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Add platform support check

/main
Sebastien Lagarde 7 年前
当前提交
46d72597
共有 1 个文件被更改,包括 58 次插入2 次删除
  1. 60
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

60
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


RTHandle m_DebugColorPickerBuffer;
RTHandle m_DebugFullScreenTempBuffer;
bool m_FullScreenDebugPushed;
bool m_NoRendering; // False by default mean we render normally, true mean we don't render anything
public Material GetBlitMaterial() { return m_Blit; }

m_GPUCopy,
new TexturePadding(asset.renderPipelineResources.texturePaddingCS)
);
m_BufferPyramid = new BufferPyramid(bufferPyramidProcessor);
m_BufferPyramid = new BufferPyramid(bufferPyramidProcessor);
EncodeBC6H.DefaultInstance = EncodeBC6H.DefaultInstance ?? new EncodeBC6H(asset.renderPipelineResources.encodeBC6HCS);

Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode");
}
#endif
m_NoRendering = false;
if (!IsSupportedPlatform())
{
Debug.LogError("Platform " + SystemInfo.operatingSystem + " with device " + SystemInfo.graphicsDeviceType.ToString() + " is not supported, no rendering will occur");
m_NoRendering = true;
}
}
bool IsSupportedPlatform()
{
if (!SystemInfo.supportsComputeShaders)
return false;
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
{
return true;
}
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
{
string os = SystemInfo.operatingSystem;
// Metal support depends on OS version:
// macOS 10.11.x doesn't have tessellation / earlydepthstencil support, early driver versions were buggy in general
// macOS 10.12.x should usually work with AMD, but issues with Intel/Nvidia GPUs. Regardless of the GPU, there are issues with MTLCompilerService crashing with some shaders
// macOS 10.13.x is expected to work, and if it's a driver/shader compiler issue, there's still hope on getting it fixed to next shipping OS patch release
//
// Has worked experimentally with iOS in the past, but it's not currently supported
//
if (os.StartsWith("Mac"))
{
// TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least
int startIndex = os.LastIndexOf(" ");
var parts = os.Substring(startIndex + 1).Split('.');
int a = Convert.ToInt32(parts[0]);
int b = Convert.ToInt32(parts[1]);
// In case in the future there's a need to disable specific patch releases
// int c = Convert.ToInt32(parts[2]);
if (a >= 10 && b >= 13)
return true;
}
}
return false;
}
void UnsetRenderingFeatures()

ReflectionProbeCullResults m_ReflectionProbeCullResults;
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
if (m_NoRendering)
return;
base.Render(renderContext, cameras);
RenderPipeline.BeginFrameRendering(cameras);

needFallback = false;
}
}
if (needFallback)
{
// If the override layer is "Everything", we fall-back to "Everything" for the current layer mask to avoid issues by having no current layer

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