using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { class BufferPyramid { static readonly int _Size = Shader.PropertyToID("_Size"); static readonly int _Source = Shader.PropertyToID("_Source"); static readonly int _Result = Shader.PropertyToID("_Result"); static readonly int _SrcSize = Shader.PropertyToID("_SrcSize"); const int k_DepthBlockSize = 4; GPUCopy m_GPUCopy; ComputeShader m_ColorPyramidCS; RTHandle m_ColorPyramidBuffer; List m_ColorPyramidMips = new List(); int m_ColorPyramidKernel; ComputeShader m_DepthPyramidCS; RTHandle m_DepthPyramidBuffer; List m_DepthPyramidMips = new List(); int m_DepthPyramidKernel_8; int m_DepthPyramidKernel_1; public RTHandle colorPyramid { get { return m_ColorPyramidBuffer; } } public RTHandle depthPyramid { get { return m_DepthPyramidBuffer; } } public BufferPyramid( ComputeShader colorPyramidCS, ComputeShader depthPyramidCS, GPUCopy gpuCopy) { m_ColorPyramidCS = colorPyramidCS; m_ColorPyramidKernel = m_ColorPyramidCS.FindKernel("KMain"); m_DepthPyramidCS = depthPyramidCS; m_GPUCopy = gpuCopy; m_DepthPyramidKernel_8 = m_DepthPyramidCS.FindKernel("KMain_8"); m_DepthPyramidKernel_1 = m_DepthPyramidCS.FindKernel("KMain_1"); } float GetXRscale() { // for stereo double-wide, each half of the texture will represent a single eye's pyramid float scale = 1.0f; //if (m_Asset.renderPipelineSettings.supportsStereo && (desc.dimension != TextureDimension.Tex2DArray)) // scale = 2.0f; // double-wide return scale; } public void CreateBuffers() { m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, name: "ColorPymarid"); m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader. } public void DestroyBuffers() { RTHandle.Release(m_ColorPyramidBuffer); RTHandle.Release(m_DepthPyramidBuffer); foreach (var rth in m_ColorPyramidMips) { RTHandle.Release(rth); } foreach (var rth in m_DepthPyramidMips) { RTHandle.Release(rth); } } public int GetPyramidLodCount(HDCamera camera) { var minSize = Mathf.Min(camera.actualWidth, camera.actualHeight); return Mathf.FloorToInt(Mathf.Log(minSize, 2f)); } Vector2Int CalculatePyramidMipSize(Vector2Int baseMipSize, int mipIndex) { return new Vector2Int(baseMipSize.x >> mipIndex, baseMipSize.y >> mipIndex); } Vector2Int CalculatePyramidSize(Vector2Int size) { // Instead of using the screen size, we round up to the next power of 2 because currently some platforms don't support NPOT Render Texture with mip maps (PS4 for example) // Then we render in a Screen Sized viewport. // Note that even if PS4 supported POT Mips, the buffers would be padded to the next power of 2 anyway (TODO: check with other platforms...) int pyramidSize = (int)Mathf.NextPowerOfTwo(Mathf.Max(size.x, size.y)); return new Vector2Int((int)(pyramidSize * GetXRscale()), pyramidSize); } void UpdatePyramidMips(HDCamera camera, RenderTextureFormat format, List mipList, int lodCount) { int currentLodCount = mipList.Count; if (lodCount > currentLodCount) { for (int i = currentLodCount; i < lodCount; ++i) { 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)); mipList.Add(newMip); } } } public Vector2 GetPyramidToScreenScale(HDCamera camera) { return new Vector2((float)camera.actualWidth / m_DepthPyramidBuffer.rt.width, (float)camera.actualHeight / m_DepthPyramidBuffer.rt.height); } public void RenderDepthPyramid( HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, RTHandle depthTexture) { int lodCount = GetPyramidLodCount(hdCamera); UpdatePyramidMips(hdCamera, m_DepthPyramidBuffer.rt.format, m_DepthPyramidMips, lodCount); cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, lodCount, 0.0f)); m_GPUCopy.SampleCopyChannel_xyzw2x(cmd, depthTexture, m_DepthPyramidBuffer, new Vector2(hdCamera.actualWidth, hdCamera.actualHeight)); Vector2 scale = GetPyramidToScreenScale(hdCamera); RTHandle src = m_DepthPyramidBuffer; for (var i = 0; i < lodCount; i++) { RTHandle dest = m_DepthPyramidMips[i]; var srcMipWidth = hdCamera.actualWidth >> i; var srcMipHeight = hdCamera.actualHeight >> i; var dstMipWidth = srcMipWidth >> 1; var dstMipHeight = srcMipHeight >> 1; var kernel = m_DepthPyramidKernel_8; var kernelBlockSize = 8f; if (dstMipWidth < 4 * k_DepthBlockSize || dstMipHeight < 4 * k_DepthBlockSize) { kernel = m_DepthPyramidKernel_1; kernelBlockSize = 1; } cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Source, src); cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Result, dest); cmd.SetComputeVectorParam(m_DepthPyramidCS, _SrcSize, new Vector4(srcMipWidth, srcMipHeight, (1.0f / srcMipWidth) * scale.x, (1.0f / srcMipHeight) * scale.y)); cmd.DispatchCompute( m_DepthPyramidCS, kernel, Mathf.CeilToInt(dstMipWidth / kernelBlockSize), Mathf.CeilToInt(dstMipHeight / kernelBlockSize), 1); // If we could bind texture mips as UAV we could avoid this copy...(which moreover copies more than the needed viewport if not fullscreen) cmd.CopyTexture(m_DepthPyramidMips[i], 0, 0, 0, 0, dstMipWidth, dstMipHeight, m_DepthPyramidBuffer, 0, i + 1, 0, 0); src = dest; } cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_DepthPyramidBuffer); } public void RenderColorPyramid( HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, RTHandle colorTexture) { int lodCount = GetPyramidLodCount(hdCamera); UpdatePyramidMips(hdCamera, m_ColorPyramidBuffer.rt.format, m_ColorPyramidMips, lodCount); Vector2 scale = GetPyramidToScreenScale(hdCamera); cmd.SetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize, new Vector4(scale.x, scale.y, lodCount, 0.0f)); // Copy mip 0 // Here we blit a "camera space" texture into a square texture but we want to keep the original viewport. // Other BlitCameraTexture version will setup the viewport based on the destination RT scale (square here) so we need override it here. HDUtils.BlitCameraTexture(cmd, hdCamera, colorTexture, m_ColorPyramidBuffer, new Rect(0.0f, 0.0f, hdCamera.actualWidth, hdCamera.actualHeight)); RTHandle src = m_ColorPyramidBuffer; for (var i = 0; i < lodCount; i++) { RTHandle dest = m_ColorPyramidMips[i]; var srcMipWidth = hdCamera.actualWidth >> i; var srcMipHeight = hdCamera.actualHeight >> i; var dstMipWidth = srcMipWidth >> 1; var dstMipHeight = srcMipHeight >> 1; // TODO: Add proper stereo support to the compute job cmd.SetComputeTextureParam(m_ColorPyramidCS, m_ColorPyramidKernel, _Source, src); cmd.SetComputeTextureParam(m_ColorPyramidCS, m_ColorPyramidKernel, _Result, dest); // _Size is used as a scale inside the whole render target so here we need to keep the full size (and not the scaled size depending on the current camera) cmd.SetComputeVectorParam(m_ColorPyramidCS, _Size, new Vector4(dest.rt.width, dest.rt.height, 1f / dest.rt.width, 1f / dest.rt.height)); cmd.DispatchCompute( m_ColorPyramidCS, m_ColorPyramidKernel, Mathf.CeilToInt(dstMipWidth / 8f), Mathf.CeilToInt(dstMipHeight / 8f), 1); // If we could bind texture mips as UAV we could avoid this copy...(which moreover copies more than the needed viewport if not fullscreen) cmd.CopyTexture(m_ColorPyramidMips[i], 0, 0, 0, 0, dstMipWidth, dstMipHeight, m_ColorPyramidBuffer, 0, i + 1, 0, 0); src = dest; } cmd.SetGlobalTexture(HDShaderIDs._GaussianPyramidColorTexture, m_ColorPyramidBuffer); } } }