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Updated RTHandle class to an instance class

/main
Frédéric Vauchelles 7 年前
当前提交
e98f1b57
共有 26 个文件被更改,包括 1019 次插入733 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  3. 150
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 38
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  6. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs
  7. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs
  8. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
  9. 22
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  10. 32
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
  11. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramidProcessor.cs
  12. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  13. 50
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
  14. 13
      ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs
  15. 13
      ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs
  16. 11
      ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs.meta
  17. 12
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs
  18. 11
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs.meta
  19. 141
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs
  20. 11
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs.meta
  21. 410
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
  22. 11
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs.meta
  23. 196
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs
  24. 11
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs.meta
  25. 554
      ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandle.cs
  26. 0
      /ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta

2
ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta


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6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


// Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline...
m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None;
RTHandle.SetReferenceSize(m_ActualWidth, m_ActualHeight, frameSettings.enableMSAA, m_msaaSamples);
RTHandles.SetReferenceSize(m_ActualWidth, m_ActualHeight, frameSettings.enableMSAA, m_msaaSamples);
int maxWidth = RTHandle.maxWidth;
int maxHeight = RTHandle.maxHeight;
int maxWidth = RTHandles.maxWidth;
int maxHeight = RTHandles.maxHeight;
m_CameraScaleBias.x = (float)m_ActualWidth / maxWidth;
m_CameraScaleBias.y = (float)m_ActualHeight / maxHeight;

150
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


RenderTargetIdentifier[] m_MRTCache2 = new RenderTargetIdentifier[2];
// 'm_CameraColorBuffer' does not contain diffuse lighting of SSS materials until the SSS pass. It is stored within 'm_CameraSssDiffuseLightingBuffer'.
RTHandle m_CameraColorBuffer;
RTHandle m_CameraSssDiffuseLightingBuffer;
RTHandleSystem.RTHandle m_CameraColorBuffer;
RTHandleSystem.RTHandle m_CameraSssDiffuseLightingBuffer;
RTHandle m_CameraDepthStencilBuffer;
RTHandle m_CameraDepthBufferCopy;
RTHandle m_CameraStencilBufferCopy;
RTHandleSystem.RTHandle m_CameraDepthStencilBuffer;
RTHandleSystem.RTHandle m_CameraDepthBufferCopy;
RTHandleSystem.RTHandle m_CameraStencilBufferCopy;
RTHandle m_VelocityBuffer;
RTHandle m_DeferredShadowBuffer;
RTHandle m_AmbientOcclusionBuffer;
RTHandle m_DistortionBuffer;
RTHandleSystem.RTHandle m_VelocityBuffer;
RTHandleSystem.RTHandle m_DeferredShadowBuffer;
RTHandleSystem.RTHandle m_AmbientOcclusionBuffer;
RTHandleSystem.RTHandle m_DistortionBuffer;
// The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] m_ForwardAndForwardOnlyPassNames = { new ShaderPassName(), new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName };

int m_CurrentHeight;
// Use to detect frame changes
int m_FrameCount;
int m_FrameCount;
float m_LastTime, m_Time;
public int GetCurrentShadowCount() { return m_LightLoop.GetCurrentShadowCount(); }

public DebugDisplaySettings debugDisplaySettings { get { return m_DebugDisplaySettings; } }
static DebugDisplaySettings s_NeutralDebugDisplaySettings = new DebugDisplaySettings();
DebugDisplaySettings m_CurrentDebugDisplaySettings;
RTHandle m_DebugColorPickerBuffer;
RTHandle m_DebugFullScreenTempBuffer;
RTHandleSystem.RTHandle m_DebugColorPickerBuffer;
RTHandleSystem.RTHandle m_DebugFullScreenTempBuffer;
bool m_FullScreenDebugPushed;
bool m_ValidAPI; // False by default mean we render normally, true mean we don't render anything

m_ValidAPI = false;
return ;
}
}
m_Asset = asset;
m_GPUCopy = new GPUCopy(asset.renderPipelineResources.copyChannelCS);

// Initial state of the RTHandle system.
// Tells the system that we will require MSAA or not so that we can avoid wasteful render texture allocation.
// TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player
RTHandle.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAA, m_Asset.renderPipelineSettings.msaaSampleCount);
RTHandles.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAA, m_Asset.renderPipelineSettings.msaaSampleCount);
if(!m_Asset.renderPipelineSettings.supportForwardOnly)
m_GbufferManager.CreateBuffers();

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, name : "CameraColor");
m_CameraSssDiffuseLightingBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "CameraSSSDiffuseLighting");
m_CameraColorBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB : false, enableRandomWrite: true, enableMSAA: true, name : "CameraColor");
m_CameraSssDiffuseLightingBuffer = RTHandles.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, name: "CameraDepthStencil");
m_CameraDepthStencilBuffer = RTHandles.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, name: "CameraDepthStencilCopy");
m_CameraDepthBufferCopy = RTHandles.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, name: "CameraStencilCopy"); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_CameraStencilBufferCopy = RTHandles.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, name: "AmbientOcclusion");
m_AmbientOcclusionBuffer = RTHandles.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, name: "Velocity");
m_VelocityBuffer = RTHandles.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(), name: "Distortion");
m_DistortionBuffer = RTHandles.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, name: "DeferredShadow");
m_DeferredShadowBuffer = RTHandles.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, name: "DebugColorPicker");
m_DebugFullScreenTempBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, name: "DebugFullScreen");
m_DebugColorPickerBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, name: "DebugColorPicker");
m_DebugFullScreenTempBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, name: "DebugFullScreen");
}
}

m_DbufferManager.DestroyBuffers();
m_BufferPyramid.DestroyBuffers();
RTHandle.Release(m_CameraColorBuffer);
RTHandle.Release(m_CameraSssDiffuseLightingBuffer);
RTHandles.Release(m_CameraColorBuffer);
RTHandles.Release(m_CameraSssDiffuseLightingBuffer);
RTHandle.Release(m_CameraDepthStencilBuffer);
RTHandle.Release(m_CameraDepthBufferCopy);
RTHandle.Release(m_CameraStencilBufferCopy);
RTHandle.Release(m_AmbientOcclusionBuffer);
RTHandle.Release(m_VelocityBuffer);
RTHandle.Release(m_DistortionBuffer);
RTHandle.Release(m_DeferredShadowBuffer);
RTHandles.Release(m_CameraDepthStencilBuffer);
RTHandles.Release(m_CameraDepthBufferCopy);
RTHandles.Release(m_CameraStencilBufferCopy);
RTHandle.Release(m_DebugColorPickerBuffer);
RTHandle.Release(m_DebugFullScreenTempBuffer);
RTHandles.Release(m_AmbientOcclusionBuffer);
RTHandles.Release(m_VelocityBuffer);
RTHandles.Release(m_DistortionBuffer);
RTHandles.Release(m_DeferredShadowBuffer);
RTHandles.Release(m_DebugColorPickerBuffer);
RTHandles.Release(m_DebugFullScreenTempBuffer);
m_DebugScreenSpaceTracingData.Release();
}

return m_LightLoop.GetFeatureVariantsEnabled();
}
RTHandle GetDepthTexture()
RTHandleSystem.RTHandle GetDepthTexture()
{
return NeedDepthBufferCopy() ? m_CameraDepthBufferCopy : m_CameraDepthStencilBuffer;
}

m_FrameCount = c;
}
else
{
{
newFrame = (t - m_Time) > 0.0166f;
if (newFrame) m_FrameCount++;

{
HDCamera.CleanUnused();
HDCamera.CleanUnused();
}
}
}
// TODO: Render only visible probes

m_DbufferManager.vsibleDecalCount = DecalSystem.m_DecalsVisibleThisFrame;
DecalSystem.instance.UpdateCachedMaterialData(); // textures, alpha or fade distances could've changed
DecalSystem.instance.UpdateTextureAtlas(cmd); // as this is only used for transparent pass, would've been nice not to have to do this if no transparent renderers are visible
DecalSystem.instance.CreateDrawData(); // prepare data is separate from draw
DecalSystem.instance.CreateDrawData(); // prepare data is separate from draw
}
}
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo);

if (pass == ForwardPass.Opaque)
{
// In case of forward SSS we will bind all the required target. It is up to the shader to write into it or not.
if (m_FrameSettings.enableSubsurfaceScattering)
{
RenderTargetIdentifier[] m_MRTWithSSS =
new RenderTargetIdentifier[2 + m_SSSBufferManager.sssBufferCount];
m_MRTWithSSS[0] = m_CameraColorBuffer; // Store the specular color
m_MRTWithSSS[1] = m_CameraSssDiffuseLightingBuffer;
for (int i = 0; i < m_SSSBufferManager.sssBufferCount; ++i)
// In case of forward SSS we will bind all the required target. It is up to the shader to write into it or not.
if (m_FrameSettings.enableSubsurfaceScattering)
m_MRTWithSSS[i + 2] = m_SSSBufferManager.GetSSSBuffer(i);
}
RenderTargetIdentifier[] m_MRTWithSSS =
new RenderTargetIdentifier[2 + m_SSSBufferManager.sssBufferCount];
m_MRTWithSSS[0] = m_CameraColorBuffer; // Store the specular color
m_MRTWithSSS[1] = m_CameraSssDiffuseLightingBuffer;
for (int i = 0; i < m_SSSBufferManager.sssBufferCount; ++i)
{
m_MRTWithSSS[i + 2] = m_SSSBufferManager.GetSSSBuffer(i);
}
HDUtils.SetRenderTarget(cmd, hdCamera, m_MRTWithSSS, m_CameraDepthStencilBuffer);
}
else
{
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
}
HDUtils.SetRenderTarget(cmd, hdCamera, m_MRTWithSSS, m_CameraDepthStencilBuffer);
}
else
{
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
}
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] =
HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] =
HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
var passNames = m_FrameSettings.enableForwardRenderingOnly
? m_ForwardAndForwardOnlyPassNames
: m_ForwardOnlyPassNames;
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames, m_currentRendererConfigurationBakedLighting);
}
var passNames = m_FrameSettings.enableForwardRenderingOnly
? m_ForwardAndForwardOnlyPassNames
: m_ForwardOnlyPassNames;
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames, m_currentRendererConfigurationBakedLighting);
}
{
{
// Assign debug data
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceTracing
&& pass == ForwardPass.Transparent)

}
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
{
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
}
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_AllTransparentPassNames, m_currentRendererConfigurationBakedLighting, pass == ForwardPass.PreRefraction ? HDRenderQueue.k_RenderQueue_PreRefraction : HDRenderQueue.k_RenderQueue_Transparent);
{
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
}
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_AllTransparentPassNames, m_currentRendererConfigurationBakedLighting, pass == ForwardPass.PreRefraction ? HDRenderQueue.k_RenderQueue_PreRefraction : HDRenderQueue.k_RenderQueue_Transparent);
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceTracing
&& pass == ForwardPass.Transparent)

}
}
public void PushColorPickerDebugTexture(CommandBuffer cmd, RTHandle textureID, HDCamera hdCamera)
public void PushColorPickerDebugTexture(CommandBuffer cmd, RTHandleSystem.RTHandle textureID, HDCamera hdCamera)
{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{

}
}
public void PushFullScreenDebugTexture(CommandBuffer cmd, RTHandle textureID, HDCamera hdCamera, FullScreenDebugMode debugMode)
public void PushFullScreenDebugTexture(CommandBuffer cmd, RTHandleSystem.RTHandle textureID, HDCamera hdCamera, FullScreenDebugMode debugMode)
{
if (debugMode == m_CurrentDebugDisplaySettings.fullScreenDebugMode)
{

}
void PushFullScreenDebugTextureMip(CommandBuffer cmd, RTHandle texture, int lodCount, Vector4 scaleBias, HDCamera hdCamera, FullScreenDebugMode debugMode)
void PushFullScreenDebugTextureMip(CommandBuffer cmd, RTHandleSystem.RTHandle texture, int lodCount, Vector4 scaleBias, HDCamera hdCamera, FullScreenDebugMode debugMode)
{
if (debugMode == m_CurrentDebugDisplaySettings.fullScreenDebugMode)
{

38
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs


return Matrix4x4.Transpose(worldToViewMatrix.transpose * viewSpaceRasterTransform);
}
private static void SetViewportAndClear(CommandBuffer cmd, HDCamera camera, RTHandle buffer, ClearFlag clearFlag, Color clearColor)
private static void SetViewportAndClear(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle buffer, ClearFlag clearFlag, Color clearColor)
{
// Clearing a partial viewport currently does not go through the hardware clear.
// Instead it goes through a quad rendered with a specific shader.

// This set of RenderTarget management methods is supposed to be used when rendering into a camera dependent render texture.
// This will automatically set the viewport based on the camera size and the RTHandle scaling info.
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, RTHandle depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, RTHandle depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandleSystem.RTHandle depthBuffer)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag = ClearFlag.None)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandleSystem.RTHandle depthBuffer, ClearFlag clearFlag = ClearFlag.None)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor)
public static void SetRenderTarget(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier[] colorBuffers, RTHandleSystem.RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor)
{
cmd.SetRenderTarget(colorBuffers, depthBuffer);
SetViewport(cmd, camera, depthBuffer);

// When we render using a camera whose viewport is smaller than the RTHandles reference size (and thus smaller than the RT actual size), we need to set it explicitly (otherwise, native code will set the viewport at the size of the RT)
// For auto-scaled RTs (like for example a half-resolution RT), we need to scale this viewport accordingly.
// For non scaled RTs we just do nothing, the native code will set the viewport at the size of the RT anyway.
public static void SetViewport(CommandBuffer cmd, HDCamera camera, RTHandle target)
public static void SetViewport(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle target)
{
if (target.useScaling)
{

cmd.DrawProcedural(Matrix4x4.identity, GetBlitMaterial(), bilinear ? 2 : 3, MeshTopology.Quads, 4, 1, s_PropertyBlock);
}
public static void BlitTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Vector4 scaleBias, float mipLevel, bool bilinear)
public static void BlitTexture(CommandBuffer cmd, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, Vector4 scaleBias, float mipLevel, bool bilinear)
{
s_PropertyBlock.SetTexture(HDShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(HDShaderIDs._BlitScaleBias, scaleBias);

// It means that we can end up rendering inside a partial viewport for one of these "camera space" rendering.
// In this case, we need to make sure than when we blit from one such camera texture to another, we only blit the necessary portion corresponding to the camera viewport.
// Here, both source and destination are camera-scaled.
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, float mipLevel = 0.0f, bool bilinear = false)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, float mipLevel = 0.0f, bool bilinear = false)
{
// Will set the correct camera viewport as well.
SetRenderTarget(cmd, camera, destination);

// This case, both source and destination are camera-scaled but we want to override the scale/bias parameter.
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, Vector4 scaleBias, float mipLevel = 0.0f, bool bilinear = false)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, Vector4 scaleBias, float mipLevel = 0.0f, bool bilinear = false)
{
// Will set the correct camera viewport as well.
SetRenderTarget(cmd, camera, destination);

public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, Rect destViewport, float mipLevel = 0.0f, bool bilinear = false)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, Rect destViewport, float mipLevel = 0.0f, bool bilinear = false)
{
SetRenderTarget(cmd, camera, destination);
cmd.SetViewport(destViewport);

// This particular case is for blitting a camera-scaled texture into a non scaling texture. So we setup the full viewport (implicit in cmd.Blit) but have to scale the input UVs.
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandle source, RenderTargetIdentifier destination)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RTHandleSystem.RTHandle source, RenderTargetIdentifier destination)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier source, RTHandle destination)
public static void BlitCameraTexture(CommandBuffer cmd, HDCamera camera, RenderTargetIdentifier source, RTHandleSystem.RTHandle destination)
{
// Will set the correct camera viewport as well.
SetRenderTarget(cmd, camera, destination);

// These method should be used to render full screen triangles sampling auto-scaling RTs.
// This will set the proper viewport and UV scale.
public static void DrawFullScreen( CommandBuffer commandBuffer, HDCamera camera, Material material,
RTHandle colorBuffer,
RTHandleSystem.RTHandle colorBuffer,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
HDUtils.SetRenderTarget(commandBuffer, camera, colorBuffer);

public static void DrawFullScreen( CommandBuffer commandBuffer, HDCamera camera, Material material,
RTHandle colorBuffer, RTHandle depthStencilBuffer,
RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthStencilBuffer,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
HDUtils.SetRenderTarget(commandBuffer, camera, colorBuffer, depthStencilBuffer);

public static void DrawFullScreen( CommandBuffer commandBuffer, HDCamera camera, Material material,
RenderTargetIdentifier[] colorBuffers, RTHandle depthStencilBuffer,
RenderTargetIdentifier[] colorBuffers, RTHandleSystem.RTHandle depthStencilBuffer,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
HDUtils.SetRenderTarget(commandBuffer, camera, colorBuffers, depthStencilBuffer);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


public bool outputSplitLighting;
}
public void RenderDeferredDirectionalShadow(HDCamera hdCamera, RTHandle deferredShadowRT, RenderTargetIdentifier depthTexture, CommandBuffer cmd)
public void RenderDeferredDirectionalShadow(HDCamera hdCamera, RTHandleSystem.RTHandle deferredShadowRT, RenderTargetIdentifier depthTexture, CommandBuffer cmd)
{
if (m_CurrentSunLight == null || m_CurrentSunLight.GetComponent<AdditionalShadowData>() == null || m_CurrentSunLightShadowIndex < 0)
{

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs


{
protected int m_BufferCount;
protected RenderTargetIdentifier[] m_RTIDs;
protected RTHandle[] m_RTs;
protected RTHandleSystem.RTHandle[] m_RTs;
protected int[] m_TextureShaderIDs;
public int bufferCount { get { return m_BufferCount; } }

m_BufferCount = maxBufferCount;
m_RTIDs = new RenderTargetIdentifier[maxBufferCount];
m_RTs = new RTHandle[maxBufferCount];
m_RTs = new RTHandleSystem.RTHandle[maxBufferCount];
m_TextureShaderIDs = new int[maxBufferCount];
}

return m_RTIDs;
}
public RTHandle GetBuffer(int index)
public RTHandleSystem.RTHandle GetBuffer(int index)
{
Debug.Assert(index < m_BufferCount);
return m_RTs[index];

{
for (int i = 0; i < m_BufferCount; ++i)
{
RTHandle.Release(m_RTs[i]);
RTHandles.Release(m_RTs[i]);
m_RTs[i] = null;
}
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs


{
public int vsibleDecalCount { get; set; }
RTHandle m_HTile;
RTHandleSystem.RTHandle m_HTile;
public DBufferManager()
: base(Decal.GetMaterialDBufferCount())

for (int dbufferIndex = 0; dbufferIndex < m_BufferCount; ++dbufferIndex)
{
m_RTs[dbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: string.Format("DBuffer{0}", dbufferIndex));
m_RTs[dbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: string.Format("DBuffer{0}", dbufferIndex));
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
m_HTile = RTHandles.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
RTHandle.Release(m_HTile);
RTHandles.Release(m_HTile);
}
public void ClearTargets(CommandBuffer cmd, HDCamera camera)

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, name: string.Format("GBuffer{0}", gbufferIndex));
m_RTs[gbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex));
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, name: "GBufferShadowMask");
m_RTs[m_GBufferCount] = RTHandles.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;
}

22
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


public int sssBufferCount { get { return k_MaxSSSBuffer; } }
RTHandle[] m_ColorMRTs = new RTHandle[k_MaxSSSBuffer];
RTHandleSystem.RTHandle[] m_ColorMRTs = new RTHandleSystem.RTHandle[k_MaxSSSBuffer];
bool[] m_ExternalBuffer = new bool[k_MaxSSSBuffer];
// Disney SSS Model

RTHandle m_HTile;
RTHandleSystem.RTHandle m_HTile;
// End Disney SSS Model
// Jimenez SSS Model

// Jimenez need an extra buffer and Disney need one for some platform
RTHandle m_CameraFilteringBuffer;
RTHandleSystem.RTHandle m_CameraFilteringBuffer;
// This is use to be able to read stencil value in compute shader
Material m_CopyStencilForSplitLighting;

{
// 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, name: "SSSBuffer");
m_ColorMRTs[0] = RTHandles.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, name: "SSSCameraFiltering"); // Enable UAV
m_CameraFilteringBuffer = RTHandles.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, name: "SSSHtile"); // Enable UAV
m_HTile = RTHandles.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)
public RTHandleSystem.RTHandle GetSSSBuffer(int index)
{
Debug.Assert(index < sssBufferCount);
return m_ColorMRTs[index];

{
if (!m_ExternalBuffer[i])
{
RTHandle.Release(m_ColorMRTs[i]);
RTHandles.Release(m_ColorMRTs[i]);
RTHandle.Release(m_CameraFilteringBuffer);
RTHandle.Release(m_HTile);
RTHandles.Release(m_CameraFilteringBuffer);
RTHandles.Release(m_HTile);
}
public void PushGlobalParams(CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings)

// Combines specular lighting and diffuse lighting with subsurface scattering.
public void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings,
RTHandle colorBufferRT, RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
RTHandleSystem.RTHandle colorBufferRT, RTHandleSystem.RTHandle diffuseBufferRT, RTHandleSystem.RTHandle depthStencilBufferRT, RTHandleSystem.RTHandle depthTextureRT)
{
if (sssParameters == null || !frameSettings.enableSubsurfaceScattering)
return;

32
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs


{
class BufferPyramid
{
RTHandle m_ColorPyramidBuffer;
List<RTHandle> m_ColorPyramidMips = new List<RTHandle>();
RTHandleSystem.RTHandle m_ColorPyramidBuffer;
List<RTHandleSystem.RTHandle> m_ColorPyramidMips = new List<RTHandleSystem.RTHandle>();
RTHandle m_DepthPyramidBuffer;
List<RTHandle> m_DepthPyramidMips = new List<RTHandle>();
RTHandleSystem.RTHandle m_DepthPyramidBuffer;
List<RTHandleSystem.RTHandle> m_DepthPyramidMips = new List<RTHandleSystem.RTHandle>();
public RTHandle colorPyramid { get { return m_ColorPyramidBuffer; } }
public RTHandle depthPyramid { get { return m_DepthPyramidBuffer; } }
public RTHandleSystem.RTHandle colorPyramid { get { return m_ColorPyramidBuffer; } }
public RTHandleSystem.RTHandle depthPyramid { get { return m_DepthPyramidBuffer; } }
BufferPyramidProcessor m_Processor;

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

return new Vector2Int((int)(pyramidSize * GetXRscale()), pyramidSize);
}
void UpdatePyramidMips(HDCamera camera, RenderTextureFormat format, List<RTHandle> mipList, int lodCount)
void UpdatePyramidMips(HDCamera camera, RenderTextureFormat format, List<RTHandleSystem.RTHandle> mipList, int lodCount)
{
int currentLodCount = mipList.Count;
if (lodCount > currentLodCount)

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, name: string.Format("PyramidMip{0}", i));
var newMip = RTHandles.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);
}
}

HDCamera hdCamera,
CommandBuffer cmd,
ScriptableRenderContext renderContext,
RTHandle depthTexture)
RTHandleSystem.RTHandle depthTexture)
{
int lodCount = GetPyramidLodCount(hdCamera);
UpdatePyramidMips(hdCamera, m_DepthPyramidBuffer.rt.format, m_DepthPyramidMips, lodCount);

HDCamera hdCamera,
CommandBuffer cmd,
ScriptableRenderContext renderContext,
RTHandle colorTexture)
RTHandleSystem.RTHandle colorTexture)
{
int lodCount = GetPyramidLodCount(hdCamera);
UpdatePyramidMips(hdCamera, m_ColorPyramidBuffer.rt.format, m_ColorPyramidMips, lodCount);

16
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramidProcessor.cs


public void RenderDepthPyramid(
int width, int height,
CommandBuffer cmd,
RTHandle sourceTexture,
RTHandle targetTexture,
List<RTHandle> mips,
RTHandleSystem.RTHandle sourceTexture,
RTHandleSystem.RTHandle targetTexture,
List<RTHandleSystem.RTHandle> mips,
int lodCount,
Vector2 scale
)

RTHandle src = targetTexture;
var src = targetTexture;
RTHandle dest = mips[i];
var dest = mips[i];
var srcMip = new RectInt(0, 0, width >> i, height >> i);
var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);

public void RenderColorPyramid(
HDCamera hdCamera,
CommandBuffer cmd,
RTHandle sourceTexture,
RTHandle targetTexture,
List<RTHandle> mips,
RTHandleSystem.RTHandle sourceTexture,
RTHandleSystem.RTHandle targetTexture,
List<RTHandleSystem.RTHandle> mips,
int lodCount,
Vector2 scale
)

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


public class BuiltinSkyParameters
{
public Matrix4x4 pixelCoordToViewDirMatrix;
public Matrix4x4 invViewProjMatrix;
public Vector3 cameraPosWS;
public Vector4 screenSize;
public CommandBuffer commandBuffer;
public Light sunLight;
public RTHandle colorBuffer;
public RTHandle depthBuffer;
public HDCamera hdCamera;
public Matrix4x4 pixelCoordToViewDirMatrix;
public Matrix4x4 invViewProjMatrix;
public Vector3 cameraPosWS;
public Vector4 screenSize;
public CommandBuffer commandBuffer;
public Light sunLight;
public RTHandleSystem.RTHandle colorBuffer;
public RTHandleSystem.RTHandle depthBuffer;
public HDCamera hdCamera;
public DebugDisplaySettings debugSettings;

}
}
public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
public void RenderSky(HDCamera camera, Light sunLight, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
{
m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, debugSettings, cmd);
}

50
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


{
internal class SkyRenderingContext
{
IBLFilterGGX m_IBLFilterGGX;
RTHandle m_SkyboxCubemapRT;
RTHandle m_SkyboxGGXCubemapRT;
RTHandle m_SkyboxMarginalRowCdfRT;
RTHandle m_SkyboxConditionalCdfRT;
Vector4 m_CubemapScreenSize;
Matrix4x4[] m_facePixelCoordToViewDirMatrices = new Matrix4x4[6];
Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6];
bool m_SupportsConvolution = false;
bool m_SupportsMIS = false;
BuiltinSkyParameters m_BuiltinParameters = new BuiltinSkyParameters();
bool m_NeedUpdate = true;
IBLFilterGGX m_IBLFilterGGX;
RTHandleSystem.RTHandle m_SkyboxCubemapRT;
RTHandleSystem.RTHandle m_SkyboxGGXCubemapRT;
RTHandleSystem.RTHandle m_SkyboxMarginalRowCdfRT;
RTHandleSystem.RTHandle m_SkyboxConditionalCdfRT;
Vector4 m_CubemapScreenSize;
Matrix4x4[] m_facePixelCoordToViewDirMatrices = new Matrix4x4[6];
Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6];
bool m_SupportsConvolution = false;
bool m_SupportsMIS = false;
BuiltinSkyParameters m_BuiltinParameters = new BuiltinSkyParameters();
bool m_NeedUpdate = true;
public RenderTexture cubemapRT { get { return m_SkyboxCubemapRT; } }
public Texture reflectionTexture { get { return m_SkyboxGGXCubemapRT; } }

// Cleanup first if needed
if (updateNeeded)
{
RTHandle.Release(m_SkyboxCubemapRT);
RTHandle.Release(m_SkyboxGGXCubemapRT);
RTHandles.Release(m_SkyboxCubemapRT);
RTHandles.Release(m_SkyboxGGXCubemapRT);
m_SkyboxCubemapRT = null;
m_SkyboxGGXCubemapRT = null;

{
RTHandle.Release(m_SkyboxConditionalCdfRT);
RTHandle.Release(m_SkyboxMarginalRowCdfRT);
RTHandles.Release(m_SkyboxConditionalCdfRT);
RTHandles.Release(m_SkyboxMarginalRowCdfRT);
m_SkyboxConditionalCdfRT = null;
m_SkyboxMarginalRowCdfRT = null;

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, name: "SkyboxCubemap");
m_SkyboxCubemapRT = RTHandles.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, name: "SkyboxGGXCubemap");
m_SkyboxGGXCubemapRT = RTHandles.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, name: "SkyboxMarginalRowCdf");
m_SkyboxMarginalRowCdfRT = RTHandles.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, name: "SkyboxMarginalRowCdf");
m_SkyboxMarginalRowCdfRT = RTHandles.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);

}
public void Cleanup()
{
RTHandle.Release(m_SkyboxCubemapRT);
RTHandle.Release(m_SkyboxGGXCubemapRT);
RTHandle.Release(m_SkyboxMarginalRowCdfRT);
RTHandle.Release(m_SkyboxConditionalCdfRT);
RTHandles.Release(m_SkyboxCubemapRT);
RTHandles.Release(m_SkyboxGGXCubemapRT);
RTHandles.Release(m_SkyboxMarginalRowCdfRT);
RTHandles.Release(m_SkyboxConditionalCdfRT);
}
void RenderSkyToCubemap(SkyUpdateContext skyContext)

return result;
}
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
{
if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
{

13
ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public enum DepthBits
{
None = 0,
Depth8 = 8,
Depth16 = 16,
Depth24 = 24
}
}

13
ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public enum MSAASamples
{
None = 1,
MSAA2x = 2,
MSAA4x = 4,
MSAA8x = 8
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs.meta


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guid: 9abeb67ba9136f940a7b78095f5b43d8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

12
ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
enum RTCategory
{
Regular = 0,
MSAA = 1,
Count
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs.meta


fileFormatVersion: 2
guid: 5e23868e17b247e48a21f5b0041bad38
MonoImporter:
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141
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public partial class RTHandleSystem
{
public class RTHandle
{
internal RTHandleSystem m_Owner;
internal RenderTexture[] m_RTs = new RenderTexture[2];
internal RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2];
internal bool m_EnableMSAA = false;
internal bool m_EnableRandomWrite = false;
internal string m_Name;
internal Vector2 scaleFactor = Vector2.one;
internal ScaleFunc scaleFunc;
public bool useScaling { get; internal set; }
public RenderTexture rt
{
get
{
if(!useScaling)
{
return m_EnableMSAA ? m_RTs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular];
}
else
{
var category = (m_EnableMSAA && m_Owner.m_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular;
CreateIfNeeded(category);
return m_RTs[(int)category];
}
}
}
public RenderTargetIdentifier nameID
{
get
{
if (!useScaling)
{
return m_EnableMSAA ? m_NameIDs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular];
}
else
{
var category = (m_EnableMSAA && m_Owner.m_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular;
CreateIfNeeded(category);
return m_NameIDs[(int)category];
}
}
}
// Keep constructor private
internal RTHandle(RTHandleSystem owner)
{
m_Owner = owner;
}
public static implicit operator RenderTexture(RTHandle handle)
{
return handle.rt;
}
public static implicit operator RenderTargetIdentifier(RTHandle handle)
{
return handle.nameID;
}
internal void SetRenderTexture(RenderTexture rt, RTCategory category)
{
m_RTs[(int)category] = rt;
m_NameIDs[(int)category] = new RenderTargetIdentifier(rt);
}
void CreateIfNeeded(RTCategory category)
{
// If a RT was first created for MSAA then the regular one might be null, in this case we create it.
// That's why we never test the MSAA version: It should always be there if RT was declared correctly.
if(category == RTCategory.Regular && m_RTs[(int)RTCategory.Regular] == null)
{
var refRT = m_RTs[(int)RTCategory.MSAA];
Debug.Assert(refRT != null);
var scaledSize = GetScaledSize(new Vector2Int(m_Owner.maxWidthRegular, m_Owner.maxHeightRegular));
var newRT = new RenderTexture(scaledSize.x, scaledSize.y, refRT.depth, refRT.format, refRT.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = refRT.volumeDepth,
filterMode = refRT.filterMode,
wrapMode = refRT.wrapMode,
dimension = refRT.dimension,
enableRandomWrite = m_EnableRandomWrite, // We cannot take the info from the msaa rt since we force it to 1
useMipMap = refRT.useMipMap,
autoGenerateMips = refRT.autoGenerateMips,
anisoLevel = refRT.anisoLevel,
mipMapBias = refRT.mipMapBias,
antiAliasing = 1, // No MSAA for the regular version of the texture.
bindTextureMS = false, // Somehow, this can be true even if antiAliasing == 1. Leads to Unity-internal binding errors.
useDynamicScale = refRT.useDynamicScale,
vrUsage = refRT.vrUsage,
memorylessMode = refRT.memorylessMode,
name = CoreUtils.GetRenderTargetAutoName(refRT.width, refRT.height, refRT.format, m_Name, mips : refRT.useMipMap)
};
newRT.Create();
m_RTs[(int)RTCategory.Regular] = newRT;
m_NameIDs[(int)RTCategory.Regular] = new RenderTargetIdentifier(newRT);
}
}
public void Release()
{
m_Owner.m_AutoSizedRTs.Remove(this);
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
CoreUtils.Destroy(m_RTs[i]);
m_NameIDs[i] = BuiltinRenderTextureType.None;
m_RTs[i] = null;
}
}
public Vector2Int GetScaledSize(Vector2Int refSize)
{
if (scaleFunc != null)
{
return scaleFunc(refSize);
}
else
{
return new Vector2Int(
x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
);
}
}
}
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs.meta


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410
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs


using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public delegate Vector2Int ScaleFunc(Vector2Int size);
public partial class RTHandleSystem
{
internal enum RTCategory
{
Regular = 0,
MSAA = 1,
Count
}
// Parameters for auto-scaled Render Textures
bool m_ScaledRTSupportsMSAA = false;
MSAASamples m_ScaledRTCurrentMSAASamples = MSAASamples.None;
List<RTHandle> m_AutoSizedRTs;
RTCategory m_ScaledRTCurrentCategory = RTCategory.Regular;
int[] m_MaxWidths = new int[(int)RTCategory.Count];
int[] m_MaxHeights = new int[(int)RTCategory.Count];
int maxWidthRegular { get { return GetMaxWidth(RTCategory.Regular); } }
int maxHeightRegular { get { return GetMaxHeight(RTCategory.Regular); } }
int maxWidthMSAA { get { return GetMaxWidth(RTCategory.MSAA); } }
int maxHeightMSAA { get { return GetMaxHeight(RTCategory.MSAA); } }
public int maxWidth { get { return GetMaxWidth(m_ScaledRTCurrentCategory); } }
public int maxHeight { get { return GetMaxHeight(m_ScaledRTCurrentCategory); } }
internal RTHandleSystem()
{
m_AutoSizedRTs = new List<RTHandle>();
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
m_MaxWidths[i] = 1;
m_MaxHeights[i] = 1;
}
}
// Call this once to set the initial size and allow msaa targets or not.
public void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples)
{
Debug.Assert(m_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture.");
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
m_MaxWidths[i] = width;
m_MaxHeights[i] = height;
}
m_ScaledRTSupportsMSAA = scaledRTsupportsMSAA;
m_ScaledRTCurrentMSAASamples = scaledRTMSAASamples;
}
public void Release(RTHandle rth)
{
if(rth != null)
{
Assert.AreEqual(this, rth.m_Owner);
rth.Release();
}
}
public void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
{
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);
bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples);
if (width > GetMaxWidth(category) || height > GetMaxHeight(category) || msaaSamplesChanged)
Resize(width, height, category, msaaSamples);
}
public void ResetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
{
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);
bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples);
if (width != GetMaxWidth(category) || height != GetMaxHeight(category) || msaaSamplesChanged)
Resize(width, height, category, msaaSamples);
}
int GetMaxWidth(RTCategory category) { return m_MaxWidths[(int)category]; }
int GetMaxHeight(RTCategory category) { return m_MaxHeights[(int)category]; }
void Resize(int width, int height, RTCategory category, MSAASamples msaaSamples)
{
m_MaxWidths[(int)category] = width;
m_MaxHeights[(int)category] = height;
m_ScaledRTCurrentMSAASamples = msaaSamples;
var maxSize = new Vector2Int(width, height);
m_ScaledRTCurrentCategory = category;
foreach (var rth in m_AutoSizedRTs)
{
var rt = rth.m_RTs[(int)category];
// This can happen if you create a RTH for MSAA. By default we only create the MSAA version of the target.
// Missing version will be created when needed in the getter.
if (rt != null)
{
rt.Release();
Vector2Int scaledSize = rth.GetScaledSize(maxSize);
rt.width = Mathf.Max(scaledSize.x, 1);
rt.height = Mathf.Max(scaledSize.y, 1);
if (category == RTCategory.MSAA)
rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: m_ScaledRTCurrentMSAASamples);
rt.Create();
}
}
}
// This method wraps around regular RenderTexture creation.
// There is no specific logic applied to RenderTextures created this way.
public RTHandle Alloc(
int width,
int height,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool enableMSAA = msaaSamples != MSAASamples.None;
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = enableRandomWrite,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = (int)msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
};
rt.Create();
RTCategory category = enableMSAA ? RTCategory.MSAA : RTCategory.Regular;
var newRT = new RTHandle(this);
newRT.SetRenderTexture(rt, category);
newRT.useScaling = false;
newRT.m_EnableRandomWrite = enableRandomWrite;
newRT.m_EnableMSAA = enableMSAA;
newRT.m_Name = name;
return newRT;
}
// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
public RTHandle Alloc(
Vector2 scaleFactor,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth(category)), 1);
int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
1,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
rth.scaleFactor = scaleFactor;
return rth;
}
//
// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
// the next POT). The function takes a Vec2 as parameter that holds max width & height
// values for the current manager context and returns a Vec2 of the final size in pixels.
//
// var rth = Alloc(
// size => new Vector2Int(size.x / 2, size.y),
// [...]
// );
//
public RTHandle Alloc(
ScaleFunc scaleFunc,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(category), GetMaxHeight(category)));
int width = Mathf.Max(scaleFactor.x, 1);
int height = Mathf.Max(scaleFactor.y, 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
1,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
rth.scaleFunc = scaleFunc;
return rth;
}
// Internal function
RTHandle AllocAutoSizedRenderTexture(
int width,
int height,
int slices,
DepthBits depthBufferBits,
RenderTextureFormat colorFormat,
FilterMode filterMode,
TextureWrapMode wrapMode,
TextureDimension dimension,
bool sRGB,
bool enableRandomWrite,
bool useMipMap,
bool autoGenerateMips,
int anisoLevel,
float mipMapBias,
bool enableMSAA,
bool bindTextureMS,
bool useDynamicScale,
VRTextureUsage vrUsage,
RenderTextureMemoryless memoryless,
string name
)
{
// Here user made a mistake in setting up msaa/bindMS, hence the warning
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
// Here we purposefully disable MSAA so we just force the bindMS param to false.
if (!allocForMSAA)
{
bindTextureMS = false;
}
// MSAA Does not support random read/write.
bool UAV = enableRandomWrite;
if (allocForMSAA && (UAV == true))
{
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'.");
UAV = false;
}
int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = UAV,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips : useMipMap, enableMSAA: allocForMSAA, msaaSamples : m_ScaledRTCurrentMSAASamples)
};
rt.Create();
var rth = new RTHandle(this);
rth.SetRenderTexture(rt, category);
rth.m_EnableMSAA = enableMSAA;
rth.m_EnableRandomWrite = enableRandomWrite;
rth.useScaling = true;
rth.m_Name = name;
m_AutoSizedRTs.Add(rth);
return rth;
}
public string DumpRTInfo()
{
string result = "";
for (int i = 0; i < m_AutoSizedRTs.Count; ++i)
{
RenderTexture rt = m_AutoSizedRTs[i].rt;
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height );
}
return result;
}
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs.meta


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196
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public static class RTHandles
{
static RTHandleSystem s_DefaultInstance = new RTHandleSystem();
public static int maxWidth { get { return s_DefaultInstance.maxWidth; } }
public static int maxHeight { get { return s_DefaultInstance.maxHeight; } }
public static RTHandleSystem.RTHandle Alloc(
int width,
int height,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
width,
height,
slices,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
msaaSamples,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
}
public static RTHandleSystem.RTHandle Alloc(
Vector2 scaleFactor,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
scaleFactor,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
}
public static RTHandleSystem.RTHandle Alloc(
ScaleFunc scaleFunc,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
return s_DefaultInstance.Alloc(
scaleFunc,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
}
public static void Initialize(
int width,
int height,
bool scaledRTsupportsMSAA,
MSAASamples scaledRTMSAASamples
)
{
s_DefaultInstance.Initialize(
width,
height,
scaledRTsupportsMSAA,
scaledRTMSAASamples
);
}
public static void Release(RTHandleSystem.RTHandle rth)
{
s_DefaultInstance.Release(rth);
}
public static void ResetReferenceSize(
int width,
int height,
bool msaa,
MSAASamples msaaSamples
)
{
s_DefaultInstance.ResetReferenceSize(
width,
height,
msaa,
msaaSamples
);
}
public static void SetReferenceSize(
int width,
int height,
bool msaa,
MSAASamples msaaSamples
)
{
s_DefaultInstance.SetReferenceSize(
width,
height,
msaa,
msaaSamples
);
}
}
}

11
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs.meta


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554
ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandle.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public delegate Vector2Int ScaleFunc(Vector2Int size);
public enum DepthBits
{
None = 0,
Depth8 = 8,
Depth16 = 16,
Depth24 = 24
}
public enum MSAASamples
{
None = 1,
MSAA2x = 2,
MSAA4x = 4,
MSAA8x = 8
}
public class RTHandle
{
enum RTCategory
{
Regular = 0,
MSAA = 1,
Count
}
// Static management.
public static int s_MaxWidth { get { return s_MaxWidths[(int)RTCategory.Regular]; } }
public static int s_MaxHeight { get { return s_MaxHeights[(int)RTCategory.Regular]; } }
public static int s_MaxWidthMSAAA { get { return s_MaxWidths[(int)RTCategory.MSAA]; } }
public static int s_MaxHeightMSAA { get { return s_MaxHeights[(int)RTCategory.MSAA]; } }
private static int GetMaxWidth(RTCategory category) { return s_MaxWidths[(int)category]; }
private static int GetMaxHeight(RTCategory category) { return s_MaxHeights[(int)category]; }
// Parameters for auto-scaled Render Textures
static bool s_ScaledRTSupportsMSAA = false;
static MSAASamples s_ScaledRTCurrentMSAASamples = MSAASamples.None;
static List<RTHandle> s_AutoSizedRTs;
static RTCategory s_ScaledRTCurrentCategory = RTCategory.Regular;
static int[] s_MaxWidths = new int[(int)RTCategory.Count];
static int[] s_MaxHeights = new int[(int)RTCategory.Count];
public static int maxWidth { get { return GetMaxWidth(s_ScaledRTCurrentCategory); } }
public static int maxHeight { get { return GetMaxHeight(s_ScaledRTCurrentCategory); } }
static RTHandle()
{
s_AutoSizedRTs = new List<RTHandle>();
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
s_MaxWidths[i] = 1;
s_MaxHeights[i] = 1;
}
}
// Call this once to set the initial size and allow msaa targets or not.
public static void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples)
{
Debug.Assert(s_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture.");
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
s_MaxWidths[i] = width;
s_MaxHeights[i] = height;
}
s_ScaledRTSupportsMSAA = scaledRTsupportsMSAA;
s_ScaledRTCurrentMSAASamples = scaledRTMSAASamples;
}
public static void Release(RTHandle rth)
{
if(rth != null)
rth.Release();
}
public static void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
{
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);
bool msaaSamplesChanged = msaa && (msaaSamples != s_ScaledRTCurrentMSAASamples);
if (width > GetMaxWidth(category) || height > GetMaxHeight(category) || msaaSamplesChanged)
Resize(width, height, category, msaaSamples);
}
public static void ResetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
{
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
width = Mathf.Max(width, 1);
height = Mathf.Max(height, 1);
bool msaaSamplesChanged = msaa && (msaaSamples != s_ScaledRTCurrentMSAASamples);
if (width != GetMaxWidth(category) || height != GetMaxHeight(category) || msaaSamplesChanged)
Resize(width, height, category, msaaSamples);
}
static void Resize(int width, int height, RTCategory category, MSAASamples msaaSamples)
{
s_MaxWidths[(int)category] = width;
s_MaxHeights[(int)category] = height;
s_ScaledRTCurrentMSAASamples = msaaSamples;
var maxSize = new Vector2Int(width, height);
s_ScaledRTCurrentCategory = category;
foreach (var rth in s_AutoSizedRTs)
{
var rt = rth.m_RTs[(int)category];
// This can happen if you create a RTH for MSAA. By default we only create the MSAA version of the target.
// Missing version will be created when needed in the getter.
if (rt != null)
{
rt.Release();
Vector2Int scaledSize = rth.GetScaledSize(maxSize);
rt.width = Mathf.Max(scaledSize.x, 1);
rt.height = Mathf.Max(scaledSize.y, 1);
if (category == RTCategory.MSAA)
rt.antiAliasing = (int)s_ScaledRTCurrentMSAASamples;
rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: s_ScaledRTCurrentMSAASamples);
rt.Create();
}
}
}
// This method wraps around regular RenderTexture creation.
// There is no specific logic applied to RenderTextures created this way.
public static RTHandle Alloc(
int width,
int height,
int slices = 1,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
MSAASamples msaaSamples = MSAASamples.None,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool enableMSAA = msaaSamples != MSAASamples.None;
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = enableRandomWrite,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = (int)msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
};
rt.Create();
RTCategory category = enableMSAA ? RTCategory.MSAA : RTCategory.Regular;
var newRT = new RTHandle();
newRT.SetRenderTexture(rt, category);
newRT.useScaling = false;
newRT.m_EnableRandomWrite = enableRandomWrite;
newRT.m_EnableMSAA = enableMSAA;
newRT.m_Name = name;
return newRT;
}
// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
public static RTHandle Alloc(
Vector2 scaleFactor,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth(category)), 1);
int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
1,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
rth.scaleFactor = scaleFactor;
return rth;
}
//
// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
// the next POT). The function takes a Vec2 as parameter that holds max width & height
// values for the current manager context and returns a Vec2 of the final size in pixels.
//
// var rth = Alloc(
// size => new Vector2Int(size.x / 2, size.y),
// [...]
// );
//
public static RTHandle Alloc(
ScaleFunc scaleFunc,
DepthBits depthBufferBits = DepthBits.None,
RenderTextureFormat colorFormat = RenderTextureFormat.Default,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
TextureDimension dimension = TextureDimension.Tex2D,
bool sRGB = true,
bool enableRandomWrite = false,
bool useMipMap = false,
bool autoGenerateMips = true,
int anisoLevel = 1,
float mipMapBias = 0f,
bool enableMSAA = false,
bool bindTextureMS = false,
bool useDynamicScale = false,
VRTextureUsage vrUsage = VRTextureUsage.None,
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None,
string name = ""
)
{
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(category), GetMaxHeight(category)));
int width = Mathf.Max(scaleFactor.x, 1);
int height = Mathf.Max(scaleFactor.y, 1);
var rth = AllocAutoSizedRenderTexture(width,
height,
1,
depthBufferBits,
colorFormat,
filterMode,
wrapMode,
dimension,
sRGB,
enableRandomWrite,
useMipMap,
autoGenerateMips,
anisoLevel,
mipMapBias,
enableMSAA,
bindTextureMS,
useDynamicScale,
vrUsage,
memoryless,
name
);
rth.scaleFunc = scaleFunc;
return rth;
}
// Internal function
static RTHandle AllocAutoSizedRenderTexture(
int width,
int height,
int slices,
DepthBits depthBufferBits,
RenderTextureFormat colorFormat,
FilterMode filterMode,
TextureWrapMode wrapMode,
TextureDimension dimension,
bool sRGB,
bool enableRandomWrite,
bool useMipMap,
bool autoGenerateMips,
int anisoLevel,
float mipMapBias,
bool enableMSAA,
bool bindTextureMS,
bool useDynamicScale,
VRTextureUsage vrUsage,
RenderTextureMemoryless memoryless,
string name
)
{
// Here user made a mistake in setting up msaa/bindMS, hence the warning
if (!enableMSAA && bindTextureMS == true)
{
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
bindTextureMS = false;
}
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false;
// Here we purposefully disable MSAA so we just force the bindMS param to false.
if (!allocForMSAA)
{
bindTextureMS = false;
}
// MSAA Does not support random read/write.
bool UAV = enableRandomWrite;
if (allocForMSAA && (UAV == true))
{
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'.");
UAV = false;
}
int msaaSamples = allocForMSAA ? (int)s_ScaledRTCurrentMSAASamples : 1;
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = slices,
filterMode = filterMode,
wrapMode = wrapMode,
dimension = dimension,
enableRandomWrite = UAV,
useMipMap = useMipMap,
autoGenerateMips = autoGenerateMips,
anisoLevel = anisoLevel,
mipMapBias = mipMapBias,
antiAliasing = msaaSamples,
bindTextureMS = bindTextureMS,
useDynamicScale = useDynamicScale,
vrUsage = vrUsage,
memorylessMode = memoryless,
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips : useMipMap, enableMSAA: allocForMSAA, msaaSamples : s_ScaledRTCurrentMSAASamples)
};
rt.Create();
RTHandle rth = new RTHandle();
rth.SetRenderTexture(rt, category);
rth.m_EnableMSAA = enableMSAA;
rth.m_EnableRandomWrite = enableRandomWrite;
rth.useScaling = true;
rth.m_Name = name;
s_AutoSizedRTs.Add(rth);
return rth;
}
public static implicit operator RenderTexture(RTHandle handle)
{
return handle.rt;
}
public static implicit operator RenderTargetIdentifier(RTHandle handle)
{
return handle.nameID;
}
public static string DumpRTInfo()
{
string result = "";
for (int i = 0; i < s_AutoSizedRTs.Count; ++i)
{
RenderTexture rt = s_AutoSizedRTs[i].rt;
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height );
}
return result;
}
// Instance data
RenderTexture[] m_RTs = new RenderTexture[2];
RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2];
bool m_EnableMSAA = false;
bool m_EnableRandomWrite = false;
string m_Name;
Vector2 scaleFactor = Vector2.one;
ScaleFunc scaleFunc;
public bool useScaling { get; private set; }
public RenderTexture rt
{
get
{
if(!useScaling)
{
return m_EnableMSAA ? m_RTs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular];
}
else
{
RTCategory category = (m_EnableMSAA && s_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular;
CreateIfNeeded(category);
return m_RTs[(int)category];
}
}
}
public RenderTargetIdentifier nameID
{
get
{
if (!useScaling)
{
return m_EnableMSAA ? m_NameIDs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular];
}
else
{
RTCategory category = (m_EnableMSAA && s_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular;
CreateIfNeeded(category);
return m_NameIDs[(int)category];
}
}
}
// Keep constructor private
RTHandle()
{
}
void SetRenderTexture(RenderTexture rt, RTCategory category)
{
m_RTs[(int)category] = rt;
m_NameIDs[(int)category] = new RenderTargetIdentifier(rt);
}
void CreateIfNeeded(RTCategory category)
{
// If a RT was first created for MSAA then the regular one might be null, in this case we create it.
// That's why we never test the MSAA version: It should always be there if RT was declared correctly.
if(category == RTCategory.Regular && m_RTs[(int)RTCategory.Regular] == null)
{
RenderTexture refRT = m_RTs[(int)RTCategory.MSAA];
Debug.Assert(refRT != null);
Vector2Int scaledSize = GetScaledSize(new Vector2Int(s_MaxWidth, s_MaxHeight));
RenderTexture newRT = new RenderTexture(scaledSize.x, scaledSize.y, refRT.depth, refRT.format, refRT.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
{
hideFlags = HideFlags.HideAndDontSave,
volumeDepth = refRT.volumeDepth,
filterMode = refRT.filterMode,
wrapMode = refRT.wrapMode,
dimension = refRT.dimension,
enableRandomWrite = m_EnableRandomWrite, // We cannot take the info from the msaa rt since we force it to 1
useMipMap = refRT.useMipMap,
autoGenerateMips = refRT.autoGenerateMips,
anisoLevel = refRT.anisoLevel,
mipMapBias = refRT.mipMapBias,
antiAliasing = 1, // No MSAA for the regular version of the texture.
bindTextureMS = false, // Somehow, this can be true even if antiAliasing == 1. Leads to Unity-internal binding errors.
useDynamicScale = refRT.useDynamicScale,
vrUsage = refRT.vrUsage,
memorylessMode = refRT.memorylessMode,
name = CoreUtils.GetRenderTargetAutoName(refRT.width, refRT.height, refRT.format, m_Name, mips : refRT.useMipMap)
};
newRT.Create();
m_RTs[(int)RTCategory.Regular] = newRT;
m_NameIDs[(int)RTCategory.Regular] = new RenderTargetIdentifier(newRT);
}
}
public void Release()
{
s_AutoSizedRTs.Remove(this);
for (int i = 0; i < (int)RTCategory.Count; ++i)
{
CoreUtils.Destroy(m_RTs[i]);
m_NameIDs[i] = BuiltinRenderTextureType.None;
m_RTs[i] = null;
}
}
public Vector2Int GetScaledSize(Vector2Int refSize)
{
if (scaleFunc != null)
{
return scaleFunc(refSize);
}
else
{
return new Vector2Int(
x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
);
}
}
}
}

/ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandle.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta

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