TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/Debug/DebugHandler.cs

479 lines
23 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
class DebugHandler : IDebugDisplaySettingsQuery
{
#region Property Id Constants
static readonly int k_DebugColorInvalidModePropertyId = Shader.PropertyToID("_DebugColorInvalidMode");
static readonly int k_DebugColorPropertyId = Shader.PropertyToID("_DebugColor");
static readonly int k_DebugTexturePropertyId = Shader.PropertyToID("_DebugTexture");
static readonly int k_DebugTextureNoStereoPropertyId = Shader.PropertyToID("_DebugTextureNoStereo");
static readonly int k_DebugTextureDisplayRect = Shader.PropertyToID("_DebugTextureDisplayRect");
static readonly int k_DebugRenderTargetSupportsStereo = Shader.PropertyToID("_DebugRenderTargetSupportsStereo");
// Material settings...
static readonly int k_DebugMaterialModeId = Shader.PropertyToID("_DebugMaterialMode");
static readonly int k_DebugVertexAttributeModeId = Shader.PropertyToID("_DebugVertexAttributeMode");
static readonly int k_DebugMaterialValidationModeId = Shader.PropertyToID("_DebugMaterialValidationMode");
// Rendering settings...
static readonly int k_DebugMipInfoModeId = Shader.PropertyToID("_DebugMipInfoMode");
static readonly int k_DebugSceneOverrideModeId = Shader.PropertyToID("_DebugSceneOverrideMode");
static readonly int k_DebugFullScreenModeId = Shader.PropertyToID("_DebugFullScreenMode");
static readonly int k_DebugValidationModeId = Shader.PropertyToID("_DebugValidationMode");
static readonly int k_DebugValidateBelowMinThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateBelowMinThresholdColor");
static readonly int k_DebugValidateAboveMaxThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateAboveMaxThresholdColor");
static readonly int k_DebugMaxPixelCost = Shader.PropertyToID("_DebugMaxPixelCost");
// Lighting settings...
static readonly int k_DebugLightingModeId = Shader.PropertyToID("_DebugLightingMode");
static readonly int k_DebugLightingFeatureFlagsId = Shader.PropertyToID("_DebugLightingFeatureFlags");
static readonly int k_DebugValidateAlbedoMinLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMinLuminance");
static readonly int k_DebugValidateAlbedoMaxLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMaxLuminance");
static readonly int k_DebugValidateAlbedoSaturationToleranceId = Shader.PropertyToID("_DebugValidateAlbedoSaturationTolerance");
static readonly int k_DebugValidateAlbedoHueToleranceId = Shader.PropertyToID("_DebugValidateAlbedoHueTolerance");
static readonly int k_DebugValidateAlbedoCompareColorId = Shader.PropertyToID("_DebugValidateAlbedoCompareColor");
static readonly int k_DebugValidateMetallicMinValueId = Shader.PropertyToID("_DebugValidateMetallicMinValue");
static readonly int k_DebugValidateMetallicMaxValueId = Shader.PropertyToID("_DebugValidateMetallicMaxValue");
static readonly int k_ValidationChannelsId = Shader.PropertyToID("_ValidationChannels");
static readonly int k_RangeMinimumId = Shader.PropertyToID("_RangeMinimum");
static readonly int k_RangeMaximumId = Shader.PropertyToID("_RangeMaximum");
#endregion
readonly Material m_ReplacementMaterial;
readonly Material m_HDRDebugViewMaterial;
HDRDebugViewPass m_HDRDebugViewPass;
internal RTHandle m_DebugScreenTextureHandle;
bool m_HasDebugRenderTarget;
bool m_DebugRenderTargetSupportsStereo;
Vector4 m_DebugRenderTargetPixelRect;
RenderTargetIdentifier m_DebugRenderTargetIdentifier;
readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings;
DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings;
DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.materialSettings;
DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.renderingSettings;
#region IDebugDisplaySettingsQuery
/// <inheritdoc/>
public bool AreAnySettingsActive => m_DebugDisplaySettings.AreAnySettingsActive;
/// <inheritdoc/>
public bool IsPostProcessingAllowed => m_DebugDisplaySettings.IsPostProcessingAllowed;
/// <inheritdoc/>
public bool IsLightingActive => m_DebugDisplaySettings.IsLightingActive;
// These modes would require putting custom data into gbuffer, so instead we just disable deferred mode.
internal bool IsActiveModeUnsupportedForDeferred =>
m_DebugDisplaySettings.lightingSettings.lightingDebugMode != DebugLightingMode.None ||
m_DebugDisplaySettings.lightingSettings.lightingFeatureFlags != DebugLightingFeatureFlags.None ||
m_DebugDisplaySettings.renderingSettings.sceneOverrideMode != DebugSceneOverrideMode.None ||
m_DebugDisplaySettings.materialSettings.materialDebugMode != DebugMaterialMode.None ||
m_DebugDisplaySettings.materialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None ||
m_DebugDisplaySettings.materialSettings.materialValidationMode != DebugMaterialValidationMode.None;
/// <inheritdoc/>
public bool TryGetScreenClearColor(ref Color color)
{
return m_DebugDisplaySettings.TryGetScreenClearColor(ref color);
}
#endregion
internal Material ReplacementMaterial => m_ReplacementMaterial;
internal UniversalRenderPipelineDebugDisplaySettings DebugDisplaySettings => m_DebugDisplaySettings;
internal RTHandle DebugScreenTextureHandle => m_DebugScreenTextureHandle;
internal HDRDebugViewPass hdrDebugViewPass => m_HDRDebugViewPass;
internal bool HDRDebugViewIsActive(ref CameraData cameraData)
{
// HDR debug views should only apply to the last camera in the stack
return DebugDisplaySettings.lightingSettings.hdrDebugMode != HDRDebugMode.None && cameraData.resolveFinalTarget;
}
internal bool WriteToDebugScreenTexture(ref CameraData cameraData)
{
return HDRDebugViewIsActive(ref cameraData);
}
internal bool IsScreenClearNeeded
{
get
{
Color color = Color.black;
return TryGetScreenClearColor(ref color);
}
}
internal bool IsRenderPassSupported
{
get
{
return RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.Overdraw;
}
}
internal DebugHandler(ScriptableRendererData scriptableRendererData)
{
Shader debugReplacementShader = scriptableRendererData.debugShaders.debugReplacementPS;
Shader hdrDebugViewShader = scriptableRendererData.debugShaders.hdrDebugViewPS;
m_DebugDisplaySettings = UniversalRenderPipelineDebugDisplaySettings.Instance;
m_ReplacementMaterial = (debugReplacementShader == null) ? null : CoreUtils.CreateEngineMaterial(debugReplacementShader);
m_HDRDebugViewMaterial = (hdrDebugViewShader == null) ? null : CoreUtils.CreateEngineMaterial(hdrDebugViewShader);
m_HDRDebugViewPass = new HDRDebugViewPass(m_HDRDebugViewMaterial);
}
public void Dispose()
{
m_HDRDebugViewPass.Dispose();
m_DebugScreenTextureHandle?.Release();
CoreUtils.Destroy(m_HDRDebugViewMaterial);
CoreUtils.Destroy(m_ReplacementMaterial);
}
internal bool IsActiveForCamera(ref CameraData cameraData)
{
return !cameraData.isPreviewCamera && AreAnySettingsActive;
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode)
{
return TryGetFullscreenDebugMode(out debugFullScreenMode, out _);
}
internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent)
{
debugFullScreenMode = RenderingSettings.fullScreenDebugMode;
textureHeightPercent = RenderingSettings.fullScreenDebugModeOutputSizeScreenPercent;
return debugFullScreenMode != DebugFullScreenMode.None;
}
internal void BlitTextureToDebugScreenTexture(CommandBuffer cmd, RTHandle sourceTexture, Material material, int passId)
{
Vector2 viewportScale = sourceTexture.useScaling ? new Vector2(sourceTexture.rtHandleProperties.rtHandleScale.x, sourceTexture.rtHandleProperties.rtHandleScale.y) : Vector2.one;
CoreUtils.SetRenderTarget(cmd, m_DebugScreenTextureHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
Blitter.BlitTexture(cmd, sourceTexture, viewportScale, material, passId);
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void SetupShaderProperties(RasterCommandBuffer cmd, int passIndex = 0)
{
if (LightingSettings.lightingDebugMode == DebugLightingMode.ShadowCascades)
{
// we disable cubemap reflections, too distracting (in TemplateLWRP for ex.)
cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
else
{
cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
switch (RenderingSettings.sceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
{
// Target texture can contains only a value between 0 and 1
// So we encode the number of overdraw in the range (0, max displayed overdaw count)
// The value will be clamped by the GPU driver
var value = 1 / (float)RenderingSettings.maxOverdrawCount;
cmd.SetGlobalColor(k_DebugColorPropertyId, new Color(value, value, value, 1));
break;
}
case DebugSceneOverrideMode.Wireframe:
{
cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
break;
}
case DebugSceneOverrideMode.SolidWireframe:
{
cmd.SetGlobalColor(k_DebugColorPropertyId, (passIndex == 0) ? Color.white : Color.black);
break;
}
case DebugSceneOverrideMode.ShadedWireframe:
{
if (passIndex == 0)
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
else if (passIndex == 1)
{
cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
break;
}
}
switch (MaterialSettings.materialValidationMode)
{
case DebugMaterialValidationMode.Albedo:
cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.albedoMinLuminance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.albedoMaxLuminance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.albedoSaturationTolerance);
cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.albedoHueTolerance);
cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.albedoCompareColor.linear);
break;
case DebugMaterialValidationMode.Metallic:
cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.metallicMinValue);
cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.metallicMaxValue);
break;
}
}
internal void SetDebugRenderTarget(RenderTargetIdentifier renderTargetIdentifier, Rect displayRect, bool supportsStereo)
{
m_HasDebugRenderTarget = true;
m_DebugRenderTargetSupportsStereo = supportsStereo;
m_DebugRenderTargetIdentifier = renderTargetIdentifier;
m_DebugRenderTargetPixelRect = new Vector4(displayRect.x, displayRect.y, displayRect.width, displayRect.height);
}
internal void ResetDebugRenderTarget()
{
m_HasDebugRenderTarget = false;
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer cmd, ref CameraData cameraData, bool isFinalPass)
{
// Ensure final validation & fullscreen debug modes are only done once in the very final pass, for the last camera on the stack.
bool isFinal = isFinalPass && cameraData.resolveFinalTarget;
if (!isFinal)
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
return;
}
if (IsActiveForCamera(ref cameraData))
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
else
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
if (m_HasDebugRenderTarget)
{
cmd.SetGlobalTexture(m_DebugRenderTargetSupportsStereo ? k_DebugTexturePropertyId : k_DebugTextureNoStereoPropertyId, m_DebugRenderTargetIdentifier);
cmd.SetGlobalVector(k_DebugTextureDisplayRect, m_DebugRenderTargetPixelRect);
cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, m_DebugRenderTargetSupportsStereo ? 1 : 0);
}
var renderingSettings = m_DebugDisplaySettings.renderingSettings;
if (renderingSettings.validationMode == DebugValidationMode.HighlightOutsideOfRange)
{
cmd.SetGlobalInteger(k_ValidationChannelsId, (int)renderingSettings.validationChannels);
cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.validationRangeMin);
cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.validationRangeMax);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Setup(ref RenderingData renderingData)
{
var cmd = renderingData.commandBuffer;
ref var cameraData = ref renderingData.cameraData;
if (IsActiveForCamera(ref cameraData))
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
// Material settings...
cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)MaterialSettings.materialDebugMode);
cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)MaterialSettings.vertexAttributeDebugMode);
cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)MaterialSettings.materialValidationMode);
// Rendering settings...
cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)RenderingSettings.mipInfoMode);
cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)RenderingSettings.sceneOverrideMode);
cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)RenderingSettings.fullScreenDebugMode);
cmd.SetGlobalInteger(k_DebugMaxPixelCost, (int)RenderingSettings.maxOverdrawCount);
cmd.SetGlobalInteger(k_DebugValidationModeId, (int)RenderingSettings.validationMode);
cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red);
cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue);
// Lighting settings...
cmd.SetGlobalFloat(k_DebugLightingModeId, (int)LightingSettings.lightingDebugMode);
cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)LightingSettings.lightingFeatureFlags);
// Set-up any other persistent properties...
cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red);
if (HDRDebugViewIsActive(ref cameraData))
m_HDRDebugViewPass.Setup(LightingSettings.hdrDebugMode);
}
else
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
internal void Render(RenderGraph renderGraph, ref RenderingData renderingData, TextureHandle srcColor, TextureHandle overlayTexture, TextureHandle dstColor)
{
ref var cameraData = ref renderingData.cameraData;
if (IsActiveForCamera(ref cameraData) && HDRDebugViewIsActive(ref cameraData))
{
m_HDRDebugViewPass.RenderHDRDebug(renderGraph, ref renderingData, srcColor, overlayTexture, dstColor, LightingSettings.hdrDebugMode);
}
}
#region DebugRendererLists
internal DebugRendererLists CreateRendererListsWithDebugRenderState(
ScriptableRenderContext context,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
debug.CreateRendererListsWithDebugRenderState(context, ref renderingData, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
return debug;
}
internal DebugRendererLists CreateRendererListsWithDebugRenderState(
RenderGraph renderGraph,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
debug.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
return debug;
}
#endregion
}
internal class DebugRendererLists
{
private readonly DebugHandler m_DebugHandler;
readonly FilteringSettings m_FilteringSettings;
List<DebugRenderSetup> m_DebugRenderSetups = new List<DebugRenderSetup>(2);
List<RendererList> m_ActiveDebugRendererList = new List<RendererList>(2);
List<RendererListHandle> m_ActiveDebugRendererListHdl = new List<RendererListHandle>(2);
public DebugRendererLists(DebugHandler debugHandler,
FilteringSettings filteringSettings)
{
m_DebugHandler = debugHandler;
m_FilteringSettings = filteringSettings;
}
private void CreateDebugRenderSetups(FilteringSettings filteringSettings)
{
var sceneOverrideMode = m_DebugHandler.DebugDisplaySettings.renderingSettings.sceneOverrideMode;
var numIterations = ((sceneOverrideMode == DebugSceneOverrideMode.SolidWireframe) || (sceneOverrideMode == DebugSceneOverrideMode.ShadedWireframe)) ? 2 : 1;
for (var i = 0; i < numIterations; i++)
m_DebugRenderSetups.Add(new DebugRenderSetup(m_DebugHandler, i, filteringSettings));
}
void DisposeDebugRenderLists()
{
foreach (var debugRenderSetup in m_DebugRenderSetups)
{
debugRenderSetup.Dispose();
}
m_DebugRenderSetups.Clear();
m_ActiveDebugRendererList.Clear();
m_ActiveDebugRendererListHdl.Clear();
}
internal void CreateRendererListsWithDebugRenderState(
ScriptableRenderContext context,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
CreateDebugRenderSetups(filteringSettings);
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
RendererList rendererList = new RendererList();
RenderingUtils.CreateRendererListWithRenderStateBlock(context, renderingData, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererList);
m_ActiveDebugRendererList.Add((rendererList));
}
}
internal void CreateRendererListsWithDebugRenderState(
RenderGraph renderGraph,
ref RenderingData renderingData,
ref DrawingSettings drawingSettings,
ref FilteringSettings filteringSettings,
ref RenderStateBlock renderStateBlock)
{
CreateDebugRenderSetups(filteringSettings);
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
RendererListHandle rendererListHdl = new RendererListHandle();
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, renderingData, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererListHdl);
m_ActiveDebugRendererListHdl.Add((rendererListHdl));
}
}
internal void PrepareRendererListForRasterPass(IRasterRenderGraphBuilder builder)
{
foreach (RendererListHandle rendererListHdl in m_ActiveDebugRendererListHdl)
{
builder.UseRendererList(rendererListHdl);
}
}
internal void DrawWithRendererList(RasterCommandBuffer cmd)
{
foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
{
debugRenderSetup.Begin(cmd);
RendererList rendererList = new RendererList();
if (m_ActiveDebugRendererList.Count > 0)
{
rendererList = m_ActiveDebugRendererList[debugRenderSetup.GetIndex()];
}
else if(m_ActiveDebugRendererListHdl.Count > 0)
{
rendererList = m_ActiveDebugRendererListHdl[debugRenderSetup.GetIndex()];
}
debugRenderSetup.DrawWithRendererList(cmd, ref rendererList);
debugRenderSetup.End(cmd);
}
DisposeDebugRenderLists();
}
}
}