = CreateBlackTexture3D("Black Texture3D");
m_BlackTexture3DRTH = RTHandles.Alloc(m_BlackTexture3D);
// White
RTHandles.Release(m_WhiteTextureRTH);
m_WhiteTextureRTH = RTHandles.Alloc(Texture2D.whiteTexture);
RTHandles.Release(m_WhiteTexture2DArrayRTH);
m_WhiteTexture2DArray = CreateTexture2DArrayFromTexture2D(Texture2D.whiteTexture, "White Texture2DArray");
m_WhiteTexture2DArrayRTH = RTHandles.Alloc(m_WhiteTexture2DArray);
}
}
static Texture2DArray CreateTexture2DArrayFromTexture2D(Texture2D source, string name)
{
Texture2DArray texArray = new Texture2DArray(source.width, source.height, slices, source.format, false) { name = name };
for (int i = 0; i < slices; ++i)
Graphics.CopyTexture(source, 0, 0, texArray, i, 0);
return texArray;
}
static Texture CreateBlackUIntTextureArray(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2DArray = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2DArray,
volumeDepth = slices,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture Array"
};
blackUIntTexture2DArray.Create();
// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTextureArray");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_TargetArray", blackUIntTexture2DArray);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
return blackUIntTexture2DArray as Texture;
}
static Texture CreateBlackUintTexture(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2D = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2D,
volumeDepth = slices,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture Array"
};
blackUIntTexture2D.Create();
// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTexture");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_Target", blackUIntTexture2D);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
return blackUIntTexture2D as Texture;
}
static Texture3D CreateBlackTexture3D(string name)
{
Texture3D texture3D = new Texture3D(width: 1, height: 1, depth: 1, textureFormat: TextureFormat.RGBA32, mipChain: false);
texture3D.name = name;
texture3D.SetPixel(0, 0, 0, Color.black, 0);
texture3D.Apply(updateMipmaps: false);
return texture3D;
}
}
}