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235 行
9.0 KiB
235 行
9.0 KiB
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.HDPipeline
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{
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public class BufferPyramidProcessor
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{
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static readonly int _Size = Shader.PropertyToID("_Size");
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static readonly int _Source = Shader.PropertyToID("_Source");
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static readonly int _Result = Shader.PropertyToID("_Result");
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static readonly int _SrcSize = Shader.PropertyToID("_SrcSize");
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const int k_DepthBlockSize = 4;
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GPUCopy m_GPUCopy;
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TexturePadding m_TexturePadding;
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ComputeShader m_ColorPyramidCS;
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int m_ColorPyramidKernel;
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ComputeShader m_DepthPyramidCS;
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int[] m_DepthKernels = null;
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int depthKernel8 { get { return m_DepthKernels[0]; } }
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int depthKernel1 { get { return m_DepthKernels[1]; } }
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List<RenderTexture> m_RenderColorPyramid_CastTmp = new List<RenderTexture>();
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public BufferPyramidProcessor(
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ComputeShader colorPyramidCS,
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ComputeShader depthPyramidCS,
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GPUCopy gpuCopy,
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TexturePadding texturePadding
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)
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{
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m_ColorPyramidCS = colorPyramidCS;
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m_ColorPyramidKernel = m_ColorPyramidCS.FindKernel("KMain");
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m_DepthPyramidCS = depthPyramidCS;
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m_GPUCopy = gpuCopy;
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m_DepthKernels = new int[]
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{
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m_DepthPyramidCS.FindKernel("KDepthDownSample8"),
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m_DepthPyramidCS.FindKernel("KDepthDownSample1")
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};
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m_TexturePadding = texturePadding;
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}
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public void RenderDepthPyramid(
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int width, int height,
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CommandBuffer cmd,
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RTHandle sourceTexture,
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RTHandle targetTexture,
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List<RTHandle> mips,
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int lodCount,
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Vector2 scale
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)
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{
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m_GPUCopy.SampleCopyChannel_xyzw2x(cmd, sourceTexture, targetTexture, new RectInt(0, 0, width, height));
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RTHandle src = targetTexture;
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for (var i = 0; i < lodCount; i++)
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{
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RTHandle dest = mips[i];
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var srcMip = new RectInt(0, 0, width >> i, height >> i);
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var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
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var kernel = depthKernel1;
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var kernelSize = 1;
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var srcWorkMip = srcMip;
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var dstWorkMip = dstMip;
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if (dstWorkMip.width >= 8 && dstWorkMip.height >= 8)
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{
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srcWorkMip.width = Mathf.CeilToInt(srcWorkMip.width / 16.0f) * 16;
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srcWorkMip.height = Mathf.CeilToInt(srcWorkMip.height / 16.0f) * 16;
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dstWorkMip.width = srcWorkMip.width >> 1;
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dstWorkMip.height = srcWorkMip.height >> 1;
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m_TexturePadding.Pad(cmd, src, srcMip, srcWorkMip);
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kernel = depthKernel8;
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kernelSize = 8;
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}
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else
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{
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m_TexturePadding.Pad(cmd, src, srcMip, new RectInt(0, 0, src.rt.width, src.rt.height));
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}
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cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Source, src);
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cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Result, dest);
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cmd.SetComputeVectorParam(m_DepthPyramidCS, _SrcSize, new Vector4(
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srcWorkMip.width, srcWorkMip.height,
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(1.0f / srcWorkMip.width) * scale.x, (1.0f / srcWorkMip.height) * scale.y)
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);
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cmd.DispatchCompute(
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m_DepthPyramidCS,
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kernel,
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Mathf.CeilToInt(dstWorkMip.width / (float)kernelSize),
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Mathf.CeilToInt(dstWorkMip.height / (float)kernelSize),
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1
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);
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var dstMipWidthToCopy = Mathf.Min(dest.rt.width, dstWorkMip.width);
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var dstMipHeightToCopy = Mathf.Min(dest.rt.height, dstWorkMip.height);
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// If we could bind texture mips as UAV we could avoid this copy...(which moreover copies more than the needed viewport if not fullscreen)
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cmd.CopyTexture(mips[i], 0, 0, 0, 0, dstMipWidthToCopy, dstMipHeightToCopy, targetTexture, 0, i + 1, 0, 0);
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src = dest;
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}
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}
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public void RenderColorPyramid(
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HDCamera hdCamera,
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CommandBuffer cmd,
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RTHandle sourceTexture,
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RTHandle targetTexture,
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List<RTHandle> mips,
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int lodCount,
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Vector2 scale
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)
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{
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// Copy mip 0
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// Here we blit a "camera space" texture into a square texture but we want to keep the original viewport.
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// Other BlitCameraTexture version will setup the viewport based on the destination RT scale (square here) so we need override it here.
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HDUtils.BlitCameraTexture(cmd, hdCamera, sourceTexture, targetTexture, new Rect(0.0f, 0.0f, hdCamera.actualWidth, hdCamera.actualHeight));
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m_RenderColorPyramid_CastTmp.Clear();
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for (var i = 0 ; i < mips.Count; ++i)
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m_RenderColorPyramid_CastTmp.Add(mips[i]);
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RenderColorPyramidMips(
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new RectInt(0, 0, hdCamera.actualWidth, hdCamera.actualHeight),
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cmd,
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targetTexture,
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m_RenderColorPyramid_CastTmp,
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lodCount,
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scale
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);
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}
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public void RenderColorPyramid(
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RectInt srcRect,
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CommandBuffer cmd,
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Texture sourceTexture,
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RenderTexture targetTexture,
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List<RenderTexture> mips,
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int lodCount
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)
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{
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Assert.AreEqual(0, srcRect.x, "Offset are not supported");
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Assert.AreEqual(0, srcRect.y, "Offset are not supported");
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Assert.IsTrue(srcRect.width > 0);
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Assert.IsTrue(srcRect.height > 0);
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var scale = new Vector2(
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sourceTexture.width / (float)srcRect.width,
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sourceTexture.height / (float)srcRect.height
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);
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cmd.Blit(sourceTexture, targetTexture, scale, Vector2.zero);
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RenderColorPyramidMips(
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srcRect,
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cmd,
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targetTexture,
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mips,
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lodCount,
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scale
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);
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}
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void RenderColorPyramidMips(
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RectInt srcRect,
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CommandBuffer cmd,
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RenderTexture targetTexture,
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List<RenderTexture> mips,
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int lodCount,
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Vector2 scale
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)
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{
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Assert.AreEqual(0, srcRect.x, "Offset are not supported");
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Assert.AreEqual(0, srcRect.y, "Offset are not supported");
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Assert.IsTrue(srcRect.width > 0);
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Assert.IsTrue(srcRect.height > 0);
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var src = targetTexture;
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for (var i = 0; i < lodCount; i++)
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{
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var dest = mips[i];
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var srcMip = new RectInt(0, 0, srcRect.width >> i, srcRect.height >> i);
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//var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
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var srcWorkMip = new RectInt(
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0,
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0,
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Mathf.CeilToInt(srcMip.width / 16.0f) * 16,
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Mathf.CeilToInt(srcMip.height / 16.0f) * 16
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);
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var dstWorkMip = new RectInt(0, 0, srcWorkMip.width >> 1, srcWorkMip.height >> 1);
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m_TexturePadding.Pad(cmd, src, srcMip, srcWorkMip);
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// TODO: Add proper stereo support to the compute job
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cmd.SetComputeTextureParam(m_ColorPyramidCS, m_ColorPyramidKernel, _Source, src);
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cmd.SetComputeTextureParam(m_ColorPyramidCS, m_ColorPyramidKernel, _Result, dest);
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// _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)
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cmd.SetComputeVectorParam(
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m_ColorPyramidCS,
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_Size,
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new Vector4(dest.width, dest.height, 1f / dest.width, 1f / dest.height)
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);
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cmd.DispatchCompute(
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m_ColorPyramidCS,
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m_ColorPyramidKernel,
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dstWorkMip.width / 8,
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dstWorkMip.height / 8,
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1
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);
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var dstMipWidthToCopy = Mathf.Min(dest.width, dstWorkMip.width);
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var dstMipHeightToCopy = Mathf.Min(dest.height, dstWorkMip.height);
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// If we could bind texture mips as UAV we could avoid this copy...(which moreover copies more than the needed viewport if not fullscreen)
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cmd.CopyTexture(
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mips[i],
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0, 0, 0, 0,
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dstMipWidthToCopy, dstMipHeightToCopy, targetTexture, 0, i + 1, 0, 0
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);
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src = dest;
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}
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}
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}
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}
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