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531 行
25 KiB
531 行
25 KiB
using System;
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using System.Diagnostics;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class <c>ScriptableRenderer</c> implements a rendering strategy. It describes how culling and lighting works and
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/// the effects supported.
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///
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/// A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup
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/// and describe a list of <c>ScriptableRenderPass</c> to execute in a frame. The renderer can be extended to support more effect with additional
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/// <c>ScriptableRendererFeature</c>. Resources for the renderer are serialized in <c>ScriptableRendererData</c>.
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///
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/// he renderer resources are serialized in <c>ScriptableRendererData</c>.
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/// <seealso cref="ScriptableRendererData"/>
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/// <seealso cref="ScriptableRendererFeature"/>
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/// <seealso cref="ScriptableRenderPass"/>
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/// </summary>
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[MovedFrom("UnityEngine.Rendering.LWRP")] public abstract class ScriptableRenderer
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{
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void SetShaderTimeValues(float time, float deltaTime, float smoothDeltaTime, CommandBuffer cmd = null)
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{
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// We make these parameters to mirror those described in `https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
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float timeEights = time / 8f;
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float timeFourth = time / 4f;
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float timeHalf = time / 2f;
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// Time values
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Vector4 timeVector = time * new Vector4(1f / 20f, 1f, 2f, 3f);
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Vector4 sinTimeVector = new Vector4(Mathf.Sin(timeEights), Mathf.Sin(timeFourth), Mathf.Sin(timeHalf), Mathf.Sin(time));
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Vector4 cosTimeVector = new Vector4(Mathf.Cos(timeEights), Mathf.Cos(timeFourth), Mathf.Cos(timeHalf), Mathf.Cos(time));
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Vector4 deltaTimeVector = new Vector4(deltaTime, 1f / deltaTime, smoothDeltaTime, 1f / smoothDeltaTime);
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Vector4 timeParametersVector = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f);
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if (cmd == null)
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{
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Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector);
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Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector);
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Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector);
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Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector);
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Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector);
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}
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else
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{
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cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector);
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cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector);
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cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector);
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cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector);
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cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector);
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}
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}
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public RenderTargetIdentifier cameraColorTarget
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{
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get => m_CameraColorTarget;
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}
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public RenderTargetIdentifier cameraDepth
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{
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get => m_CameraDepthTarget;
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}
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protected List<ScriptableRendererFeature> rendererFeatures
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{
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get => m_RendererFeatures;
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}
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protected List<ScriptableRenderPass> activeRenderPassQueue
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{
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get => m_ActiveRenderPassQueue;
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}
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static class RenderPassBlock
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{
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// Executes render passes that are inputs to the main rendering
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// but don't depend on camera state. They all render in monoscopic mode. f.ex, shadow maps.
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public static readonly int BeforeRendering = 0;
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// Main bulk of render pass execution. They required camera state to be properly set
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// and when enabled they will render in stereo.
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public static readonly int MainRendering = 1;
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// Execute after Post-processing.
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public static readonly int AfterRendering = 2;
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}
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const int k_RenderPassBlockCount = 3;
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List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>(32);
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List<ScriptableRendererFeature> m_RendererFeatures = new List<ScriptableRendererFeature>(10);
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RenderTargetIdentifier m_CameraColorTarget;
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RenderTargetIdentifier m_CameraDepthTarget;
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bool m_FirstCameraRenderPassExecuted = false;
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const string k_SetCameraRenderStateTag = "Clear Render State";
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const string k_SetRenderTarget = "Set RenderTarget";
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const string k_ReleaseResourcesTag = "Release Resources";
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static RenderTargetIdentifier m_ActiveColorAttachment;
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static RenderTargetIdentifier m_ActiveDepthAttachment;
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static bool m_InsideStereoRenderBlock;
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internal static void ConfigureActiveTarget(RenderTargetIdentifier colorAttachment,
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RenderTargetIdentifier depthAttachment)
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{
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m_ActiveColorAttachment = colorAttachment;
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m_ActiveDepthAttachment = depthAttachment;
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}
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public ScriptableRenderer(ScriptableRendererData data)
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{
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foreach (var feature in data.rendererFeatures)
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{
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if (feature == null)
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continue;
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feature.Create();
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m_RendererFeatures.Add(feature);
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}
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Clear();
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}
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/// <summary>
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/// Configures the camera target.
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/// </summary>
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/// <param name="colorTarget">Camera color target. Pass BuiltinRenderTextureType.CameraTarget if rendering to backbuffer.</param>
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/// <param name="depthTarget">Camera depth target. Pass BuiltinRenderTextureType.CameraTarget if color has depth or rendering to backbuffer.</param>
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public void ConfigureCameraTarget(RenderTargetIdentifier colorTarget, RenderTargetIdentifier depthTarget)
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{
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m_CameraColorTarget = colorTarget;
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m_CameraDepthTarget = depthTarget;
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}
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/// <summary>
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/// Configures the render passes that will execute for this renderer.
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/// This method is called per-camera every frame.
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/// </summary>
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/// <param name="context">Use this render context to issue any draw commands during execution.</param>
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/// <param name="renderingData">Current render state information.</param>
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/// <seealso cref="ScriptableRenderPass"/>
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/// <seealso cref="ScriptableRendererFeature"/>
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public abstract void Setup(ScriptableRenderContext context, ref RenderingData renderingData);
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/// <summary>
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/// Override this method to implement the lighting setup for the renderer. You can use this to
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/// compute and upload light CBUFFER for example.
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/// </summary>
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/// <param name="context">Use this render context to issue any draw commands during execution.</param>
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/// <param name="renderingData">Current render state information.</param>
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public virtual void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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/// <summary>
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/// Override this method to configure the culling parameters for the renderer. You can use this to configure if
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/// lights should be culled per-object or the maximum shadow distance for example.
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/// </summary>
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/// <param name="cullingParameters">Use this to change culling parameters used by the render pipeline.</param>
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/// <param name="cameraData">Current render state information.</param>
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public virtual void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
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ref CameraData cameraData)
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{
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}
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/// <summary>
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/// Called upon finishing camera rendering. You can release any resources created on setup here.
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/// </summary>
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/// <param name="cmd"></param>
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public virtual void FinishRendering(CommandBuffer cmd)
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{
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}
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/// <summary>
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/// Execute the enqueued render passes. This automatically handles editor and stereo rendering.
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/// </summary>
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/// <param name="context">Use this render context to issue any draw commands during execution.</param>
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/// <param name="renderingData">Current render state information.</param>
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public void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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Camera camera = renderingData.cameraData.camera;
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SetCameraRenderState(context, ref renderingData.cameraData);
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SortStable(m_ActiveRenderPassQueue);
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// Cache the time for after the call to `SetupCameraProperties` and set the time variables in shader
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// For now we set the time variables per camera, as we plan to remove `SetupCamearProperties`.
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// Setting the time per frame would take API changes to pass the variable to each camera render.
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// Once `SetupCameraProperties` is gone, the variable should be set higher in the call-stack.
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#if UNITY_EDITOR
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float time = Application.isPlaying ? Time.time : Time.realtimeSinceStartup;
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#else
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float time = Time.time;
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#endif
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float deltaTime = Time.deltaTime;
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float smoothDeltaTime = Time.smoothDeltaTime;
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SetShaderTimeValues(time, deltaTime, smoothDeltaTime);
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// Upper limits for each block. Each block will contains render passes with events below the limit.
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NativeArray<RenderPassEvent> blockEventLimits = new NativeArray<RenderPassEvent>(k_RenderPassBlockCount, Allocator.Temp);
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blockEventLimits[RenderPassBlock.BeforeRendering] = RenderPassEvent.BeforeRenderingPrepasses;
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blockEventLimits[RenderPassBlock.MainRendering] = RenderPassEvent.AfterRenderingPostProcessing;
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blockEventLimits[RenderPassBlock.AfterRendering] = (RenderPassEvent)Int32.MaxValue;
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NativeArray<int> blockRanges = new NativeArray<int>(blockEventLimits.Length + 1, Allocator.Temp);
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FillBlockRanges(blockEventLimits, blockRanges);
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blockEventLimits.Dispose();
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SetupLights(context, ref renderingData);
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// Before Render Block. This render blocks always execute in mono rendering.
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// Camera is not setup. Lights are not setup.
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// Used to render input textures like shadowmaps.
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ExecuteBlock(RenderPassBlock.BeforeRendering, blockRanges, context, ref renderingData);
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/// Configure shader variables and other unity properties that are required for rendering.
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/// * Setup Camera RenderTarget and Viewport
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/// * VR Camera Setup and SINGLE_PASS_STEREO props
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/// * Setup camera view, projection and their inverse matrices.
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/// * Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
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/// * Setup camera world clip planes properties
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/// * Setup HDR keyword
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/// * Setup global time properties (_Time, _SinTime, _CosTime)
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bool stereoEnabled = renderingData.cameraData.isStereoEnabled;
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context.SetupCameraProperties(camera, stereoEnabled);
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// Override time values from when `SetupCameraProperties` were called.
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// They might be a frame behind.
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// We can remove this after removing `SetupCameraProperties` as the values should be per frame, and not per camera.
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SetShaderTimeValues(time, deltaTime, smoothDeltaTime);
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if (stereoEnabled)
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BeginXRRendering(context, camera);
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// In this block main rendering executes.
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ExecuteBlock(RenderPassBlock.MainRendering, blockRanges, context, ref renderingData);
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DrawGizmos(context, camera, GizmoSubset.PreImageEffects);
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// In this block after rendering drawing happens, e.g, post processing, video player capture.
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ExecuteBlock(RenderPassBlock.AfterRendering, blockRanges, context, ref renderingData);
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if (stereoEnabled)
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EndXRRendering(context, camera);
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DrawGizmos(context, camera, GizmoSubset.PostImageEffects);
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InternalFinishRendering(context);
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blockRanges.Dispose();
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}
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/// <summary>
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/// Enqueues a render pass for execution.
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/// </summary>
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/// <param name="pass">Render pass to be enqueued.</param>
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public void EnqueuePass(ScriptableRenderPass pass)
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{
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m_ActiveRenderPassQueue.Add(pass);
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}
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/// <summary>
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/// Returns a clear flag based on CameraClearFlags.
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/// </summary>
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/// <param name="cameraClearFlags">Camera clear flags.</param>
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/// <returns>A clear flag that tells if color and/or depth should be cleared.</returns>
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protected static ClearFlag GetCameraClearFlag(CameraClearFlags cameraClearFlags)
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{
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#if UNITY_EDITOR
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// We need public API to tell if FrameDebugger is active and enabled. In that case
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// we want to force a clear to see properly the drawcall stepping.
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// For now, to fix FrameDebugger in Editor, we force a clear.
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cameraClearFlags = CameraClearFlags.SolidColor;
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#endif
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// LWRP doesn't support CameraClearFlags.DepthOnly and CameraClearFlags.Nothing.
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// CameraClearFlags.DepthOnly has the same effect of CameraClearFlags.SolidColor
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// CameraClearFlags.Nothing clears Depth on PC/Desktop and in mobile it clears both
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// depth and color.
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// CameraClearFlags.Skybox clears depth only.
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// Implementation details:
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// Camera clear flags are used to initialize the attachments on the first render pass.
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// ClearFlag is used together with Tile Load action to figure out how to clear the camera render target.
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// In Tile Based GPUs ClearFlag.Depth + RenderBufferLoadAction.DontCare becomes DontCare load action.
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// While ClearFlag.All + RenderBufferLoadAction.DontCare become Clear load action.
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// In mobile we force ClearFlag.All as DontCare doesn't have noticeable perf. difference from Clear
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// and this avoid tile clearing issue when not rendering all pixels in some GPUs.
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// In desktop/consoles there's actually performance difference between DontCare and Clear.
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// RenderBufferLoadAction.DontCare in PC/Desktop behaves as not clearing screen
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// RenderBufferLoadAction.DontCare in Vulkan/Metal behaves as DontCare load action
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// RenderBufferLoadAction.DontCare in GLES behaves as glInvalidateBuffer
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// Always clear on first render pass in mobile as it's same perf of DontCare and avoid tile clearing issues.
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if (Application.isMobilePlatform)
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return ClearFlag.All;
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if ((cameraClearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null) ||
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cameraClearFlags == CameraClearFlags.Nothing)
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return ClearFlag.Depth;
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return ClearFlag.All;
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}
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// Initialize Camera Render State
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// Place all per-camera rendering logic that is generic for all types of renderers here.
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void SetCameraRenderState(ScriptableRenderContext context, ref CameraData cameraData)
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{
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// Reset per-camera shader keywords. They are enabled depending on which render passes are executed.
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CommandBuffer cmd = CommandBufferPool.Get(k_SetCameraRenderStateTag);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadows);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadowCascades);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsVertex);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsPixel);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.SoftShadows);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive);
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// Required by VolumeSystem / PostProcessing.
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VolumeManager.instance.Update(cameraData.volumeTrigger, cameraData.volumeLayerMask);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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internal void Clear()
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{
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m_CameraColorTarget = BuiltinRenderTextureType.CameraTarget;
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m_CameraDepthTarget = BuiltinRenderTextureType.CameraTarget;
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m_ActiveColorAttachment = BuiltinRenderTextureType.CameraTarget;
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m_ActiveDepthAttachment = BuiltinRenderTextureType.CameraTarget;
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m_FirstCameraRenderPassExecuted = false;
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m_InsideStereoRenderBlock = false;
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m_ActiveRenderPassQueue.Clear();
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}
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void ExecuteBlock(int blockIndex, NativeArray<int> blockRanges,
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ScriptableRenderContext context, ref RenderingData renderingData, bool submit = false)
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{
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int endIndex = blockRanges[blockIndex + 1];
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for (int currIndex = blockRanges[blockIndex]; currIndex < endIndex; ++currIndex)
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{
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var renderPass = m_ActiveRenderPassQueue[currIndex];
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ExecuteRenderPass(context, renderPass, ref renderingData);
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}
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if (submit)
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context.Submit();
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}
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void ExecuteRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(k_SetRenderTarget);
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renderPass.Configure(cmd, renderingData.cameraData.cameraTargetDescriptor);
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RenderTargetIdentifier passColorAttachment = renderPass.colorAttachment;
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RenderTargetIdentifier passDepthAttachment = renderPass.depthAttachment;
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ref CameraData cameraData = ref renderingData.cameraData;
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// When render pass doesn't call ConfigureTarget we assume it's expected to render to camera target
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// which might be backbuffer or the framebuffer render textures.
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if (!renderPass.overrideCameraTarget)
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{
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passColorAttachment = m_CameraColorTarget;
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passDepthAttachment = m_CameraDepthTarget;
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}
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if (passColorAttachment == m_CameraColorTarget && !m_FirstCameraRenderPassExecuted)
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{
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m_FirstCameraRenderPassExecuted = true;
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Camera camera = cameraData.camera;
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ClearFlag clearFlag = GetCameraClearFlag(camera.clearFlags);
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SetRenderTarget(cmd, m_CameraColorTarget, m_CameraDepthTarget, clearFlag,
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CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor));
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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if (cameraData.isStereoEnabled)
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{
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context.StartMultiEye(cameraData.camera);
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XRUtils.DrawOcclusionMesh(cmd, cameraData.camera);
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}
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}
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// Only setup render target if current render pass attachments are different from the active ones
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else if (passColorAttachment != m_ActiveColorAttachment || passDepthAttachment != m_ActiveDepthAttachment)
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SetRenderTarget(cmd, passColorAttachment, passDepthAttachment, renderPass.clearFlag, renderPass.clearColor);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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renderPass.Execute(context, ref renderingData);
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}
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void BeginXRRendering(ScriptableRenderContext context, Camera camera)
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{
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context.StartMultiEye(camera);
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m_InsideStereoRenderBlock = true;
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}
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void EndXRRendering(ScriptableRenderContext context, Camera camera)
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{
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context.StopMultiEye(camera);
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context.StereoEndRender(camera);
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m_InsideStereoRenderBlock = false;
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}
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internal static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor)
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{
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m_ActiveColorAttachment = colorAttachment;
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m_ActiveDepthAttachment = depthAttachment;
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RenderBufferLoadAction colorLoadAction = clearFlag != ClearFlag.None ?
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RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
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RenderBufferLoadAction depthLoadAction = ((uint)clearFlag & (uint)ClearFlag.Depth) != 0 ?
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RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
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TextureDimension dimension = (m_InsideStereoRenderBlock) ? XRGraphics.eyeTextureDesc.dimension : TextureDimension.Tex2D;
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SetRenderTarget(cmd, colorAttachment, colorLoadAction, RenderBufferStoreAction.Store,
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depthAttachment, depthLoadAction, RenderBufferStoreAction.Store, clearFlag, clearColor, dimension);
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}
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static void SetRenderTarget(
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CommandBuffer cmd,
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RenderTargetIdentifier colorAttachment,
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RenderBufferLoadAction colorLoadAction,
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RenderBufferStoreAction colorStoreAction,
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ClearFlag clearFlags,
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Color clearColor,
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TextureDimension dimension)
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{
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if (dimension == TextureDimension.Tex2DArray)
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CoreUtils.SetRenderTarget(cmd, colorAttachment, clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
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else
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CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor);
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}
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static void SetRenderTarget(
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CommandBuffer cmd,
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RenderTargetIdentifier colorAttachment,
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RenderBufferLoadAction colorLoadAction,
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RenderBufferStoreAction colorStoreAction,
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RenderTargetIdentifier depthAttachment,
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RenderBufferLoadAction depthLoadAction,
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RenderBufferStoreAction depthStoreAction,
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ClearFlag clearFlags,
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Color clearColor,
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TextureDimension dimension)
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{
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if (depthAttachment == BuiltinRenderTextureType.CameraTarget)
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{
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SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor,
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dimension);
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}
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else
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{
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if (dimension == TextureDimension.Tex2DArray)
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CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment,
|
|
clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
|
|
else
|
|
CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction,
|
|
depthAttachment, depthLoadAction, depthStoreAction, clearFlags, clearColor);
|
|
}
|
|
}
|
|
|
|
[Conditional("UNITY_EDITOR")]
|
|
void DrawGizmos(ScriptableRenderContext context, Camera camera, GizmoSubset gizmoSubset)
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (UnityEditor.Handles.ShouldRenderGizmos())
|
|
context.DrawGizmos(camera, gizmoSubset);
|
|
#endif
|
|
}
|
|
|
|
// Fill in render pass indices for each block. End index is startIndex + 1.
|
|
void FillBlockRanges(NativeArray<RenderPassEvent> blockEventLimits, NativeArray<int> blockRanges)
|
|
{
|
|
int currRangeIndex = 0;
|
|
int currRenderPass = 0;
|
|
blockRanges[currRangeIndex++] = 0;
|
|
|
|
// For each block, it finds the first render pass index that has an event
|
|
// higher than the block limit.
|
|
for (int i = 0; i < blockEventLimits.Length - 1; ++i)
|
|
{
|
|
while (currRenderPass < m_ActiveRenderPassQueue.Count &&
|
|
m_ActiveRenderPassQueue[currRenderPass].renderPassEvent < blockEventLimits[i])
|
|
currRenderPass++;
|
|
|
|
blockRanges[currRangeIndex++] = currRenderPass;
|
|
}
|
|
|
|
blockRanges[currRangeIndex] = m_ActiveRenderPassQueue.Count;
|
|
}
|
|
|
|
void InternalFinishRendering(ScriptableRenderContext context)
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get(k_ReleaseResourcesTag);
|
|
|
|
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
|
|
m_ActiveRenderPassQueue[i].FrameCleanup(cmd);
|
|
|
|
FinishRendering(cmd);
|
|
Clear();
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
internal static void SortStable(List<ScriptableRenderPass> list)
|
|
{
|
|
int j;
|
|
for (int i = 1; i < list.Count; ++i)
|
|
{
|
|
ScriptableRenderPass curr = list[i];
|
|
|
|
j = i - 1;
|
|
for (; j >= 0 && curr < list[j]; --j)
|
|
list[j + 1] = list[j];
|
|
|
|
list[j + 1] = curr;
|
|
}
|
|
}
|
|
}
|
|
}
|