using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Copy the given depth buffer into the given destination depth buffer.
///
/// You can use this pass to copy a depth buffer to a destination,
/// so you can use it later in rendering. If the source texture has MSAA
/// enabled, the pass uses a custom MSAA resolve. If the source texture
/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
/// operation, depending on what the current platform supports.
///
internal class CopyDepthPass : ScriptableRenderPass
{
private RenderTargetHandle source { get; set; }
private RenderTargetHandle destination { get; set; }
Material m_CopyDepthMaterial;
const string m_ProfilerTag = "Copy Depth";
public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial)
{
m_CopyDepthMaterial = copyDepthMaterial;
renderPassEvent = evt;
}
///
/// Configure the pass with the source and destination to execute on.
///
/// Source Render Target
/// Destination Render Targt
public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
var descriptor = cameraTextureDescriptor;
descriptor.colorFormat = RenderTextureFormat.Depth;
descriptor.depthBufferBits = 32; //TODO: do we really need this. double check;
descriptor.msaaSamples = 1;
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_CopyDepthMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
return;
}
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTargetIdentifier depthSurface = source.Identifier();
RenderTargetIdentifier copyDepthSurface = destination.Identifier();
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
int cameraSamples = descriptor.msaaSamples;
// TODO: we don't need a command buffer here. We can set these via Material.Set* API
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
if (cameraSamples > 1)
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
if (cameraSamples == 4)
{
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
}
else
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
}
Blit(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial);
}
else
{
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
CopyTexture(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, Material material)
{
// TODO: In order to issue a copyTexture we need to also check if source and dest have same size
//if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
// cmd.CopyTexture(source, dest);
//else
Blit(cmd, source, dest, material);
}
///
public override void FrameCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
cmd.ReleaseTemporaryRT(destination.id);
destination = RenderTargetHandle.CameraTarget;
}
}
}