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525 行
21 KiB
525 行
21 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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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 partial class RTHandleSystem : IDisposable
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{
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public enum ResizeMode
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{
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Auto,
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OnDemand
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}
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internal 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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// Parameters for auto-scaled Render Textures
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bool m_ScaledRTSupportsMSAA = false;
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MSAASamples m_ScaledRTCurrentMSAASamples = MSAASamples.None;
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HashSet<RTHandle> m_AutoSizedRTs;
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RTHandle[] m_AutoSizedRTsArray; // For fast iteration
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HashSet<RTHandle> m_ResizeOnDemandRTs;
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RTCategory m_ScaledRTCurrentCategory = RTCategory.Regular;
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int[] m_MaxWidths = new int[(int)RTCategory.Count];
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int[] m_MaxHeights = new int[(int)RTCategory.Count];
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int maxWidthRegular { get { return GetMaxWidth(RTCategory.Regular); } }
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int maxHeightRegular { get { return GetMaxHeight(RTCategory.Regular); } }
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int maxWidthMSAA { get { return GetMaxWidth(RTCategory.MSAA); } }
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int maxHeightMSAA { get { return GetMaxHeight(RTCategory.MSAA); } }
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public int maxWidth { get { return GetMaxWidth(m_ScaledRTCurrentCategory); } }
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public int maxHeight { get { return GetMaxHeight(m_ScaledRTCurrentCategory); } }
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public RTHandleSystem()
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{
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m_AutoSizedRTs = new HashSet<RTHandle>();
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m_ResizeOnDemandRTs = new HashSet<RTHandle>();
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for (int i = 0; i < (int)RTCategory.Count; ++i)
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{
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m_MaxWidths[i] = 1;
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m_MaxHeights[i] = 1;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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// Call this once to set the initial size and allow msaa targets or not.
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public void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples)
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{
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Debug.Assert(m_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture.");
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for (int i = 0; i < (int)RTCategory.Count; ++i)
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{
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m_MaxWidths[i] = width;
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m_MaxHeights[i] = height;
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}
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m_ScaledRTSupportsMSAA = scaledRTsupportsMSAA;
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m_ScaledRTCurrentMSAASamples = scaledRTMSAASamples;
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}
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public void Release(RTHandle rth)
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{
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if (rth != null)
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{
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Assert.AreEqual(this, rth.m_Owner);
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rth.Release();
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}
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}
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public void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
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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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bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples);
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if (width > GetMaxWidth(category) || height > GetMaxHeight(category) || msaaSamplesChanged)
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Resize(width, height, category, msaaSamples);
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}
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public void ResetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
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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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bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples);
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if (width != GetMaxWidth(category) || height != GetMaxHeight(category) || msaaSamplesChanged)
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Resize(width, height, category, msaaSamples);
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}
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public void SwitchResizeMode(RTHandle rth, ResizeMode mode)
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{
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switch (mode)
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{
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case ResizeMode.OnDemand:
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m_AutoSizedRTs.Remove(rth);
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m_ResizeOnDemandRTs.Add(rth);
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break;
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case ResizeMode.Auto:
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// Resize now so it is consistent with other auto resize RTHs
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if (m_ResizeOnDemandRTs.Contains(rth))
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DemandResize(rth);
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m_ResizeOnDemandRTs.Remove(rth);
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m_AutoSizedRTs.Add(rth);
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break;
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}
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}
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public void DemandResize(RTHandle rth)
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{
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Assert.IsTrue(m_ResizeOnDemandRTs.Contains(rth), "The RTHandle is not an resize on demand handle in this RTHandleSystem. Please call SwitchToResizeOnDemand(rth, true) before resizing on demand.");
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for (int i = 0, c = (int)RTCategory.Count; i < c; ++i)
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{
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if (rth.m_RTs[i] == null)
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continue;
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var rt = rth.m_RTs[i];
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rth.referenceSize = new Vector2Int(m_MaxWidths[i], m_MaxHeights[i]);
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var scaledSize = rth.GetScaledSize(rth.referenceSize);
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scaledSize = Vector2Int.Max(Vector2Int.one, scaledSize);
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var enableMSAA = i == (int)RTCategory.MSAA;
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var sizeChanged = rt.width != scaledSize.x || rt.height != scaledSize.y;
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var msaaSampleChanged = enableMSAA && rt.antiAliasing != (int)m_ScaledRTCurrentMSAASamples;
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if (sizeChanged || msaaSampleChanged)
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{
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rt.Release();
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if (enableMSAA)
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rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
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rt.width = scaledSize.x;
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rt.height = scaledSize.y;
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rt.name = CoreUtils.GetRenderTargetAutoName(
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rt.width,
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rt.height,
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rt.volumeDepth,
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rt.format,
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rth.m_Name,
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mips: rt.useMipMap,
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enableMSAA: enableMSAA,
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msaaSamples: m_ScaledRTCurrentMSAASamples
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);
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rt.Create();
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}
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}
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}
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int GetMaxWidth(RTCategory category) { return m_MaxWidths[(int)category]; }
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int GetMaxHeight(RTCategory category) { return m_MaxHeights[(int)category]; }
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void Dispose(bool disposing)
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{
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if (disposing)
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{
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Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
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m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rt = m_AutoSizedRTsArray[i];
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Release(rt);
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}
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m_AutoSizedRTs.Clear();
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Array.Resize(ref m_AutoSizedRTsArray, m_ResizeOnDemandRTs.Count);
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m_ResizeOnDemandRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rt = m_AutoSizedRTsArray[i];
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Release(rt);
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}
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m_ResizeOnDemandRTs.Clear();
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m_AutoSizedRTsArray = null;
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}
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}
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void Resize(int width, int height, RTCategory category, MSAASamples msaaSamples)
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{
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m_MaxWidths[(int)category] = width;
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m_MaxHeights[(int)category] = height;
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m_ScaledRTCurrentMSAASamples = msaaSamples;
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var maxSize = new Vector2Int(width, height);
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m_ScaledRTCurrentCategory = category;
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Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
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m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
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for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
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{
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var rth = m_AutoSizedRTsArray[i];
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rth.referenceSize = maxSize;
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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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var 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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if (category == RTCategory.MSAA)
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rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples;
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rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.volumeDepth, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA: category == RTCategory.MSAA, msaaSamples: m_ScaledRTCurrentMSAASamples);
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rt.Create();
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}
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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 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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string name = ""
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)
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{
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bool enableMSAA = msaaSamples != MSAASamples.None;
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if (!enableMSAA && bindTextureMS == true)
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{
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Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
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bindTextureMS = false;
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}
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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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name = CoreUtils.GetRenderTargetAutoName(width, height, slices, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples)
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};
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rt.Create();
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RTCategory category = enableMSAA ? RTCategory.MSAA : RTCategory.Regular;
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var newRT = new RTHandle(this);
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newRT.SetRenderTexture(rt, category);
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newRT.useScaling = false;
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newRT.m_EnableRandomWrite = enableRandomWrite;
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newRT.m_EnableMSAA = enableMSAA;
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newRT.m_Name = name;
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newRT.referenceSize = new Vector2Int(width, height);
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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 RTHandle Alloc(
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Vector2 scaleFactor,
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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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bool enableMSAA = false,
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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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string name = ""
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)
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{
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bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
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RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
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int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth(category)), 1);
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int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1);
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var rth = AllocAutoSizedRenderTexture(width,
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height,
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slices,
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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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enableMSAA,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless,
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name
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);
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rth.referenceSize = new Vector2Int(width, height);
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rth.scaleFactor = scaleFactor;
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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 RTHandle Alloc(
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ScaleFunc scaleFunc,
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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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bool enableMSAA = false,
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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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string name = ""
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)
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{
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bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
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RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular;
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var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(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 = AllocAutoSizedRenderTexture(width,
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height,
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slices,
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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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enableMSAA,
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bindTextureMS,
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useDynamicScale,
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vrUsage,
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memoryless,
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name
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);
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rth.referenceSize = new Vector2Int(width, height);
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rth.scaleFunc = scaleFunc;
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return rth;
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}
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// Internal function
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RTHandle AllocAutoSizedRenderTexture(
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int width,
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int height,
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int slices,
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DepthBits depthBufferBits,
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RenderTextureFormat colorFormat,
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FilterMode filterMode,
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TextureWrapMode wrapMode,
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TextureDimension dimension,
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bool sRGB,
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bool enableRandomWrite,
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bool useMipMap,
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bool autoGenerateMips,
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int anisoLevel,
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float mipMapBias,
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bool enableMSAA,
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bool bindTextureMS,
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bool useDynamicScale,
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VRTextureUsage vrUsage,
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RenderTextureMemoryless memoryless,
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string name
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)
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{
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// Here user made a mistake in setting up msaa/bindMS, hence the warning
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if (!enableMSAA && bindTextureMS == true)
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{
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Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false.");
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bindTextureMS = false;
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}
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bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false;
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// Here we purposefully disable MSAA so we just force the bindMS param to false.
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if (!allocForMSAA)
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{
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bindTextureMS = false;
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}
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// MSAA Does not support random read/write.
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bool UAV = enableRandomWrite;
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if (allocForMSAA && (UAV == true))
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{
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Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'.");
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UAV = false;
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}
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int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1;
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RTCategory category = allocForMSAA ? 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 = UAV,
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useMipMap = useMipMap,
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autoGenerateMips = autoGenerateMips,
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anisoLevel = anisoLevel,
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mipMapBias = mipMapBias,
|
|
antiAliasing = msaaSamples,
|
|
bindTextureMS = bindTextureMS,
|
|
useDynamicScale = useDynamicScale,
|
|
vrUsage = vrUsage,
|
|
memorylessMode = memoryless,
|
|
name = CoreUtils.GetRenderTargetAutoName(width, height, slices, colorFormat, name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples)
|
|
};
|
|
rt.Create();
|
|
|
|
var rth = new RTHandle(this);
|
|
rth.SetRenderTexture(rt, category);
|
|
rth.m_EnableMSAA = enableMSAA;
|
|
rth.m_EnableRandomWrite = enableRandomWrite;
|
|
rth.useScaling = true;
|
|
rth.m_Name = name;
|
|
m_AutoSizedRTs.Add(rth);
|
|
return rth;
|
|
}
|
|
|
|
public string DumpRTInfo()
|
|
{
|
|
string result = "";
|
|
Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count);
|
|
m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray);
|
|
for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i)
|
|
{
|
|
var rt = m_AutoSizedRTsArray[i].rt;
|
|
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|