using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class ReflectionProbeCache { internal static readonly int s_InputTexID = Shader.PropertyToID("_InputTex"); internal static readonly int s_LoDID = Shader.PropertyToID("_LoD"); internal static readonly int s_FaceIndexID = Shader.PropertyToID("_FaceIndex"); enum ProbeFilteringState { Convolving, Ready } int m_ProbeSize; int m_CacheSize; IBLFilterGGX m_IBLFilterGGX; TextureCacheCubemap m_TextureCache; RenderTexture m_TempRenderTexture; RenderTexture m_ConvolutionTargetTexture; ProbeFilteringState[] m_ProbeBakingState; Material m_ConvertTextureMaterial; MaterialPropertyBlock m_ConvertTextureMPB; public ReflectionProbeCache(IBLFilterGGX iblFilter, int cacheSize, int probeSize, TextureFormat probeFormat, bool isMipmaped) { Debug.Assert(probeFormat == TextureFormat.BC6H || probeFormat == TextureFormat.RGBAHalf, "Reflection Probe Cache format for HDRP can only be BC6H or FP16."); m_ProbeSize = probeSize; m_CacheSize = cacheSize; m_TextureCache = new TextureCacheCubemap(); m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeFormat, isMipmaped); m_IBLFilterGGX = iblFilter; InitializeProbeBakingStates(); } void Initialize() { if(m_TempRenderTexture == null) { // Temporary RT used for convolution and compression m_TempRenderTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf); m_TempRenderTexture.dimension = TextureDimension.Cube; m_TempRenderTexture.useMipMap = true; m_TempRenderTexture.autoGenerateMips = false; m_TempRenderTexture.Create(); m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf); m_ConvolutionTargetTexture.dimension = TextureDimension.Cube; m_ConvolutionTargetTexture.useMipMap = true; m_ConvolutionTargetTexture.autoGenerateMips = false; m_ConvolutionTargetTexture.Create(); m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial("Hidden/SRP/BlitCubeTextureFace"); m_ConvertTextureMPB = new MaterialPropertyBlock(); InitializeProbeBakingStates(); } } void InitializeProbeBakingStates() { m_ProbeBakingState = new ProbeFilteringState[m_CacheSize]; for (int i = 0; i < m_CacheSize; ++i) m_ProbeBakingState[i] = ProbeFilteringState.Convolving; } public void Release() { if(m_TextureCache != null) { m_TextureCache.Release(); m_TextureCache = null; } if(m_TempRenderTexture != null) { m_TempRenderTexture.Release(); m_TempRenderTexture = null; } m_ProbeBakingState = null; } public void NewFrame() { Initialize(); m_TextureCache.NewFrame(); } // This method is used to convert inputs that are either compressed or not of the right size. // We can't use Graphics.ConvertTexture here because it does not work with a RenderTexture as destination. void ConvertTexture(CommandBuffer cmd, Texture input, RenderTexture target) { m_ConvertTextureMPB.SetTexture(s_InputTexID, input); m_ConvertTextureMPB.SetFloat(s_LoDID, 0.0f); // We want to convert mip 0 to whatever the size of the destination cache is. for (int f = 0 ; f < 6 ; ++f) { m_ConvertTextureMPB.SetFloat(s_FaceIndexID, (float)f); CoreUtils.SetRenderTarget(cmd, target, ClearFlag.None, Color.black, 0, (CubemapFace)f); CoreUtils.DrawFullScreen(cmd, m_ConvertTextureMaterial, m_ConvertTextureMPB); } } Texture ConvolveProbeTexture(CommandBuffer cmd, Texture texture) { // Probes can be either Cubemaps (for baked probes) or RenderTextures (for realtime probes) Cubemap cubeTexture = texture as Cubemap; RenderTexture renderTexture = texture as RenderTexture; RenderTexture convolutionSourceTexture = null; if (cubeTexture != null) { // if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it // 1) to a format for which we can generate mip maps // 2) to the proper reflection probe cache size bool sizeMismatch = cubeTexture.width != m_ProbeSize || cubeTexture.height != m_ProbeSize; bool formatMismatch = cubeTexture.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16 if (formatMismatch || sizeMismatch) { if (sizeMismatch) { Debug.LogWarningFormat("Baked Reflection Probe {0} does not match HDRP Reflection Probe Cache size of {1}. Consider baking it at the same size for better loading performance.", texture.name, m_ProbeSize); } else if (cubeTexture.format == TextureFormat.BC6H) { Debug.LogWarningFormat("Baked Reflection Probe {0} is compressed but the HDRP Reflection Probe Cache is not. Consider removing compression from the input texture for better quality.", texture.name); } ConvertTexture(cmd, cubeTexture, m_TempRenderTexture); } else { for (int f = 0; f < 6; f++) { cmd.CopyTexture(cubeTexture, f, 0, m_TempRenderTexture, f, 0); } } // Ideally if input is not compressed and has mipmaps, don't do anything here. Problem is, we can't know if mips have been already convolved offline... cmd.GenerateMips(m_TempRenderTexture); convolutionSourceTexture = m_TempRenderTexture; } else { Debug.Assert(renderTexture != null); if (renderTexture.dimension != TextureDimension.Cube) { Debug.LogError("Realtime reflection probe should always be a Cube RenderTexture."); return null; } // TODO: Do a different case for downsizing, in this case, instead of doing ConvertTexture just use the relevant mipmaps. bool sizeMismatch = renderTexture.width != m_ProbeSize || renderTexture.height != m_ProbeSize; if (sizeMismatch) { ConvertTexture(cmd, renderTexture, m_TempRenderTexture); convolutionSourceTexture = m_TempRenderTexture; } else { convolutionSourceTexture = renderTexture; } // Generate unfiltered mipmaps as a base for convolution // TODO: Make sure that we don't first convolve everything on the GPU with the legacy code path executed after rendering the probe. cmd.GenerateMips(convolutionSourceTexture); } m_IBLFilterGGX.FilterCubemap(cmd, convolutionSourceTexture, m_ConvolutionTargetTexture); return m_ConvolutionTargetTexture; } public int FetchSlice(CommandBuffer cmd, Texture texture) { bool needUpdate; var sliceIndex = m_TextureCache.ReserveSlice(texture, out needUpdate); if (sliceIndex != -1) { if(needUpdate || m_ProbeBakingState[sliceIndex] != ProbeFilteringState.Ready) { using (new ProfilingSample(cmd, "Convolve Reflection Probe")) { // For now baking is done directly but will be time sliced in the future. Just preparing the code here. m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Convolving; Texture result = ConvolveProbeTexture(cmd, texture); if (result == null) return -1; m_TextureCache.UpdateSlice(cmd, sliceIndex, result, m_TextureCache.GetTextureHash(texture)); // Be careful to provide the update count from the input texture, not the temporary one used for convolving. m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Ready; } } } return sliceIndex; } public Texture GetTexCache() { return m_TextureCache.GetTexCache(); } } }