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Add memory RT name/information everywhere

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sebastienlagarde 7 年前
当前提交
116379ee
共有 17 个文件被更改,包括 92 次插入46 次删除
  1. 16
      ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
  2. 15
      ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs
  3. 1
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
  4. 2
      ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
  5. 22
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  6. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
  7. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs
  8. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionSystemInternal.cs
  9. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
  10. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs
  11. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
  13. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
  14. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  15. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  17. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs

16
ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs


ClearRenderTarget(cmd, clearFlag, clearColor);
}
public static string GetRenderTargetAutoName(int width, int height, RenderTextureFormat format, string name = "", bool mips = false, bool enableMSAA = false, MSAASamples msaaSamples = MSAASamples.None)
{
string temp;
if (enableMSAA)
temp = string.Format("RT_{0}x{1}_{2}_{3}{4}", width, height, format, mips ? "_Mips" : "", msaaSamples.ToString());
else
temp = string.Format("RT_{0}x{1}_{2}_{3}", width, height, format, mips ? "_Mips" : "");
if (name != "")
{
temp = String.Format("{0}_{1}", name, temp);
}
return temp;
}
public static void ClearCubemap(CommandBuffer cmd, RenderTexture renderTexture, Color clearColor, bool clearMips = false)
{
int mipCount = 1;

15
ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs


if (category == RTCategory.MSAA)
rt.antiAliasing = (int)s_ScaledRTCurrentMSAASamples;
rt.name = CoreUtils.GetRenderTargetAutoName(width, height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: s_ScaledRTCurrentMSAASamples);
static string GetAutomaticName(int width, int height, RenderTextureFormat format)
{
return "RenderTarget_" + width + "x" + height + "_" + format.ToString();
}
// This method wraps around regular RenderTexture creation.
// There is no specific logic applied to RenderTextures created this way.

useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = name == "" ? GetAutomaticName(width, height, colorFormat) : name
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
};
rt.Create();

newRT.useScaling = false;
newRT.m_EnableRandomWrite = enableRandomWrite;
newRT.m_EnableMSAA = enableMSAA;
newRT.m_Name = name;
return newRT;
}

useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = name == "" ? GetAutomaticName(width, height, colorFormat) : name
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips : useMipMap, enableMSAA: allocForMSAA, msaaSamples : s_ScaledRTCurrentMSAASamples)
};
rt.Create();

rth.m_EnableRandomWrite = enableRandomWrite;
rth.useScaling = true;
rth.m_Name = name;
s_AutoSizedRTs.Add(rth);
return rth;
}

RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2];
bool m_EnableMSAA = false;
bool m_EnableRandomWrite = false;
string m_Name;
Vector2 scaleFactor = Vector2.one;
ScaleFunc scaleFunc;

useDynamicScale = refRT.useDynamicScale,
vrUsage = refRT.vrUsage,
memorylessMode = refRT.memorylessMode,
name = refRT.name
name = CoreUtils.GetRenderTargetAutoName(refRT.width, refRT.height, refRT.format, m_Name, mips : refRT.useMipMap)
};
newRT.Create();

1
ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs


m_Shadowmap.hideFlags = HideFlags.DontSaveInEditor | HideFlags.DontSaveInBuild;
m_Shadowmap.dimension = TextureDimension.Tex2DArray;
m_Shadowmap.volumeDepth = (int) m_Slices;
m_Shadowmap.name = CoreUtils.GetRenderTargetAutoName(shadowmap.width, shadowmap.height, shadowmap.format, "Shadow", mips : shadowmap.useMipMap);
m_ShadowmapId = new RenderTargetIdentifier( m_Shadowmap );
}

2
ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs


using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering;

for (int m = 0; m < m_NumPanoMipLevels; m++)
{
m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
m_StagingRTs[m].name = CoreUtils.GetRenderTargetAutoName(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), RenderTextureFormat.ARGBHalf, String.Format("PanaCache{0}", m));
}
if (m_CubeBlitMaterial)

22
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_SSSBufferManager.InitSSSBuffers(m_GbufferManager, m_Asset.renderPipelineSettings);
m_CameraColorBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB : false, enableRandomWrite: true, enableMSAA: true);
m_CameraSssDiffuseLightingBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true);
m_CameraColorBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB : false, enableRandomWrite: true, enableMSAA: true, name : "CameraColor");
m_CameraSssDiffuseLightingBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "CameraSSSDiffuseLighting");
m_CameraDepthStencilBuffer = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.Depth24, colorFormat: RenderTextureFormat.Depth, filterMode: FilterMode.Point, bindTextureMS: true, enableMSAA: true);
m_CameraDepthStencilBuffer = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.Depth24, colorFormat: RenderTextureFormat.Depth, filterMode: FilterMode.Point, bindTextureMS: true, enableMSAA: true, name: "CameraDepthStencil");
m_CameraDepthBufferCopy = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.Depth24, colorFormat: RenderTextureFormat.Depth, filterMode: FilterMode.Point, bindTextureMS: true, enableMSAA: true);
m_CameraDepthBufferCopy = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.Depth24, colorFormat: RenderTextureFormat.Depth, filterMode: FilterMode.Point, bindTextureMS: true, enableMSAA: true, name: "CameraDepthStencilCopy");
m_CameraStencilBufferCopy = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.None, colorFormat: RenderTextureFormat.R8, sRGB: false, filterMode: FilterMode.Point, enableMSAA: true); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_CameraStencilBufferCopy = RTHandle.Alloc(Vector2.one, depthBufferBits: DepthBits.None, colorFormat: RenderTextureFormat.R8, sRGB: false, filterMode: FilterMode.Point, enableMSAA: true, name: "CameraStencilCopy"); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_AmbientOcclusionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Bilinear, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true);
m_AmbientOcclusionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Bilinear, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "AmbientOcclusion");
m_VelocityBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetVelocityBufferFormat(), sRGB: Builtin.GetVelocityBufferSRGBFlag(), enableMSAA: true);
m_VelocityBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetVelocityBufferFormat(), sRGB: Builtin.GetVelocityBufferSRGBFlag(), enableMSAA: true, name: "Velocity");
m_DistortionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetDistortionBufferFormat(), sRGB: Builtin.GetDistortionBufferSRGBFlag());
m_DistortionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetDistortionBufferFormat(), sRGB: Builtin.GetDistortionBufferSRGBFlag(), name: "Distortion");
m_DeferredShadowBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, enableRandomWrite: true);
m_DeferredShadowBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, enableRandomWrite: true, name: "DeferredShadow");
m_DebugColorPickerBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false);
m_DebugFullScreenTempBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false);
m_DebugColorPickerBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, name: "DebugColorPicker");
m_DebugFullScreenTempBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, name: "DebugFullScreen");
}
}

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs


void Initialize()
{
if(m_TempRenderTexture == null)
if (m_TempRenderTexture == null)
m_TempRenderTexture.hideFlags = HideFlags.HideAndDontSave;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_ConvolutionTargetTexture.hideFlags = HideFlags.HideAndDontSave;
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflectionConvolution", mips: true);
m_ConvolutionTargetTexture.Create();
m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial("Hidden/SRP/BlitCubeTextureFace");

public void Release()
{
if(m_TextureCache != null)
if (m_TextureCache != null)
if(m_TempRenderTexture != null)
if (m_TempRenderTexture != null)
if (m_ConvolutionTargetTexture != null)
{
m_ConvolutionTargetTexture.Release();
m_ConvolutionTargetTexture = null;
}
m_ProbeBakingState = null;
}

RenderTexture convolutionSourceTexture = null;
if (texture2D != null)
{
// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
// 1) to a format for which we can generate mip maps
// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
// 1) to a format for which we can generate mip maps
// 2) to the proper reflection probe cache size
var sizeMismatch = texture2D.width != m_ProbeSize || texture2D.height != m_ProbeSize;
var formatMismatch = texture2D.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs


using UnityEngine.Rendering;
using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

{
// Temporary RT used for convolution and compression
m_TempRenderTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);
m_TempRenderTexture.hideFlags = HideFlags.HideAndDontSave;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_ConvolutionTargetTexture.hideFlags = HideFlags.HideAndDontSave;
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_ConvolutionTargetTexture.Create();
m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial("Hidden/SRP/BlitCubeTextureFace");

public void Release()
{
if(m_TextureCache != null)
if (m_TextureCache != null)
if(m_TempRenderTexture != null)
if (m_TempRenderTexture != null)
}
if (m_ConvolutionTargetTexture != null)
{
m_ConvolutionTargetTexture.Release();
m_ConvolutionTargetTexture = null;
}
m_ProbeBakingState = null;
}

RenderTexture convolutionSourceTexture = null;
if (cubeTexture != null)
{
// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
// 1) to a format for which we can generate mip maps
// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
// 1) to a format for which we can generate mip maps
// 2) to the proper reflection probe cache size
bool sizeMismatch = cubeTexture.width != m_ProbeSize || cubeTexture.height != m_ProbeSize;
bool formatMismatch = cubeTexture.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionSystemInternal.cs


using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline.Internal

public RenderTexture NewRenderTarget(PlanarReflectionProbe probe)
{
var rt = new RenderTexture(m_Parameters.planarReflectionProbeSize, m_Parameters.planarReflectionProbeSize, 0, RenderTextureFormat.ARGBHalf);
// No hide and don't save for this one
rt.name = "PlanarProbeRT " + probe.name;
rt.name = CoreUtils.GetRenderTargetAutoName(m_Parameters.planarReflectionProbeSize, m_Parameters.planarReflectionProbeSize, RenderTextureFormat.ARGBHalf, "PlanarProbeRT");
rt.Create();
return rt;
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs


for (int i = 0; i < n; i++)
{
this.lightingRTEX[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
this.lightingRTEX[i].hideFlags = HideFlags.HideAndDontSave;
this.lightingRTEX[i].name = CoreUtils.GetRenderTargetAutoName(w, h, RenderTextureFormat.ARGBHalf, String.Format("Volumetric{0}", i));
this.lightingRTID[i] = new RenderTargetIdentifier(this.lightingRTEX[i]);
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs


for (int dbufferIndex = 0; dbufferIndex < m_BufferCount; ++dbufferIndex)
{
m_RTs[dbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point);
m_RTs[dbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: "DBuffer");
m_HTile = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true); // Enable UAV
m_HTile = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "DBufferHTile"); // Enable UAV
}
override public void DestroyBuffers()

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs


for (int gbufferIndex = 0; gbufferIndex < m_GBufferCount; ++gbufferIndex)
{
m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point);
m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: "GBuffer");
m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID;
m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];

{
m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMaskSRGBFlag(), filterMode: FilterMode.Point);
m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMaskSRGBFlag(), filterMode: FilterMode.Point, name: "GBufferShadowMask");
m_RTIDs[m_GBufferCount] = new RenderTargetIdentifier(m_RTs[m_GBufferCount]);
m_TextureShaderIDs[m_GBufferCount] = HDShaderIDs._ShadowMaskTexture;
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs


m_GgxIblSampleData.autoGenerateMips = false;
m_GgxIblSampleData.enableRandomWrite = true;
m_GgxIblSampleData.filterMode = FilterMode.Point;
m_GgxIblSampleData.name = CoreUtils.GetRenderTargetAutoName(m_GgxIblMaxSampleCount, k_GgxIblMipCountMinusOne, RenderTextureFormat.ARGBHalf, "GGXIblSampleData");
m_GgxIblSampleData.Create();
m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs


using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline

m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.hideFlags = HideFlags.HideAndDontSave;
m_PreIntegratedFGD.name = CoreUtils.GetRenderTargetAutoName(128, 128, RenderTextureFormat.ARGB2101010, "PreIntegratedFGD");
m_PreIntegratedFGD.Create();
m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


{
// In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
// TODO: Provide a way to reuse a render target
m_ColorMRTs[0] = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true);
m_ColorMRTs[0] = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true, name: "SSSBuffer");
m_ExternalBuffer[0] = false;
}
else

if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer())
{
// Caution: must be same format as m_CameraSssDiffuseLightingBuffer
m_CameraFilteringBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true); // Enable UAV
m_CameraFilteringBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "SSSCameraFiltering"); // Enable UAV
m_HTile = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true); // Enable UAV
m_HTile = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "SSSHtile"); // Enable UAV
}
public RTHandle GetSSSBuffer(int index)

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs


public void CreateBuffers()
{
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false);
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true); // Need randomReadWrite because we downsample the first mip with a compute shader.
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, name: "ColorPymarid");
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
}
public void DestroyBuffers()

for (int i = currentLodCount; i < lodCount; ++i)
{
int mipIndexCopy = i + 1; // Don't remove this copy! It's important for the value to be correctly captured by the lambda.
RTHandle newMip = RTHandle.Alloc(size => CalculatePyramidMipSize(CalculatePyramidSize(size), mipIndexCopy), colorFormat: format, sRGB: false, enableRandomWrite: true, useMipMap: false, filterMode: FilterMode.Bilinear);
RTHandle newMip = RTHandle.Alloc(size => CalculatePyramidMipSize(CalculatePyramidSize(size), mipIndexCopy), colorFormat: format, sRGB: false, enableRandomWrite: true, useMipMap: false, filterMode: FilterMode.Bilinear, name: string.Format("PyramidMip{0}", i));
mipList.Add(newMip);
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


{
m_VisualSky.skySettings = GetSkySetting(VolumeManager.instance.stack);
m_BakingSky.skySettings = SkyManager.GetBakingSkySettings();
// Update needs to happen before testing if the component is active other internal data structure are not properly updated yet.
VolumeManager.instance.Update(m_LightingOverrideVolumeStack, camera.camera.transform, m_LightingOverrideLayerMask);
if(VolumeManager.instance.IsComponentActiveInMask<VisualEnvironment>(m_LightingOverrideLayerMask))

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


// Reallocate everything
if (m_SkyboxCubemapRT == null)
{
m_SkyboxCubemapRT = RTHandle.Alloc(resolution, resolution, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear);
m_SkyboxCubemapRT = RTHandle.Alloc(resolution, resolution, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear, name: "SkyboxCubemap");
m_SkyboxGGXCubemapRT = RTHandle.Alloc(resolution, resolution, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear);
m_SkyboxGGXCubemapRT = RTHandle.Alloc(resolution, resolution, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear, name: "SkyboxGGXCubemap");
}
if (m_SupportsMIS && (m_SkyboxConditionalCdfRT == null))

int height = (int)LightSamplingParameters.TextureHeight;
// + 1 because we store the value of the integral of the cubemap at the end of the texture.
m_SkyboxMarginalRowCdfRT = RTHandle.Alloc(height + 1, 1, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: false, enableRandomWrite: true, filterMode: FilterMode.Point);
m_SkyboxMarginalRowCdfRT = RTHandle.Alloc(height + 1, 1, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: false, enableRandomWrite: true, filterMode: FilterMode.Point, name: "SkyboxMarginalRowCdf");
m_SkyboxMarginalRowCdfRT = RTHandle.Alloc(width, height, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: false, enableRandomWrite: true, filterMode: FilterMode.Point);
m_SkyboxMarginalRowCdfRT = RTHandle.Alloc(width, height, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: false, enableRandomWrite: true, filterMode: FilterMode.Point, name: "SkyboxMarginalRowCdf");
}
m_CubemapScreenSize = new Vector4((float)resolution, (float)resolution, 1.0f / (float)resolution, 1.0f / (float)resolution);

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