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using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class ScriptableRenderer
{
// Lights are culled per-object. In platforms that don't use StructuredBuffer
// the engine will set 4 light indices in the following constant unity_4LightIndices0
// Additionally the engine set unity_4LightIndices1 but LWRP doesn't use that.
const int k_MaxConstantLocalLights = 4;
// LWRP uses a fixed constant buffer to hold light data. This must match the value of
// MAX_VISIBLE_LIGHTS 16 in Input.hlsl
const int k_MaxVisibleLocalLights = 16;
const int k_MaxVertexLights = 4;
public int maxSupportedLocalLightsPerPass
{
get
{
return useComputeBufferForPerObjectLightIndices ? k_MaxVisibleLocalLights : k_MaxConstantLocalLights;
}
}
// TODO: Profile performance of using ComputeBuffer on mobiles that support it
public static bool useComputeBufferForPerObjectLightIndices
{
get
{
// TODO: Graphics Emulation are breaking StructuredBuffers disabling it for now until
// we have a fix for it
return false;
// return SystemInfo.supportsComputeShaders &&
// SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore &&
// !Application.isMobilePlatform &&
// Application.platform != RuntimePlatform.WebGLPlayer;
}
}
public int maxVisibleLocalLights { get { return k_MaxVisibleLocalLights; } }
public int maxSupportedVertexLights { get { return k_MaxVertexLights; } }
public PostProcessRenderContext postProcessRenderContext { get; private set; }
public ComputeBuffer perObjectLightIndices { get; private set; }
List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>();
readonly Material[] m_Materials;
public ScriptableRenderer(LightweightPipelineAsset pipelineAsset)
{
m_Materials = new[]
{
CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"),
CoreUtils.CreateEngineMaterial(pipelineAsset.copyDepthShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.samplingShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.blitShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.screenSpaceShadowShader),
};
postProcessRenderContext = new PostProcessRenderContext();
}
public void Dispose()
{
if (perObjectLightIndices != null)
{
perObjectLightIndices.Release();
perObjectLightIndices = null;
}
for (int i = 0; i < m_Materials.Length; ++i)
CoreUtils.Destroy(m_Materials[i]);
}
public static RenderTextureDescriptor CreateRTDesc(ref CameraData cameraData, float scaler = 1.0f)
{
Camera camera = cameraData.camera;
RenderTextureDescriptor desc;
float renderScale = cameraData.renderScale;
if (cameraData.isStereoEnabled)
{
return XRGraphicsConfig.eyeTextureDesc;
}
else
{
desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
}
desc.colorFormat = cameraData.isHdrEnabled ? RenderTextureFormat.DefaultHDR :
RenderTextureFormat.Default;
desc.enableRandomWrite = false;
desc.sRGB = true;
desc.width = (int)((float)desc.width * renderScale * scaler);
desc.height = (int)((float)desc.height * renderScale * scaler);
return desc;
}
public void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
{
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
m_ActiveRenderPassQueue[i].Execute(this, ref context, ref cullResults, ref renderingData);
DisposePasses(ref context);
}
public Material GetMaterial(MaterialHandles handle)
{
int handleID = (int)handle;
if (handleID >= m_Materials.Length)
{
Debug.LogError(string.Format("Material {0} is not registered.",
Enum.GetName(typeof(MaterialHandles), handleID)));
return null;
}
return m_Materials[handleID];
}
public void Clear()
{
m_ActiveRenderPassQueue.Clear();
}
public void EnqueuePass(ScriptableRenderPass pass)
{
m_ActiveRenderPassQueue.Add(pass);
}
public static bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor)
{
if (cameraData.isOffscreenRender)
return false;
bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f);
bool isTargetTexture2DArray = baseDescriptor.dimension == TextureDimension.Tex2DArray;
return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray || !cameraData.isDefaultViewport;
}
public static bool CanCopyDepth(ref CameraData cameraData)
{
bool msaaEnabledForCamera = (int)cameraData.msaaSamples > 1;
bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
// currently disabling it until shader changes kick in.
//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
bool msaaDepthResolve = false;
return supportsDepthCopy || msaaDepthResolve;
}
void DisposePasses(ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Release Resources");
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
m_ActiveRenderPassQueue[i].FrameCleanup(cmd);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void SetupPerObjectLightIndices(ref CullResults cullResults, ref LightData lightData)
{
if (lightData.totalAdditionalLightsCount == 0)
return;
List<VisibleLight> visibleLights = lightData.visibleLights;
int[] perObjectLightIndexMap = cullResults.GetLightIndexMap();
int directionalLightCount = 0;
// Disable all directional lights from the perobject light indices
// Pipeline handles them globally
for (int i = 0; i < visibleLights.Count; ++i)
{
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
{
perObjectLightIndexMap[i] = -1;
++directionalLightCount;
}
else
perObjectLightIndexMap[i] -= directionalLightCount;
}
cullResults.SetLightIndexMap(perObjectLightIndexMap);
// if not using a compute buffer, engine will set indices in 2 vec4 constants
// unity_4LightIndices0 and unity_4LightIndices1
if (useComputeBufferForPerObjectLightIndices)
{
int lightIndicesCount = cullResults.GetLightIndicesCount();
if (lightIndicesCount > 0)
{
if (perObjectLightIndices == null)
{
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
else if (perObjectLightIndices.count < lightIndicesCount)
{
perObjectLightIndices.Release();
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
cullResults.FillLightIndices(perObjectLightIndices);
}
}
}
public static ClearFlag GetCameraClearFlag(Camera camera)
{
ClearFlag clearFlag = ClearFlag.None;
CameraClearFlags cameraClearFlags = camera.clearFlags;
if (cameraClearFlags != CameraClearFlags.Nothing)
{
clearFlag |= ClearFlag.Depth;
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
clearFlag |= ClearFlag.Color;
}
return clearFlag;
}
public static RendererConfiguration GetRendererConfiguration(int localLightsCount)
{
RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (localLightsCount > 0)
{
if (useComputeBufferForPerObjectLightIndices)
configuration |= RendererConfiguration.ProvideLightIndices;
else
configuration |= RendererConfiguration.PerObjectLightIndices8;
}
return configuration;
}
}
}