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Script support for XR in LightweightPipeline

Script changes were relatively trivial.

The only real tricky part I ran into was that I had to change the temporary RT release point to after the final blit, because of how texture arrays work right now if you need to blit between them.  If the reference is released too early, the texture is freed just before the blit.  This only affects the Stereo Instanced path.
/RenderPassXR_Sandbox
robbiesri 8 年前
当前提交
a3b2bb83
共有 1 个文件被更改,包括 64 次插入25 次删除
  1. 89
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

89
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


using System;
using UnityEngine.Rendering;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{

private RenderTargetIdentifier m_CameraRTID;
private bool m_RenderToIntermediateTarget = false;
private bool m_IntermediateTextureArray = false;
private const int kShadowDepthBufferBits = 16;
private const int kCameraDepthBufferBits = 32;

{
base.Render(context, cameras);
bool stereoEnabled = XRSettings.isDeviceActive;
if (!CullResults.GetCullingParameters(camera, out cullingParameters))
if (!CullResults.GetCullingParameters(camera, stereoEnabled, out cullingParameters))
continue;
cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance, camera.farClipPlane);

lightData.shadowsRendered = RenderShadows(ref m_CullResults, ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, ref context);
// Setup camera matrices and RT
context.SetupCameraProperties(camera);
context.SetupCameraProperties(camera, stereoEnabled);
// Setup light and shadow shader constants
SetupShaderLightConstants(visibleLights, ref lightData, ref m_CullResults, ref context);

if (!lightData.isSingleDirectionalLight)
configuration |= RendererConfiguration.PerObjectLightIndices8;
BeginForwardRendering(camera, ref context);
BeginForwardRendering(camera, ref context, stereoEnabled);
// Render Opaques
var litSettings = new DrawRendererSettings(m_CullResults, camera, m_LitPassName);

context.DrawRenderers(ref litSettings);
// Release temporary RT
var discardRT = CommandBufferPool.Get();
discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
discardRT.ReleaseTemporaryRT(m_CameraRTProperty);
context.ExecuteCommandBuffer(discardRT);
CommandBufferPool.Release(discardRT);
// TODO: Check skybox shader
context.DrawSkybox(camera);

context.DrawRenderers(ref litSettings);
context.DrawRenderers(ref unlitSettings);
EndForwardRendering(camera, ref context);
EndForwardRendering(camera, ref context, stereoEnabled);
// Release temporary RT
var discardRT = CommandBufferPool.Get();
discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
discardRT.ReleaseTemporaryRT(m_CameraRTProperty);
context.ExecuteCommandBuffer(discardRT);
CommandBufferPool.Release(discardRT);
}
context.Submit();

return (type == LightType.Directional || type == LightType.Spot);
}
private void BeginForwardRendering(Camera camera, ref ScriptableRenderContext context)
private void BeginForwardRendering(Camera camera, ref ScriptableRenderContext context, bool stereoEnabled)
if (stereoEnabled)
context.StartMultiEye(camera);
m_RenderToIntermediateTarget = GetRenderToIntermediateTarget(camera);
var cmd = CommandBufferPool.Get("SetCameraRenderTarget");

{
cmd.GetTemporaryRT(m_CameraRTProperty, Screen.width, Screen.height, kCameraDepthBufferBits,
FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, m_Asset.MSAASampleCount);
cmd.SetRenderTarget(m_CameraRTID);
m_IntermediateTextureArray = false;
if (stereoEnabled)
{
RenderTextureDescriptor xrDesc = XRSettings.eyeTextureDesc;
xrDesc.depthBufferBits = kCameraDepthBufferBits;
xrDesc.colorFormat = RenderTextureFormat.ARGB32;
xrDesc.msaaSamples = m_Asset.MSAASampleCount;
m_IntermediateTextureArray = (xrDesc.dimension == TextureDimension.Tex2DArray);
cmd.GetTemporaryRT(m_CameraRTProperty, xrDesc, FilterMode.Bilinear);
}
else
{
cmd.GetTemporaryRT(m_CameraRTProperty, Screen.width, Screen.height, kCameraDepthBufferBits,
FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, m_Asset.MSAASampleCount);
}
if (m_IntermediateTextureArray)
cmd.SetRenderTarget(m_CameraRTID, 0, CubemapFace.Unknown, -1);
else
cmd.SetRenderTarget(m_CameraRTID);
}
else
{

else
{
cmd.SetRenderTarget(BuiltinRenderTextureType.None);
cmd.SetRenderTarget(BuiltinRenderTextureType.CurrentActive);
}
// Clear RenderTarget to avoid tile initialization on mobile GPUs

CommandBufferPool.Release(cmd);
}
private void EndForwardRendering(Camera camera, ref ScriptableRenderContext context)
private void EndForwardRendering(Camera camera, ref ScriptableRenderContext context, bool stereoEnabled)
if (!m_RenderToIntermediateTarget)
return;
if (m_RenderToIntermediateTarget)
{
var cmd = CommandBufferPool.Get("Blit");
if (m_IntermediateTextureArray)
{
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
cmd.Blit(m_CameraRTID, BuiltinRenderTextureType.CurrentActive);
}
else
cmd.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
if (camera.cameraType == CameraType.SceneView)
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
var cmd = CommandBufferPool.Get("Blit");
cmd.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
if (camera.cameraType == CameraType.SceneView)
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
if (stereoEnabled)
{
context.StopMultiEye(camera);
context.StereoEndRender(camera);
}
}
private bool GetRenderToIntermediateTarget(Camera camera)

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