TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/RenderGraph/RenderGraphPass.cs

368 lines
13 KiB
C#

using System;
using System.Diagnostics;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
{
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
abstract class RenderGraphPass
{
public abstract void Execute(InternalRenderGraphContext renderGraphContext);
public abstract void Release(RenderGraphObjectPool pool);
public abstract bool HasRenderFunc();
public string name { get; protected set; }
public int index { get; protected set; }
public ProfilingSampler customSampler { get; protected set; }
public bool enableAsyncCompute { get; protected set; }
public bool allowPassCulling { get; protected set; }
public bool allowGlobalState { get; protected set; }
public TextureHandle depthBuffer { get; protected set; }
public TextureHandle[] colorBuffers { get; protected set; } = new TextureHandle[RenderGraph.kMaxMRTCount];
public int colorBufferMaxIndex { get; protected set; } = -1;
public int refCount { get; protected set; }
public bool generateDebugData { get; protected set; }
public bool allowRendererListCulling { get; protected set; }
public List<ResourceHandle>[] resourceReadLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<ResourceHandle>[] resourceWriteLists = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<ResourceHandle>[] transientResourceList = new List<ResourceHandle>[(int)RenderGraphResourceType.Count];
public List<RendererListHandle> usedRendererListList = new List<RendererListHandle>();
public RenderGraphPass()
{
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
{
resourceReadLists[i] = new List<ResourceHandle>();
resourceWriteLists[i] = new List<ResourceHandle>();
transientResourceList[i] = new List<ResourceHandle>();
}
}
public void Clear()
{
name = "";
index = -1;
customSampler = null;
for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
{
resourceReadLists[i].Clear();
resourceWriteLists[i].Clear();
transientResourceList[i].Clear();
}
usedRendererListList.Clear();
enableAsyncCompute = false;
allowPassCulling = true;
allowRendererListCulling = true;
allowGlobalState = false;
generateDebugData = true;
refCount = 0;
// Invalidate everything
colorBufferMaxIndex = -1;
depthBuffer = TextureHandle.nullHandle;
for (int i = 0; i < RenderGraph.kMaxMRTCount; ++i)
{
colorBuffers[i] = TextureHandle.nullHandle;
}
}
// Checks if the resource is involved in this pass
public bool IsTransient(in ResourceHandle res)
{
return transientResourceList[res.iType].Contains(res);
}
public bool IsWritten(in ResourceHandle res)
{
// You can only ever write to the latest version so we ignore it when looking in the list
for (int i = 0; i < resourceWriteLists[res.iType].Count; i++)
{
if (resourceWriteLists[res.iType][i].index == res.index)
{
return true;
}
}
return false;
}
public bool IsRead(in ResourceHandle res)
{
if (res.IsVersioned)
{
return resourceReadLists[res.iType].Contains(res);
}
else
{
// Just look if we are readying any version of this texture.
// Note that in theory this pass could read from several versions of the same texture
// e.g. ColorBuffer,v3 and ColorBuffer,v5 so this check is always conservative
for (int i = 0; i < resourceReadLists[res.iType].Count; i++)
{
if (resourceReadLists[res.iType][i].index == res.index)
{
return true;
}
}
return false;
}
}
public bool IsAttachment(in TextureHandle res)
{
if (res.handle.IsVersioned)
{
if (depthBuffer.handle == res.handle) return true;
for (int i = 0; i < colorBuffers.Length; i++)
{
if (colorBuffers[i].handle == res.handle) return true;
}
}
else
{
if (depthBuffer.handle.index == res.handle.index) return true;
for (int i = 0; i < colorBuffers.Length; i++)
{
if (colorBuffers[i].handle.index == res.handle.index) return true;
}
}
return false;
}
public void AddResourceWrite(in ResourceHandle res)
{
resourceWriteLists[res.iType].Add(res);
}
public void AddResourceRead(in ResourceHandle res)
{
resourceReadLists[res.iType].Add(res);
}
public void AddTransientResource(in ResourceHandle res)
{
transientResourceList[res.iType].Add(res);
}
public void UseRendererList(RendererListHandle rendererList)
{
usedRendererListList.Add(rendererList);
}
public void EnableAsyncCompute(bool value)
{
enableAsyncCompute = value;
}
public void AllowPassCulling(bool value)
{
allowPassCulling = value;
}
public void AllowRendererListCulling(bool value)
{
allowRendererListCulling = value;
}
public void AllowGlobalState(bool value)
{
allowGlobalState = value;
}
public void GenerateDebugData(bool value)
{
generateDebugData = value;
}
public void SetColorBuffer(TextureHandle resource, int index)
{
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
colorBufferMaxIndex = Math.Max(colorBufferMaxIndex, index);
colorBuffers[index] = resource;
AddResourceWrite(resource.handle);
}
// Sets up the color buffer for this pass but not any resource Read/Writes for it
public void SetColorBufferRaw(TextureHandle resource, int index)
{
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
if (colorBuffers[index].handle == resource.handle || colorBuffers[index].handle == TextureHandle.nullHandle.handle)
{
colorBufferMaxIndex = Math.Max(colorBufferMaxIndex, index);
colorBuffers[index] = resource;
}
else
{
throw new InvalidOperationException("You can only bind a single texture to an MRT index. Verify your indexes are correct.");
}
}
public void SetDepthBuffer(TextureHandle resource, DepthAccess flags)
{
depthBuffer = resource;
if ((flags & DepthAccess.Read) != 0)
AddResourceRead(resource.handle);
if ((flags & DepthAccess.Write) != 0)
AddResourceWrite(resource.handle);
}
// Sets up the depth buffer for this pass but not any resource Read/Writes for it
public void SetDepthBufferRaw(TextureHandle resource)
{
// If no depth buffer yet or it's the same one as previous allow the call otherwise log an error.
if (depthBuffer.handle == resource.handle || depthBuffer.handle == TextureHandle.nullHandle.handle)
{
depthBuffer = resource;
}
else
{
throw new InvalidOperationException("You can only set a single depth texture per pass.");
}
}
}
// This used to have an extra generic argument 'RenderGraphContext' abstracting the context and avoiding
// the RenderGraphPass/ComputeRenderGraphPass/RasterRenderGraphPass/LowLevelRenderGraphPass classes below
// but this confuses IL2CPP and causes garbage when boxing the context created (even though they are structs)
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal abstract class BaseRenderGraphPass<PassData> : RenderGraphPass
where PassData : class, new()
{
internal PassData data;
public void Initialize(int passIndex, PassData passData, string passName, ProfilingSampler sampler)
{
Clear();
index = passIndex;
data = passData;
name = passName;
customSampler = sampler;
}
}
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal sealed class RenderGraphPass<PassData> : BaseRenderGraphPass<PassData>
where PassData : class, new()
{
internal BaseRenderFunc<PassData, RenderGraphContext> renderFunc;
internal static RenderGraphContext c = new RenderGraphContext();
public override void Execute(InternalRenderGraphContext renderGraphContext)
{
c.FromInternalContext(renderGraphContext);
renderFunc(data, c);
}
public override void Release(RenderGraphObjectPool pool)
{
Clear();
pool.Release(data);
data = null;
renderFunc = null;
// We need to do the release from here because we need the final type.
pool.Release(this);
}
public override bool HasRenderFunc()
{
return renderFunc != null;
}
}
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal sealed class ComputeRenderGraphPass<PassData> : BaseRenderGraphPass<PassData>
where PassData : class, new()
{
internal BaseRenderFunc<PassData, ComputeGraphContext> renderFunc;
internal static ComputeGraphContext c = new ComputeGraphContext();
public override void Execute(InternalRenderGraphContext renderGraphContext)
{
c.FromInternalContext(renderGraphContext);
renderFunc(data, c);
}
public override void Release(RenderGraphObjectPool pool)
{
Clear();
pool.Release(data);
data = null;
renderFunc = null;
// We need to do the release from here because we need the final type.
pool.Release(this);
}
public override bool HasRenderFunc()
{
return renderFunc != null;
}
}
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal sealed class RasterRenderGraphPass<PassData> : BaseRenderGraphPass<PassData>
where PassData : class, new()
{
internal BaseRenderFunc<PassData, RasterGraphContext> renderFunc;
internal static RasterGraphContext c = new RasterGraphContext();
public override void Execute(InternalRenderGraphContext renderGraphContext)
{
c.FromInternalContext(renderGraphContext);
renderFunc(data, c);
}
public override void Release(RenderGraphObjectPool pool)
{
Clear();
pool.Release(data);
data = null;
renderFunc = null;
// We need to do the release from here because we need the final type.
pool.Release(this);
}
public override bool HasRenderFunc()
{
return renderFunc != null;
}
}
[DebuggerDisplay("RenderPass: {name} (Index:{index} Async:{enableAsyncCompute})")]
internal sealed class LowLevelRenderGraphPass<PassData> : BaseRenderGraphPass<PassData>
where PassData : class, new()
{
internal BaseRenderFunc<PassData, LowLevelGraphContext> renderFunc;
internal static LowLevelGraphContext c = new LowLevelGraphContext();
public override void Execute(InternalRenderGraphContext renderGraphContext)
{
c.FromInternalContext(renderGraphContext);
renderFunc(data, c);
}
public override void Release(RenderGraphObjectPool pool)
{
Clear();
pool.Release(data);
data = null;
renderFunc = null;
// We need to do the release from here because we need the final type.
pool.Release(this);
}
public override bool HasRenderFunc()
{
return renderFunc != null;
}
}
}