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Failing to allocate shadow maps no longer throws an exception but just raises an error.

/sample_game
Julien Ignace 7 年前
当前提交
024ca3bf
共有 2 个文件被更改,包括 17 次插入5 次删除
  1. 20
      Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  2. 2
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs

20
Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs


ShadowDataVector shadowVector = m_ShadowCtxt.shadowDatas;
ShadowPayloadVector payloadVector = m_ShadowCtxt.payloads;
m_ShadowIndices.Reset( m_TmpRequests.Count() );
AllocateShadows( frameId, camera, cameraRelativeRendering, lights, totalGranted, ref m_TmpRequests, ref m_ShadowIndices, ref shadowVector, ref payloadVector );
if (!AllocateShadows(frameId, camera, cameraRelativeRendering, lights, totalGranted, ref m_TmpRequests, ref m_ShadowIndices, ref shadowVector, ref payloadVector))
{
shadowRequestsCount = 0;
return;
}
Debug.Assert( m_TmpRequests.Count() == m_ShadowIndices.Count() );
m_ShadowCtxt.shadowDatas = shadowVector;
m_ShadowCtxt.payloads = payloadVector;

m_TmpSortKeys.ExtractTo( ref shadowRequests, (long idx) => { return (int) idx; } );
}
protected override void AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref ShadowRequestVector grantedRequests, ref ShadowIndicesVector shadowIndices, ref ShadowDataVector shadowDatas, ref ShadowPayloadVector shadowmapPayload )
protected override bool AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref ShadowRequestVector grantedRequests, ref ShadowIndicesVector shadowIndices, ref ShadowDataVector shadowDatas, ref ShadowPayloadVector shadowmapPayload )
{
ShadowData sd = new ShadowData();
shadowDatas.Reserve( totalGranted );

smidx++;
}
if( smidx == k_MaxShadowmapPerType )
throw new ArgumentException("The requested shadows do not fit into any shadowmap.");
{
Debug.LogError("The requested shadows do not fit into any shadowmap.");
return false;
}
}
// final step for shadowmaps that only gather data during the previous loop and do the actual allocation once they have all the data.

throw new ArgumentException( "Shadow allocation failed in the ReserveFinalize step." );
{
Debug.LogError("Shadow allocation failed in the ReserveFinalize step." );
return false;
}
return true;
}
public override void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)

2
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs


// prune the shadow requests - may modify shadowRequests and shadowsCountshadowRequestsCount
protected abstract void PruneShadowCasters( Camera camera, List<VisibleLight> lights, ref VectorArray<int> shadowRequests, ref VectorArray<ShadowmapBase.ShadowRequest> requestsGranted, out uint totalRequestCount );
// allocate the shadow requests in the shadow map, only is called if shadowsCount > 0 - may modify shadowRequests and shadowsCount
protected abstract void AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref VectorArray<ShadowmapBase.ShadowRequest> grantedRequests, ref VectorArray<int> shadowIndices, ref VectorArray<ShadowData> shadowmapDatas, ref VectorArray<ShadowPayload> shadowmapPayload );
protected abstract bool AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref VectorArray<ShadowmapBase.ShadowRequest> grantedRequests, ref VectorArray<int> shadowIndices, ref VectorArray<ShadowData> shadowmapDatas, ref VectorArray<ShadowPayload> shadowmapPayload );
public abstract uint GetShadowMapCount();
public abstract uint GetShadowMapSliceCount(uint shadowMapIndex);

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