using System;
using System.Diagnostics;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RendererUtils;
using System.Diagnostics.CodeAnalysis;
using UnityEngine.Internal;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Experimental.Rendering
{
///
/// Render graph command buffer types inherit from this base class.
/// It provides some shared functionality for all command buffer types.
///
public class BaseCommandBuffer
{
internal protected CommandBuffer m_WrappedCommandBuffer;
internal RenderGraphPass m_ExecutingPass;
// Users cannot directly create command buffers. The rendergraph creates them and passes them to callbacks.
internal BaseCommandBuffer(CommandBuffer wrapped, RenderGraphPass executingPass, bool isAsync)
{
m_WrappedCommandBuffer = wrapped;
m_ExecutingPass = executingPass;
if (isAsync) m_WrappedCommandBuffer.SetExecutionFlags(CommandBufferExecutionFlags.AsyncCompute);
}
///See (https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer-name.html)
public string name => m_WrappedCommandBuffer.name;
///See (https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer-sizeInBytes.html)
public int sizeInBytes => m_WrappedCommandBuffer.sizeInBytes;
internal protected void ThrowIfGlobalStateNotAllowed()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (m_ExecutingPass != null && !m_ExecutingPass.allowGlobalState) throw new InvalidOperationException("Modifying global state from this command buffer is not allowed. Please ensure your render graph pass allows modifying global state.");
#endif
}
// Validation when it is unknown if the texture will be read or written
internal protected void ValidateTextureHandle(TextureHandle h)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (m_ExecutingPass == null) return;
if (h.IsBuiltin()) return;
if (!m_ExecutingPass.IsRead(h.handle) && !m_ExecutingPass.IsWritten(h.handle))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to use a texture on the command buffer that was never registered with the pass builder. Please indicate the texture use to the pass builder.");
}
if (m_ExecutingPass.IsAttachment(h))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (UseTextureFragment/UseTextureFragmentDepth) but is also trying to bind it as regular texture. Please fix this pass. ");
}
#endif
}
internal protected void ValidateTextureHandleRead(TextureHandle h)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (m_ExecutingPass == null) return;
if (!m_ExecutingPass.IsRead(h.handle))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to read a texture on the command buffer that was never registered with the pass builder. Please indicate the texture as read to the pass builder.");
}
if (m_ExecutingPass.IsAttachment(h))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (UseTextureFragment/UseTextureFragmentDepth) but is also trying to bind it as regular texture. Please fix this pass. ");
}
#endif
}
internal protected void ValidateTextureHandleWrite(TextureHandle h)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (m_ExecutingPass == null) return;
if (h.IsBuiltin())
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to write to a built-in texture. This is not allowed built-in textures are small default resources like `white` or `black` that cannot be written to.");
}
if (!m_ExecutingPass.IsWritten(h.handle))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to write a texture on the command buffer that was never registered with the pass builder. Please indicate the texture as written to the pass builder.");
}
if (m_ExecutingPass.IsAttachment(h))
{
throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (UseTextureFragment/UseTextureFragmentDepth) but is also trying to bind it as regular texture. Please fix this pass. ");
}
#endif
}
}
}