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645 行
26 KiB
645 行
26 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering
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{
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public delegate Vector2Int ScaleFunc(Vector2Int size);
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public struct RTHandleProperties
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{
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public Vector2Int previousViewportSize; // Size set as reference at the previous frame
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public Vector2Int previousRenderTargetSize; // Size of the render targets at the previous frame
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public Vector2Int currentViewportSize; // Size set as reference at the current frame
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public Vector2Int currentRenderTargetSize; // Size of the render targets at the current frame
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// Scale factor from RTHandleSystem max size to requested reference size (referenceSize/maxSize)
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// (x,y) current frame (z,w) last frame (this is only used for buffered RTHandle Systems
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public Vector4 rtHandleScale;
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}
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public partial class RTHandleSystem : IDisposable
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{
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public enum ResizeMode
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{
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Auto,
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OnDemand
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}
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// Parameters for auto-scaled Render Textures
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bool m_HardwareDynamicResRequested = false;
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bool m_ScaledRTSupportsMSAA = false;
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MSAASamples m_ScaledRTCurrentMSAASamples = MSAASamples.None;
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HashSet<RTHandle> m_AutoSizedRTs;
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RTHandle[] m_AutoSizedRTsArray; // For fast iteration
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HashSet<RTHandle> m_ResizeOnDemandRTs;
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RTHandleProperties m_RTHandleProperties;
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public RTHandleProperties rtHandleProperties { get { return m_RTHandleProperties; } }
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int m_MaxWidths = 0;
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int m_MaxHeights = 0;
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public RTHandleSystem()
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{
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m_AutoSizedRTs = new HashSet<RTHandle>();
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m_ResizeOnDemandRTs = new HashSet<RTHandle>();
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m_MaxWidths = 1;
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m_MaxHeights = 1;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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// Call this once to set the initial size and allow msaa targets or not.
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public void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples)
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{
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Debug.Assert(m_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture.");
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m_MaxWidths = width;
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m_MaxHeights = height;
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m_ScaledRTSupportsMSAA = scaledRTsupportsMSAA;
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m_ScaledRTCurrentMSAASamples = scaledRTMSAASamples;
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m_HardwareDynamicResRequested = DynamicResolutionHandler.instance.RequestsHardwareDynamicResolution();
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}
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public void Release(RTHandle rth)
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{
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if (rth != null)
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{
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Assert.AreEqual(this, rth.m_Owner);
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rth.Release();
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}
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}
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internal void Remove(RTHandle rth)
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{
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m_AutoSizedRTs.Remove(rth);
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}
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public void SetReferenceSize(int width, int height, MSAASamples msaaSamples)
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{
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m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize;
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m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize;
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Vector2 lastFrameMaxSize = new Vector2(GetMaxWidth(), GetMaxHeight());
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width = Mathf.Max(width, 1);
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height = Mathf.Max(height, 1);
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bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight();
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bool msaaSamplesChanged = (msaaSamples != m_ScaledRTCurrentMSAASamples);
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if (sizeChanged || msaaSamplesChanged)
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{
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Resize(width, height, msaaSamples, sizeChanged, msaaSamplesChanged);
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}
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m_RTHandleProperties.currentViewportSize = new Vector2Int(width, height);
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m_RTHandleProperties.currentRenderTargetSize = new Vector2Int(GetMaxWidth(), GetMaxHeight());
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if (DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled())
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{
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m_RTHandleProperties.rtHandleScale = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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else
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{
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Vector2 maxSize = new Vector2(GetMaxWidth(), GetMaxHeight());
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Vector2 scaleCurrent = m_RTHandleProperties.currentViewportSize / maxSize;
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Vector2 scalePrevious = m_RTHandleProperties.previousViewportSize / lastFrameMaxSize;
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m_RTHandleProperties.rtHandleScale = new Vector4(scaleCurrent.x, scaleCurrent.y, scalePrevious.x, scalePrevious.y);
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}
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}
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public void SetHardwareDynamicResolutionState(bool enableHWDynamicRes)
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{
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if(enableHWDynamicRes != m_HardwareDynamicResRequested && m_AutoSizedRTsArray != null)
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{
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m_HardwareDynamicResRequested = enableHWDynamicRes;
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rth = m_AutoSizedRTsArray[i];
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// Grab the render texture
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var renderTexture = rth.m_RT;
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if(renderTexture)
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{
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// Free the previous version
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renderTexture.Release();
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renderTexture.useDynamicScale = m_HardwareDynamicResRequested && rth.m_EnableHWDynamicScale;
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// Create the render texture
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renderTexture.Create();
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}
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}
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}
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}
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public void SwitchResizeMode(RTHandle rth, ResizeMode mode)
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{
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// Don't do anything is scaling isn't enabled on this RT
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// TODO: useScaling should probably be moved to ResizeMode.Fixed or something
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if (!rth.useScaling)
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return;
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switch (mode)
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{
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case ResizeMode.OnDemand:
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m_AutoSizedRTs.Remove(rth);
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m_ResizeOnDemandRTs.Add(rth);
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break;
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case ResizeMode.Auto:
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// Resize now so it is consistent with other auto resize RTHs
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if (m_ResizeOnDemandRTs.Contains(rth))
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DemandResize(rth);
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m_ResizeOnDemandRTs.Remove(rth);
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m_AutoSizedRTs.Add(rth);
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break;
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}
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}
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public void DemandResize(RTHandle rth)
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{
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Assert.IsTrue(m_ResizeOnDemandRTs.Contains(rth), "The RTHandle is not an resize on demand handle in this RTHandleSystem. Please call SwitchToResizeOnDemand(rth, true) before resizing on demand.");
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// Grab the render texture
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var rt = rth.m_RT;
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rth.referenceSize = new Vector2Int(m_MaxWidths, m_MaxHeights);
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var scaledSize = rth.GetScaledSize(rth.referenceSize);
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scaledSize = Vector2Int.Max(Vector2Int.one, scaledSize);
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// Did the size change?
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var sizeChanged = rt.width != scaledSize.x || rt.height != scaledSize.y;
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// If this is an MSAA texture, did the sample count change?
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var msaaSampleChanged = rth.m_EnableMSAA && rt.antiAliasing != (int)m_ScaledRTCurrentMSAASamples;
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if (sizeChanged || msaaSampleChanged)
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{
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// Free this render texture
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rt.Release();
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// Update the antialiasing count
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if (rth.m_EnableMSAA)
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rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
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// Update the size
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rt.width = scaledSize.x;
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rt.height = scaledSize.y;
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// Generate a new name
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rt.name = CoreUtils.GetRenderTargetAutoName(
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rt.width,
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rt.height,
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rt.volumeDepth,
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rt.format,
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rth.m_Name,
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mips: rt.useMipMap,
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enableMSAA: rth.m_EnableMSAA,
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msaaSamples: m_ScaledRTCurrentMSAASamples
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);
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// Create the new texture
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rt.Create();
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}
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}
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public int GetMaxWidth() { return m_MaxWidths; }
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public int GetMaxHeight() { return m_MaxHeights; }
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void Dispose(bool disposing)
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{
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if (disposing)
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{
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Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
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m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rt = m_AutoSizedRTsArray[i];
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Release(rt);
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}
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m_AutoSizedRTs.Clear();
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Array.Resize(ref m_AutoSizedRTsArray, m_ResizeOnDemandRTs.Count);
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m_ResizeOnDemandRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rt = m_AutoSizedRTsArray[i];
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Release(rt);
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}
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m_ResizeOnDemandRTs.Clear();
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m_AutoSizedRTsArray = null;
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}
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}
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void Resize(int width, int height, MSAASamples msaaSamples, bool sizeChanged, bool msaaSampleChanged)
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{
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m_MaxWidths = Math.Max(width, m_MaxWidths);
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m_MaxHeights = Math.Max(height, m_MaxHeights);
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m_ScaledRTCurrentMSAASamples = msaaSamples;
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var maxSize = new Vector2Int(m_MaxWidths, m_MaxHeights);
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Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
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m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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// Grab the RT Handle
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var rth = m_AutoSizedRTsArray[i];
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// If we are only processing MSAA sample count change, make sure this RT is an MSAA one
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if (!sizeChanged && msaaSampleChanged && !rth.m_EnableMSAA)
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{
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continue;
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}
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// Force its new reference size
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rth.referenceSize = maxSize;
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// Grab the render texture
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var renderTexture = rth.m_RT;
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// Free the previous version
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renderTexture.Release();
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// Get the scaled size
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var scaledSize = rth.GetScaledSize(maxSize);
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renderTexture.width = Mathf.Max(scaledSize.x, 1);
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renderTexture.height = Mathf.Max(scaledSize.y, 1);
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// If this is a msaa texture, make sure to update its msaa count
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if (rth.m_EnableMSAA)
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{
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renderTexture.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
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}
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// Regenerate the name
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renderTexture.name = CoreUtils.GetRenderTargetAutoName(renderTexture.width, renderTexture.height, renderTexture.volumeDepth, renderTexture.format, rth.m_Name, mips: renderTexture.useMipMap, enableMSAA: rth.m_EnableMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples);
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// Create the render texture
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renderTexture.Create();
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}
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}
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// This method wraps around regular RenderTexture creation.
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// There is no specific logic applied to RenderTextures created this way.
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public RTHandle Alloc(
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int width,
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int height,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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bool enableMSAA = msaaSamples != MSAASamples.None;
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if (!enableMSAA && bindTextureMS == true)
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{
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Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
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bindTextureMS = false;
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}
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// We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats
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RenderTexture rt;
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if (isShadowMap || depthBufferBits != DepthBits.None)
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{
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RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth;
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rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear)
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{
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hideFlags = HideFlags.HideAndDontSave,
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volumeDepth = slices,
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filterMode = filterMode,
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wrapMode = wrapMode,
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dimension = dimension,
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enableRandomWrite = enableRandomWrite,
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useMipMap = useMipMap,
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autoGenerateMips = autoGenerateMips,
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anisoLevel = anisoLevel,
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mipMapBias = mipMapBias,
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antiAliasing = (int)msaaSamples,
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bindTextureMS = bindTextureMS,
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useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
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memorylessMode = memoryless,
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name = CoreUtils.GetRenderTargetAutoName(width, height, slices, format, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
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};
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}
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else
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{
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rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat)
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{
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hideFlags = HideFlags.HideAndDontSave,
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volumeDepth = slices,
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filterMode = filterMode,
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wrapMode = wrapMode,
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dimension = dimension,
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enableRandomWrite = enableRandomWrite,
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useMipMap = useMipMap,
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autoGenerateMips = autoGenerateMips,
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anisoLevel = anisoLevel,
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mipMapBias = mipMapBias,
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antiAliasing = (int)msaaSamples,
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bindTextureMS = bindTextureMS,
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useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
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memorylessMode = memoryless,
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name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
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};
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}
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rt.Create();
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var newRT = new RTHandle(this);
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newRT.SetRenderTexture(rt);
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newRT.useScaling = false;
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newRT.m_EnableRandomWrite = enableRandomWrite;
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newRT.m_EnableMSAA = enableMSAA;
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newRT.m_EnableHWDynamicScale = useDynamicScale;
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newRT.m_Name = name;
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newRT.referenceSize = new Vector2Int(width, height);
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return newRT;
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}
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// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
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// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
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// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
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// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
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public RTHandle Alloc(
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Vector2 scaleFactor,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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bool enableMSAA = false,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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// If an MSAA target is requested, make sure the support was on
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if (enableMSAA)
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Debug.Assert(m_ScaledRTSupportsMSAA);
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int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth()), 1);
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int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight()), 1);
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var rth = AllocAutoSizedRenderTexture(width,
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height,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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isShadowMap,
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anisoLevel,
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mipMapBias,
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enableMSAA,
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bindTextureMS,
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useDynamicScale,
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memoryless,
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name
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);
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rth.referenceSize = new Vector2Int(width, height);
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rth.scaleFactor = scaleFactor;
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return rth;
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}
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//
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// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
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// the next POT). The function takes a Vec2 as parameter that holds max width & height
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// values for the current manager context and returns a Vec2 of the final size in pixels.
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//
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// var rth = Alloc(
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// size => new Vector2Int(size.x / 2, size.y),
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// [...]
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// );
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//
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public RTHandle Alloc(
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ScaleFunc scaleFunc,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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bool isShadowMap = false,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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bool enableMSAA = false,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
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string name = ""
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)
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{
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var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(), GetMaxHeight()));
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int width = Mathf.Max(scaleFactor.x, 1);
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int height = Mathf.Max(scaleFactor.y, 1);
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var rth = AllocAutoSizedRenderTexture(width,
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height,
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slices,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
|
|
isShadowMap,
|
|
anisoLevel,
|
|
mipMapBias,
|
|
enableMSAA,
|
|
bindTextureMS,
|
|
useDynamicScale,
|
|
memoryless,
|
|
name
|
|
);
|
|
|
|
rth.referenceSize = new Vector2Int(width, height);
|
|
|
|
rth.scaleFunc = scaleFunc;
|
|
return rth;
|
|
}
|
|
|
|
// Internal function
|
|
RTHandle AllocAutoSizedRenderTexture(
|
|
int width,
|
|
int height,
|
|
int slices,
|
|
DepthBits depthBufferBits,
|
|
GraphicsFormat colorFormat,
|
|
FilterMode filterMode,
|
|
TextureWrapMode wrapMode,
|
|
TextureDimension dimension,
|
|
bool enableRandomWrite,
|
|
bool useMipMap,
|
|
bool autoGenerateMips,
|
|
bool isShadowMap,
|
|
int anisoLevel,
|
|
float mipMapBias,
|
|
bool enableMSAA,
|
|
bool bindTextureMS,
|
|
bool useDynamicScale,
|
|
RenderTextureMemoryless memoryless,
|
|
string name
|
|
)
|
|
{
|
|
// Here user made a mistake in setting up msaa/bindMS, hence the warning
|
|
if (!enableMSAA && bindTextureMS == true)
|
|
{
|
|
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
|
|
bindTextureMS = false;
|
|
}
|
|
|
|
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
|
|
// Here we purposefully disable MSAA so we just force the bindMS param to false.
|
|
if (!allocForMSAA)
|
|
{
|
|
bindTextureMS = false;
|
|
}
|
|
|
|
// MSAA Does not support random read/write.
|
|
bool UAV = enableRandomWrite;
|
|
if (allocForMSAA && (UAV == true))
|
|
{
|
|
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'.");
|
|
UAV = false;
|
|
}
|
|
|
|
int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1;
|
|
|
|
// We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats
|
|
RenderTexture rt;
|
|
if (isShadowMap || depthBufferBits != DepthBits.None)
|
|
{
|
|
RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth;
|
|
rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear)
|
|
{
|
|
hideFlags = HideFlags.HideAndDontSave,
|
|
volumeDepth = slices,
|
|
filterMode = filterMode,
|
|
wrapMode = wrapMode,
|
|
dimension = dimension,
|
|
enableRandomWrite = UAV,
|
|
useMipMap = useMipMap,
|
|
autoGenerateMips = autoGenerateMips,
|
|
anisoLevel = anisoLevel,
|
|
mipMapBias = mipMapBias,
|
|
antiAliasing = msaaSamples,
|
|
bindTextureMS = bindTextureMS,
|
|
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
|
|
memorylessMode = memoryless,
|
|
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples)
|
|
};
|
|
}
|
|
else
|
|
{
|
|
rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat)
|
|
{
|
|
hideFlags = HideFlags.HideAndDontSave,
|
|
volumeDepth = slices,
|
|
filterMode = filterMode,
|
|
wrapMode = wrapMode,
|
|
dimension = dimension,
|
|
enableRandomWrite = UAV,
|
|
useMipMap = useMipMap,
|
|
autoGenerateMips = autoGenerateMips,
|
|
anisoLevel = anisoLevel,
|
|
mipMapBias = mipMapBias,
|
|
antiAliasing = msaaSamples,
|
|
bindTextureMS = bindTextureMS,
|
|
useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale,
|
|
memorylessMode = memoryless,
|
|
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples)
|
|
};
|
|
}
|
|
|
|
rt.Create();
|
|
|
|
var rth = new RTHandle(this);
|
|
rth.SetRenderTexture(rt);
|
|
rth.m_EnableMSAA = enableMSAA;
|
|
rth.m_EnableRandomWrite = enableRandomWrite;
|
|
rth.useScaling = true;
|
|
rth.m_EnableHWDynamicScale = useDynamicScale;
|
|
rth.m_Name = name;
|
|
m_AutoSizedRTs.Add(rth);
|
|
return rth;
|
|
}
|
|
|
|
public RTHandle Alloc(Texture texture)
|
|
{
|
|
var rth = new RTHandle(this);
|
|
rth.SetTexture(texture);
|
|
rth.m_EnableMSAA = false;
|
|
rth.m_EnableRandomWrite = false;
|
|
rth.useScaling = false;
|
|
rth.m_EnableHWDynamicScale = false;
|
|
rth.m_Name = "";
|
|
return rth;
|
|
}
|
|
|
|
public static RTHandle Alloc(RTHandle tex)
|
|
{
|
|
Debug.LogError("Allocation a RTHandle from another one is forbidden.");
|
|
return null;
|
|
}
|
|
|
|
|
|
public string DumpRTInfo()
|
|
{
|
|
string result = "";
|
|
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
|
|
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
|
|
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
|
|
{
|
|
var rt = m_AutoSizedRTsArray[i].rt;
|
|
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|