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416 行
16 KiB
416 行
16 KiB
using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering
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{
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public delegate Vector2Int ScaleFunc(Vector2Int size);
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public enum DepthBits
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{
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None = 0,
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Depth8 = 8,
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Depth16 = 16,
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Depth24 = 24
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}
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public enum MSAASamples
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{
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None = 1,
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MSAA2x = 2,
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MSAA4x = 4,
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MSAA8x = 8
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}
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public class RTHandle
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{
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enum RTCategory
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{
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Regular = 0,
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MSAA = 1,
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Count
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}
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// Static management.
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public static int s_MaxWidth { get { return s_MaxWidths[(int)RTCategory.Regular]; } }
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public static int s_MaxHeight { get { return s_MaxHeights[(int)RTCategory.Regular]; } }
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public static int s_MaxWidthMSAAA { get { return s_MaxWidths[(int)RTCategory.MSAA]; } }
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public static int s_MaxHeightMSAA { get { return s_MaxHeights[(int)RTCategory.MSAA]; } }
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private static int GetMaxWith(RTCategory category) { return s_MaxWidths[(int)category]; }
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private static int GetMaxHeight(RTCategory category) { return s_MaxHeights[(int)category]; }
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static List<RTHandle> s_AutoSizedRTs;
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static RTCategory s_CurrentCategory = RTCategory.Regular;
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static int[] s_MaxWidths = new int[(int)RTCategory.Count];
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static int[] s_MaxHeights = new int[(int)RTCategory.Count];
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public static int maxWidth { get { return GetMaxWith(s_CurrentCategory); } }
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public static int maxHeight { get { return GetMaxHeight(s_CurrentCategory); } }
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static RTHandle()
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{
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s_AutoSizedRTs = new List<RTHandle>();
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for (int i = 0; i < (int)RTCategory.Count; ++i)
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{
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s_MaxWidths[i] = 1;
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s_MaxHeights[i] = 1;
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}
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}
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public static void Release(RTHandle rth)
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{
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if(rth != null)
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rth.Release();
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}
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public static void SetReferenceSize(int width, int height, bool msaa)
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{
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// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
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RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
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width = Mathf.Max(width, 1);
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height = Mathf.Max(height, 1);
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if (width > GetMaxWith(category) || height > GetMaxHeight(category))
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Resize(width, height, category);
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}
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public static void ResetReferenceSize(int width, int height, bool msaa)
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{
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// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
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RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular;
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width = Mathf.Max(width, 1);
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height = Mathf.Max(height, 1);
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if (width != GetMaxWith(category) || height != GetMaxHeight(category))
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Resize(width, height, category);
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}
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static void Resize(int width, int height, RTCategory category)
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{
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s_MaxWidths[(int)category] = width;
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s_MaxHeights[(int)category] = height;
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var maxSize = new Vector2Int(width, height);
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s_CurrentCategory = category;
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foreach (var rth in s_AutoSizedRTs)
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{
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var rt = rth.m_RTs[(int)category];
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// This can happen if you create a RTH for MSAA. By default we only create the MSAA version of the target.
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// Missing version will be created when needed in the getter.
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if (rt != null)
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{
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rt.Release();
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Vector2Int scaledSize = rth.GetScaledSize(maxSize);
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rt.width = Mathf.Max(scaledSize.x, 1);
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rt.height = Mathf.Max(scaledSize.y, 1);
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rt.Create();
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}
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rth.SetCurrentCategory(category);
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}
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}
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// This method wraps around regular RenderTexture creation.
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// There is no specific logic applied to RenderTextures created this way.
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public static RTHandle Alloc(
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int width,
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int height,
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int slices = 1,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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RTCategory category = msaaSamples != MSAASamples.None ? RTCategory.MSAA : RTCategory.Regular;
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var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
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{
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hideFlags = HideFlags.HideAndDontSave,
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volumeDepth = slices,
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filterMode = filterMode,
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wrapMode = wrapMode,
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dimension = dimension,
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enableRandomWrite = enableRandomWrite,
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useMipMap = useMipMap,
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autoGenerateMips = autoGenerateMips,
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anisoLevel = anisoLevel,
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mipMapBias = mipMapBias,
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antiAliasing = (int)msaaSamples,
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bindTextureMS = bindTextureMS,
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useDynamicScale = useDynamicScale,
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vrUsage = vrUsage,
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memorylessMode = memoryless
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};
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rt.Create();
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var newRT = new RTHandle(rt, category);
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newRT.useScaling = false;
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return newRT;
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}
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// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
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// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
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// 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).
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// 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.
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public static RTHandle Alloc(
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Vector2 scaleFactor,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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RTCategory category = msaaSamples != MSAASamples.None ? RTCategory.MSAA : RTCategory.Regular;
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int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWith(category)), 1);
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int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1);
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var rth = Alloc(width,
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height,
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1,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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sRGB,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless
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);
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rth.scaleFactor = scaleFactor;
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rth.useScaling = true;
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s_AutoSizedRTs.Add(rth);
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return rth;
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}
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//
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// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
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// the next POT). The function takes a Vec2 as parameter that holds max width & height
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// values for the current manager context and returns a Vec2 of the final size in pixels.
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//
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// var rth = Alloc(
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// size => new Vector2Int(size.x / 2, size.y),
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// [...]
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// );
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//
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public static RTHandle Alloc(
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ScaleFunc scaleFunc,
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DepthBits depthBufferBits = DepthBits.None,
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RenderTextureFormat colorFormat = RenderTextureFormat.Default,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Repeat,
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TextureDimension dimension = TextureDimension.Tex2D,
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bool sRGB = true,
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bool enableRandomWrite = false,
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bool useMipMap = false,
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bool autoGenerateMips = true,
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int anisoLevel = 1,
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float mipMapBias = 0f,
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MSAASamples msaaSamples = MSAASamples.None,
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bool bindTextureMS = false,
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bool useDynamicScale = false,
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VRTextureUsage vrUsage = VRTextureUsage.None,
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None
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)
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{
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RTCategory category = msaaSamples != MSAASamples.None ? RTCategory.MSAA : RTCategory.Regular;
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var scaleFactor = scaleFunc(new Vector2Int(GetMaxWith(category), GetMaxHeight(category)));
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int width = Mathf.Max(scaleFactor.x, 1);
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int height = Mathf.Max(scaleFactor.y, 1);
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var rth = Alloc(width,
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height,
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1,
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depthBufferBits,
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colorFormat,
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filterMode,
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wrapMode,
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dimension,
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sRGB,
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enableRandomWrite,
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useMipMap,
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autoGenerateMips,
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anisoLevel,
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mipMapBias,
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msaaSamples,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless
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);
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rth.scaleFunc = scaleFunc;
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rth.useScaling = true;
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s_AutoSizedRTs.Add(rth);
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return rth;
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}
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public static implicit operator RenderTexture(RTHandle handle)
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{
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return handle.rt;
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}
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public static implicit operator RenderTargetIdentifier(RTHandle handle)
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{
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return handle.nameID;
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}
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public static string DumpRTInfo()
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{
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string result = "";
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for (int i = 0; i < s_AutoSizedRTs.Count; ++i)
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{
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RenderTexture rt = s_AutoSizedRTs[i].rt;
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result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height );
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}
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return result;
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}
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// Instance data
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RTCategory m_CurrentCategory = RTCategory.Regular;
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RenderTexture[] m_RTs = new RenderTexture[2];
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RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2];
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Vector2 scaleFactor = Vector2.one;
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ScaleFunc scaleFunc;
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public bool useScaling { get; private set; }
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public RenderTexture rt
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{
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get
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{
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CreateIfNeeded(m_CurrentCategory);
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return m_RTs[(int)m_CurrentCategory];
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}
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}
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public RenderTargetIdentifier nameID
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{
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get
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{
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CreateIfNeeded(m_CurrentCategory);
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return m_NameIDs[(int)m_CurrentCategory];
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}
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}
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RTHandle(RenderTexture rt, RTCategory category)
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{
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this.m_RTs[(int)category] = rt;
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this.m_NameIDs[(int)category] = new RenderTargetIdentifier(rt);
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SetCurrentCategory(category);
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}
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void CreateIfNeeded(RTCategory category)
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{
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// If a RT was first created for MSAA then the regular one might be null, in this case we create it.
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// That's why we never test the MSAA version: It should always be there if RT was declared correctly.
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if(category == RTCategory.Regular && m_RTs[(int)RTCategory.Regular] == null)
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{
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RenderTexture refRT = m_RTs[(int)RTCategory.MSAA];
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Debug.Assert(refRT != null);
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Vector2Int scaledSize = GetScaledSize(new Vector2Int(s_MaxWidth, s_MaxHeight));
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RenderTexture newRT = new RenderTexture(scaledSize.x, scaledSize.y, refRT.depth, refRT.format, refRT.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear)
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{
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hideFlags = HideFlags.HideAndDontSave,
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volumeDepth = refRT.volumeDepth,
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filterMode = refRT.filterMode,
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wrapMode = refRT.wrapMode,
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dimension = refRT.dimension,
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enableRandomWrite = refRT.enableRandomWrite,
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useMipMap = refRT.useMipMap,
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autoGenerateMips = refRT.autoGenerateMips,
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anisoLevel = refRT.anisoLevel,
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mipMapBias = refRT.mipMapBias,
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antiAliasing = 1, // No MSAA for the regular version of the texture.
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bindTextureMS = refRT.bindTextureMS,
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useDynamicScale = refRT.useDynamicScale,
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vrUsage = refRT.vrUsage,
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memorylessMode = refRT.memorylessMode
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};
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newRT.Create();
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m_RTs[(int)RTCategory.Regular] = newRT;
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m_NameIDs[(int)RTCategory.Regular] = new RenderTargetIdentifier(newRT);
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}
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}
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void SetCurrentCategory(RTCategory category)
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{
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m_CurrentCategory = category;
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}
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public void Release()
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{
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s_AutoSizedRTs.Remove(this);
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for (int i = 0; i < (int)RTCategory.Count; ++i)
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{
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CoreUtils.Destroy(m_RTs[i]);
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m_NameIDs[i] = BuiltinRenderTextureType.None;
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m_RTs[i] = null;
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}
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}
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public Vector2Int GetScaledSize(Vector2Int refSize)
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{
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if (scaleFunc != null)
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{
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return scaleFunc(refSize);
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}
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else
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{
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return new Vector2Int(
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x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
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y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
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);
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}
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}
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}
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}
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