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- Removed useless shadow atlases from HDRP

- Added debug texture name to all our caches
- Fixed a few leaks (rendertexture, materials, ...)
/2018.1
Julien Ignace 6 年前
当前提交
1d0cc9c2
共有 12 个文件被更改,包括 128 次插入99 次删除
  1. 12
      ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
  2. 23
      ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  5. 105
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  6. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl
  7. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
  8. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
  9. 25
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs
  10. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
  11. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs

12
ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs


return temp;
}
public static string GetTextureAutoName(int width, int height, TextureFormat format, TextureDimension dim = TextureDimension.None, string name = "", bool mips = false, int depth = 0)
{
string temp;
if(depth == 0)
temp = string.Format("{0}x{1}_{2}{3}", width, height, format, mips ? "_Mips" : "");
else
temp = string.Format("{0}x{1}x{2}_{3}{4}", width, height, depth, format, mips ? "_Mips" : "");
temp = String.Format("{0}_{1}_{2}", name == "" ? "Texture" : name, (dim == TextureDimension.None) ? "" : dim.ToString(), temp);
return temp;
}
public static void ClearCubemap(CommandBuffer cmd, RenderTexture renderTexture, Color clearColor, bool clearMips = false)
{
int mipCount = 1;

23
ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs


{
private Texture2DArray m_Cache;
public TextureCache2D(string cacheName = "")
: base(cacheName)
{
}
public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
{
var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);

m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp
wrapMode = TextureWrapMode.Clamp,
name = CoreUtils.GetTextureAutoName(width, height, format, TextureDimension.Tex2DArray, depth: numTextures, name: m_CacheName)
};
return res;

private int m_CubeMipLevelPropName;
private int m_cubeSrcTexPropName;
public TextureCacheCubemap(string cacheName = "")
: base(cacheName)
{
}
public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
{
if (!TextureCache.supportsCubemapArrayTextures)

wrapMode = TextureWrapMode.Repeat,
wrapModeV = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0
anisoLevel = 0,
name = CoreUtils.GetTextureAutoName(panoWidthTop, panoHeightTop, format, TextureDimension.Tex2DArray, depth: numCubeMaps, name: m_CacheName)
};
m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1;

hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering
anisoLevel = 0, // It is important to set 0 here, else unity force anisotropy filtering
name = CoreUtils.GetTextureAutoName(width, width, format, TextureDimension.CubeArray, depth: numCubeMaps, name: m_CacheName)
};
}

public abstract class TextureCache
{
protected int m_NumMipLevels;
protected string m_CacheName;
public static bool isMobileBuildTarget
{

// assert(m_SliceArray[m_SortedIdxArray[q-1]].CountLRU>=m_SliceArray[m_SortedIdxArray[q]].CountLRU);
}
protected TextureCache()
protected TextureCache(string cacheName)
m_CacheName = cacheName;
m_NumTextures = 0;
m_NumMipLevels = 0;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


{
if (m_DecalAtlas == null)
{
m_DecalAtlas = new TextureCache2D();
m_DecalAtlas = new TextureCache2D("DecalAtlas");
m_DecalAtlas.AllocTextureArray(2048, 128, 128, TextureFormat.RGBA32, true);
}
return m_DecalAtlas;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_SSSBufferManager.Cleanup();
m_SkyManager.Cleanup();
m_VolumetricLightingModule.Cleanup();
m_IBLFilterGGX.Cleanup();
DestroyRenderTextures();

105
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


atlasInit.shadowClearShader = resources.shadowClearShader;
atlasInit.shadowBlurMoments = resources.shadowBlurMoments;
/*
// Code kept here for reference if we want to add VSM/MSM later on
varianceInit.baseInit.shadowmapFormat = ShadowVariance.GetFormat( false, false, true );
varianceInit.baseInit.shadowmapFormat = ShadowVariance.GetFormat(false, false, true);
varianceInit2.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, true, false );
varianceInit2.baseInit.shadowmapFormat = ShadowVariance.GetFormat(true, true, false);
varianceInit3.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, false, true );
varianceInit3.baseInit.shadowmapFormat = ShadowVariance.GetFormat(true, false, true);
m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit), new ShadowVariance(ref varianceInit), new ShadowVariance(ref varianceInit2), new ShadowVariance(ref varianceInit3) };
*/
m_Shadowmaps = new ShadowmapBase[] { new ShadowVariance(ref varianceInit), new ShadowVariance(ref varianceInit2), new ShadowVariance(ref varianceInit3), new ShadowAtlas(ref atlasInit) };
m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) };
ShadowContext.SyncDel syncer = (ShadowContext sc) =>
{

cb.SetGlobalBuffer(HDShaderIDs._ShadowDatasExp, s_ShadowDataBuffer);
cb.SetGlobalBuffer(HDShaderIDs._ShadowPayloads, s_ShadowPayloadBuffer);
// bind textures
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[0]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[1]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[2]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[3]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[0]);
// Code kept here for reference if we want to add VSM/MSM later on
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[1]);
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[2]);
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[3])
// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
};

{
if (m_Shadowmaps != null)
{
(m_Shadowmaps[0] as ShadowAtlas).Dispose();
(m_Shadowmaps[1] as ShadowAtlas).Dispose();
(m_Shadowmaps[2] as ShadowAtlas).Dispose();
(m_Shadowmaps[3] as ShadowAtlas).Dispose();
foreach(var shadowMap in m_Shadowmaps)
{
(shadowMap as ShadowAtlas).Dispose();
}
m_Shadowmaps = null;
}
m_ShadowMgr = null;

public static readonly Vector3 k_BoxCullingExtentThreshold = Vector3.one * 0.01f;
// Static keyword is required here else we get a "DestroyBuffer can only be called from the main thread"
static ComputeBuffer s_DirectionalLightDatas = null;
static ComputeBuffer s_LightDatas = null;
static ComputeBuffer s_EnvLightDatas = null;
static ComputeBuffer s_shadowDatas = null;
static ComputeBuffer s_DecalDatas = null;
ComputeBuffer m_DirectionalLightDatas = null;
ComputeBuffer m_LightDatas = null;
ComputeBuffer m_EnvLightDatas = null;
ComputeBuffer m_shadowDatas = null;
ComputeBuffer m_DecalDatas = null;
static Texture2DArray s_DefaultTexture2DArray;
static Cubemap s_DefaultTextureCube;
Texture2DArray m_DefaultTexture2DArray;
Cubemap m_DefaultTextureCube;
PlanarReflectionProbeCache m_ReflectionPlanarProbeCache;
ReflectionProbeCache m_ReflectionProbeCache;

for (int i = 0, c = Mathf.Max(1, hdAsset.renderPipelineSettings.lightLoopSettings.maxPlanarReflectionProbes); i < c; ++i)
m_Env2DCaptureVP.Add(Matrix4x4.identity);
s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
s_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
s_DecalDatas = new ComputeBuffer(k_MaxDecalsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DecalData)));
m_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
m_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
m_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
m_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
m_DecalDatas = new ComputeBuffer(k_MaxDecalsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DecalData)));
m_CookieTexArray = new TextureCache2D();
m_CookieTexArray = new TextureCache2D("Cookie");
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeCookieTexArray = new TextureCacheCubemap("Cookie");
m_CubeCookieTexArray.AllocTextureArray(gLightLoopSettings.cubeCookieTexArraySize, gLightLoopSettings.pointCookieSize, TextureFormat.RGBA32, true, m_CubeToPanoMaterial);
TextureFormat probeCacheFormat = gLightLoopSettings.reflectionCacheCompressed ? TextureFormat.BC6H : TextureFormat.RGBAHalf;

int index = GetDeferredLightingMaterialIndex(outputSplitLighting, lightLoopTilePass, shadowMask, debugDisplay);
m_deferredLightingMaterial[index] = CoreUtils.CreateEngineMaterial(m_Resources.deferredShader);
m_deferredLightingMaterial[index].name = string.Format("{0}_{1}", m_Resources.deferredShader.name, index);
CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "OUTPUT_SPLIT_LIGHTING", outputSplitLighting == 1);
CoreUtils.SelectKeyword(m_deferredLightingMaterial[index], "LIGHTLOOP_TILE_PASS", "LIGHTLOOP_SINGLE_PASS", lightLoopTilePass == 1);
CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "SHADOWS_SHADOWMASK", shadowMask == 1);

}
}
s_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
s_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
s_DefaultTexture2DArray.Apply();
m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
m_DefaultTexture2DArray.hideFlags = HideFlags.HideAndDontSave;
m_DefaultTexture2DArray.name = CoreUtils.GetTextureAutoName(1, 1, TextureFormat.ARGB32, depth: 1, dim: TextureDimension.Tex2DArray, name: "LightLoopDefault");
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
m_DefaultTexture2DArray.Apply();
s_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
s_DefaultTextureCube.Apply();
m_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
m_DefaultTextureCube.Apply();
InitShadowSystem(hdAsset, shadowSettings);
}

DeinitShadowSystem();
CoreUtils.SafeRelease(s_DirectionalLightDatas);
CoreUtils.SafeRelease(s_LightDatas);
CoreUtils.SafeRelease(s_EnvLightDatas);
CoreUtils.SafeRelease(s_shadowDatas);
CoreUtils.SafeRelease(s_DecalDatas);
CoreUtils.Destroy(m_DefaultTexture2DArray);
CoreUtils.Destroy(m_DefaultTextureCube);
CoreUtils.SafeRelease(m_DirectionalLightDatas);
CoreUtils.SafeRelease(m_LightDatas);
CoreUtils.SafeRelease(m_EnvLightDatas);
CoreUtils.SafeRelease(m_shadowDatas);
CoreUtils.SafeRelease(m_DecalDatas);
if (m_ReflectionProbeCache != null)
{

void UpdateDataBuffers()
{
s_DirectionalLightDatas.SetData(m_lightList.directionalLights);
s_LightDatas.SetData(m_lightList.lights);
s_EnvLightDatas.SetData(m_lightList.envLights);
s_shadowDatas.SetData(m_lightList.shadows);
s_DecalDatas.SetData(DecalSystem.m_DecalDatas, 0, 0, Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen)); // don't add more than the size of the buffer
m_DirectionalLightDatas.SetData(m_lightList.directionalLights);
m_LightDatas.SetData(m_lightList.lights);
m_EnvLightDatas.SetData(m_lightList.envLights);
m_shadowDatas.SetData(m_lightList.shadows);
m_DecalDatas.SetData(DecalSystem.m_DecalDatas, 0, 0, Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen)); // don't add more than the size of the buffer
// These two buffers have been set in Rebuild()
s_ConvexBoundsBuffer.SetData(m_lightList.bounds);

cmd.SetGlobalTexture(HDShaderIDs._Env2DTextures, m_ReflectionPlanarProbeCache.GetTexCache());
cmd.SetGlobalMatrixArray(HDShaderIDs._Env2DCaptureVP, m_Env2DCaptureVP);
cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, s_DirectionalLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_DirectionalLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._LightDatas, s_LightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._LightDatas, m_LightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, m_EnvLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DecalDatas, s_DecalDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DecalDatas, m_DecalDatas);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, m_shadowDatas);
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(hdCamera));
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(hdCamera));

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl


//#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights
// directional
#define SHADOW_DISPATCH_DIR_TEX 3
#define SHADOW_DISPATCH_DIR_TEX 0
#define SHADOW_DISPATCH_DIR_SMP 0
#define SHADOW_DISPATCH_DIR_ALG GPUSHADOWALGORITHM_PCF_TENT_5X5 // all cascades
#define SHADOW_DISPATCH_DIR_ALG_0 GPUSHADOWALGORITHM_PCF_TENT_7X7 // 1st cascade

// point
#define SHADOW_DISPATCH_POINT_TEX 3
#define SHADOW_DISPATCH_POINT_TEX 0
#define SHADOW_DISPATCH_SPOT_TEX 3
#define SHADOW_DISPATCH_SPOT_TEX 0
#define SHADOW_DISPATCH_PUNC_TEX 3
#define SHADOW_DISPATCH_PUNC_TEX 0
#define SHADOW_DISPATCH_PUNC_SMP 0
#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl


StructuredBuffer<ShadowData> _ShadowDatasExp;
StructuredBuffer<int4> _ShadowPayloads;
// Currently we only use the PCF atlas.
// Keeping all other bindings for reference and for future PC dynamic shadow configuration as it's harmless anyway.
sc.tex2DArray[0] = _ShadowmapExp_VSM_0;
sc.tex2DArray[1] = _ShadowmapExp_VSM_1;
sc.tex2DArray[2] = _ShadowmapExp_VSM_2;
sc.tex2DArray[3] = _ShadowmapExp_PCF;
sc.samplers[0] = sampler_ShadowmapExp_VSM_0;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.tex2DArray[1] = _ShadowmapExp_VSM_0;
sc.tex2DArray[2] = _ShadowmapExp_VSM_1;
sc.tex2DArray[3] = _ShadowmapExp_VSM_2;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
sc.samplers[0] = sampler_ShadowmapExp_VSM_0;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
return sc;
}

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs


m_ProbeSize = probeSize;
m_CacheSize = cacheSize;
m_TextureCache = new TextureCache2D();
m_TextureCache = new TextureCache2D("PlanarReflectionProbe");
m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeSize, probeFormat, isMipmaped);
m_IBLFilterGGX = iblFilter;

m_TempRenderTexture.dimension = TextureDimension.Tex2D;
m_TempRenderTexture.useMipMap = true;
m_TempRenderTexture.autoGenerateMips = false;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflectionTemp", mips : true);
m_TempRenderTexture.Create();
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);

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

25
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs


m_ProbeSize = probeSize;
m_CacheSize = cacheSize;
m_TextureCache = new TextureCacheCubemap();
m_TextureCache = new TextureCacheCubemap("ReflectionProbe");
m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeFormat, isMipmaped, m_CubeToPano);
m_IBLFilterGGX = iblFilter;

m_TempRenderTexture.dimension = TextureDimension.Cube;
m_TempRenderTexture.useMipMap = true;
m_TempRenderTexture.autoGenerateMips = false;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "ReflectionProbeTemp", mips : true);
m_TempRenderTexture.Create();
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);

m_ConvolutionTargetTexture.autoGenerateMips = false;
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "ReflectionProbeConvolution", mips : true);
m_ConvolutionTargetTexture.Create();
InitializeProbeBakingStates();

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

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs


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

var lookAt = Matrix4x4.LookAt(Vector3.zero, CoreUtils.lookAtList[i], CoreUtils.upVectorList[i]);
m_faceWorldToViewMatrixMatrices[i] = lookAt * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. ...
}
}
public void Cleanup()
{
CoreUtils.Destroy(m_GgxConvolveMaterial);
CoreUtils.Destroy(m_GgxIblSampleData);
}
void FilterCubemapCommon( CommandBuffer cmd,

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs


{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
filterMode = FilterMode.Bilinear,
name = CoreUtils.GetTextureAutoName(k_LtcLUTResolution, k_LtcLUTResolution, TextureFormat.RGBAHalf, depth: 3, dim: TextureDimension.Tex2DArray, name: "LTC_LUT")
};
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);

public override void Cleanup()
{
CoreUtils.Destroy(m_InitPreFGD);
CoreUtils.Destroy(m_PreIntegratedFGD);
CoreUtils.Destroy(m_LtcData);
// TODO: how to delete RenderTexture ? or do we need to do it ?
m_isInit = false;

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


public void Cleanup()
{
CoreUtils.Destroy(m_StandardSkyboxMaterial);
CoreUtils.Destroy(m_BlitCubemapMaterial);
CoreUtils.Destroy(m_OpaqueAtmScatteringMaterial);
m_BakingSky.Cleanup();
m_VisualSky.Cleanup();

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