using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class DBufferManager : MRTBufferManager { public int vsibleDecalCount { get; set; } RTHandle m_HTile; public DBufferManager() : base(Decal.GetMaterialDBufferCount()) { Debug.Assert(m_BufferCount <= 4); } public override void CreateBuffers() { RenderTextureFormat[] rtFormat; bool[] sRGBFlags; Decal.GetMaterialDBufferDescription(out rtFormat, out sRGBFlags); 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_RTIDs[dbufferIndex] = m_RTs[dbufferIndex].nameID; m_TextureShaderIDs[dbufferIndex] = HDShaderIDs._DBufferTexture[dbufferIndex]; } // We use 8x8 tiles in order to match the native GCN HTile as closely as possible. 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 } override public void DestroyBuffers() { base.DestroyBuffers(); RTHandle.Release(m_HTile); } public void ClearNormalTargetAndHTile(CommandBuffer cmd, HDCamera camera, Color clearColor) { // index 1 is normals HDUtils.SetRenderTarget(cmd, camera, m_RTs[1], ClearFlag.Color, clearColor); HDUtils.SetRenderTarget(cmd, camera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack); } public void SetHTile(int bindSlot, CommandBuffer cmd) { cmd.SetRandomWriteTarget(bindSlot, m_HTile); } public void UnSetHTile(CommandBuffer cmd) { cmd.ClearRandomWriteTargets(); } public void SetHTileTexture(CommandBuffer cmd) { cmd.SetGlobalTexture(HDShaderIDs._DecalHTileTexture, m_HTile); } public void PushGlobalParams(CommandBuffer cmd, FrameSettings frameSettings) { if (frameSettings.enableDBuffer) { cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, vsibleDecalCount > 0 ? 1 : 0); BindBufferAsTextures(cmd); } else { cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, 0); // We still bind black textures to make sure that something is bound (can be a problem on some platforms) for (int i = 0; i < m_BufferCount; ++i) { cmd.SetGlobalTexture(m_TextureShaderIDs[i], RuntimeUtilities.blackTexture); } } } } }