diff --git a/.gitattributes b/.gitattributes index 5da906649ac..5528674b6e2 100644 --- a/.gitattributes +++ b/.gitattributes @@ -392,3 +392,6 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs **/GfxTestProjectFolder/**/*.[cC][uU][bB][eE][mM][aA][pP] filter=lfs diff=lfs merge=lfs -text **/GfxTestProjectFolder/**/*.[pP][rR][xX] filter=lfs diff=lfs merge=lfs -text **/GfxTestProjectFolder/**/*.[dD][fF][oO][nN][tT] filter=lfs diff=lfs merge=lfs -text + +# memoryprofiler test snapshots +**/com.unity.memoryprofiler.tests/**/*.[sS][nN][aA][pP] filter=lfs diff=lfs merge=lfs -text diff --git a/Packages/com.unity.render-pipelines.core/CHANGELOG.md b/Packages/com.unity.render-pipelines.core/CHANGELOG.md index e5a96784d9c..13aa650da58 100644 --- a/Packages/com.unity.render-pipelines.core/CHANGELOG.md +++ b/Packages/com.unity.render-pipelines.core/CHANGELOG.md @@ -9,6 +9,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.0] - 2023-09-26 + +This version is compatible with Unity 2023.3.0a8. + +### Changed +- Dumping in the temp folder the stripping of IRenderPipelineGraphicsSettings + +### Fixed +- Fixed an issue in the Rendering Debugger where APV was not shown on editor when `Strip runtime debug shaders` was enabled in the global settings. +- Fixed Stripping.meta corrupted metal file. +- When changing the *Global Settings* asset, the UI was not being refreshed to and the old asset was being displayed. +- Allowing buffer read through NRP RenderGraph API. + ## [16.0.3] - 2023-07-04 This version is compatible with Unity 2023.3.0a1. diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs index d1029073253..8072c4f253d 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs @@ -39,7 +39,7 @@ static class Styles public static readonly string msgProbeFreeze = "Some scene(s) in this Baking Set are not currently loaded in the Hierarchy. Set Probe Positions to Don't Recalculate to not break compatibility with already baked scenarios."; public static readonly GUIContent maxDistanceBetweenProbes = new GUIContent("Max Probe Spacing", "Maximum distance between probes, in meters. Determines the number of bricks in a streamable unit."); public static readonly GUIContent minDistanceBetweenProbes = new GUIContent("Min Probe Spacing", "Minimum distance between probes, in meters."); - public static readonly string simplificationLevelsHighWarning = "A high number of brick size causes a big memory overhead, this is not recommended except for testing purposes."; + public static readonly string simplificationLevelsHighWarning = " Using this many brick sizes will result in high memory usage and can cause instabilities."; public static readonly GUIContent indexDimensions = new GUIContent("Index Dimensions", "The dimensions of the index buffer."); public static readonly GUIContent minRendererVolumeSize = new GUIContent("Min Renderer Size", "The smallest Renderer size to consider when placing probes."); public static readonly GUIContent renderersLayerMask = new GUIContent("Layer Mask", "Specify Layers to use when generating probe positions."); @@ -159,11 +159,11 @@ void ProbePlacementGUI() int levels = ProbeVolumeBakingSet.GetMaxSubdivision(m_SimplificationLevels.intValue); MessageType helpBoxType = MessageType.Info; - string helpBoxText = $"Baked data will contain up to {levels} different size of bricks."; + string helpBoxText = $"Baked Probe Volume data will contain up-to {levels} different sizes of Brick."; if (levels == 6) { helpBoxType = MessageType.Warning; - helpBoxText += "\n" + Styles.simplificationLevelsHighWarning; + helpBoxText += Styles.simplificationLevelsHighWarning; } EditorGUILayout.HelpBox(helpBoxText, helpBoxType); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs index 6b5f82e0e7d..22abb97d5e2 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs @@ -48,7 +48,7 @@ static class Styles public static readonly GUIContent iconEnableAll = new GUIContent("", CoreEditorStyles.GetMessageTypeIcon(MessageType.Info), "The Scene is loaded but is currently not enabled for Baking. It will therefore not be considered when generating lighting data."); public static readonly GUIContent iconLoadForBake = new GUIContent("", CoreEditorStyles.GetMessageTypeIcon(MessageType.Warning), "The Scene is currently enabled for baking but is unloaded in the Hierarchy. This may result in incomplete lighting data being generated.\nLoad the Scene in the Hierarchy, or use the shortcuts below to fix the issue."); - public static readonly string msgEnableAll = "Scenes which are currently loaded are not enabled for baking.\nNo probe will be baked for these scenes when generating lighting."; + public static readonly string msgEnableAll = "Some loaded Scenes are disabled by this Baking Set. These Scenes will not contribute to the generation of probe data."; public static readonly string msgUnloadOther = "Scene(s) not belonging to this Baking Set are currently loaded in the Hierarchy. This might result in incorrect lighting."; public static readonly string msgLoadForBake = "Some scene(s) in this Baking Set are not currently loaded in the Hierarchy. This might result in missing or incomplete lighting."; @@ -263,13 +263,18 @@ public override void OnGUI() EditorGUILayout.Space(); } + public override bool HasHelpGUI() + { + return true; + } + public override void OnHeaderSettingsGUI() { var iconSize = EditorStyles.iconButton.CalcSize(Styles.helpIcon); - if (GUI.Button(GUILayoutUtility.GetRect(iconSize.x, iconSize.y), Styles.helpIcon, EditorStyles.iconButton)) Help.BrowseURL(DocumentationInfo.GetPageLink("com.unity.render-pipelines.high-definition", documentationURL)); + iconSize = EditorStyles.iconButton.CalcSize(Styles.settingsIcon); var rect = GUILayoutUtility.GetRect(iconSize.x, iconSize.y); if (EditorGUI.DropdownButton(rect, Styles.settingsIcon, FocusType.Passive, EditorStyles.iconButton)) EditorUtility.DisplayCustomMenu(rect, new[] { EditorGUIUtility.TrTextContent("Open Rendering Debugger") }, -1, OpenProbeVolumeDebugPanel, null); @@ -961,9 +966,16 @@ internal bool PrepareAPVBake() } bool createPV = m_SingleSceneMode ? !ActiveSceneHasProbeVolume() : NoSceneHasProbeVolume(); - if (createPV && EditorUtility.DisplayDialog("No Probe Volume in Scene", "Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" + + if (createPV) + { + if(!activeSet.DialogNoProbeVolumeInSetShown()) + { + if(EditorUtility.DisplayDialog("No Probe Volume in Scene", "Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" + "Do you wish to add a Probe Volume to the Active Scene?", "Yes", "No")) - CreateProbeVolume(); + CreateProbeVolume(); + activeSet.SetDialogNoProbeVolumeInSetShown(true); + } + } if (m_SingleSceneMode) { if (GetFirstProbeVolumeInNonActiveScene() != null) diff --git a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs index 7008d01f5b1..05034658ea3 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs @@ -23,6 +23,7 @@ class LensFlareComponentSRPEditor : Editor SerializedProperty m_RadialScreenAttenuationCurve; SerializedProperty m_UseOcclusion; SerializedProperty m_BackgroundCloudOcclusion; + SerializedProperty m_WaterOcclusion; SerializedProperty m_OcclusionRadius; SerializedProperty m_SamplesCount; SerializedProperty m_OcclusionOffset; @@ -51,6 +52,7 @@ void OnEnable() m_RadialScreenAttenuationCurve = entryPoint.Find(x => x.radialScreenAttenuationCurve); m_UseOcclusion = entryPoint.Find(x => x.useOcclusion); m_BackgroundCloudOcclusion = entryPoint.Find(x => x.useBackgroundCloudOcclusion); + m_WaterOcclusion = entryPoint.Find(x => x.useWaterOcclusion); m_OcclusionRadius = entryPoint.Find(x => x.occlusionRadius); m_SamplesCount = entryPoint.Find(x => x.sampleCount); m_OcclusionOffset = entryPoint.Find(x => x.occlusionOffset); @@ -152,6 +154,8 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_BackgroundCloudOcclusion, Styles.backgroundCloudOcclusion); if (RenderPipelineManager.currentPipeline is IVolumetricCloud volumetricCloud && volumetricCloud.IsVolumetricCloudUsable()) EditorGUILayout.PropertyField(m_VolumetricCloudOcclusion, Styles.volumetricCloudOcclusion); + if (RenderPipelineManager.currentPipeline is IWaterRendering waterRendering && waterRendering.IsWaterRenderingUsable()) + EditorGUILayout.PropertyField(m_WaterOcclusion, Styles.waterOcclusion); EditorGUILayout.PropertyField(m_OcclusionRadius, Styles.occlusionRadius); EditorGUILayout.PropertyField(m_SamplesCount, Styles.sampleCount); EditorGUILayout.PropertyField(m_OcclusionOffset, Styles.occlusionOffset); @@ -196,6 +200,7 @@ static class Styles static public readonly GUIContent occlusionRemapCurve = EditorGUIUtility.TrTextContent("Occlusion Remap Curve", "Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds."); static public readonly GUIContent allowOffScreen = EditorGUIUtility.TrTextContent("Allow Off Screen", "When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view."); static public readonly GUIContent volumetricCloudOcclusion = EditorGUIUtility.TrTextContent("Volumetric Clouds", "When enabled, HDRP uses the volumetric clouds texture (in screen space) for the occlusion."); + static public readonly GUIContent waterOcclusion = EditorGUIUtility.TrTextContent("Water", "When enabled, HDRP uses the Water Rendering (in screen space) for the occlusion."); } } } diff --git a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs index 466a6e2d7c5..7854462f83b 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs @@ -31,7 +31,7 @@ public override void Action(int instanceId, string pathName, string resourceFile } } - [MenuItem("Assets/Create/Lens Flare (SRP)", priority = UnityEngine.Rendering.CoreUtils.Priorities.srpLensFlareMenuPriority)] + [MenuItem("Assets/Create/Rendering/Lens Flare (SRP)", priority = UnityEngine.Rendering.CoreUtils.Priorities.srpLensFlareMenuPriority)] internal static void CreateLensFlareDataSRPAsset() { const string relativePath = "New Lens Flare (SRP).asset"; diff --git a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/Viewer/RenderGraphDebugger.cs b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/Viewer/RenderGraphDebugger.cs index 0d59cf2d4fe..ba14a67335f 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/Viewer/RenderGraphDebugger.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/Viewer/RenderGraphDebugger.cs @@ -1,7 +1,5 @@ using System; using System.Collections.Generic; -using UnityEditor; -using UnityEngine; using UnityEngine.Experimental.Rendering.RenderGraphModule; using UnityEngine.Experimental.Rendering.RenderGraphModule.NativeRenderPassCompiler; @@ -39,8 +37,9 @@ static void CollectGraphDebugData(CompilerContextData ctx, RenderGraphResourceRegistry resources, RenderGraphView view) { //loop over all passes to add them and their resources to the graph - foreach (ref var pass in ctx.passData) + for (int passIndex = 0; passIndex < ctx.passData.Length; passIndex++) { + ref var pass = ref ctx.passData.ElementAt(passIndex); RenderGraphWindow.PassDebugData passDebug = new RenderGraphWindow.PassDebugData { allocations = new List(), @@ -57,46 +56,46 @@ static void CollectGraphDebugData(CompilerContextData ctx, }; //loop inputs. last/first to have an input are the passes that allocate/release - foreach (ref var res in pass.Inputs(ctx)) + foreach (ref readonly var input in pass.Inputs(ctx)) { - var pointTo = ctx.UnversionedResourceData(res.resource); - var pointToVer = ctx.VersionedResourceData(res.resource); + var inputResource = input.resource; + ref var pointTo = ref ctx.UnversionedResourceData(inputResource); + ref var pointToVer = ref ctx.VersionedResourceData(inputResource); - var name = pointTo.name + " V" + res.resource.version; + var unversionedName = pointTo.GetName(ctx, inputResource); + var versionedName = unversionedName + " V" + inputResource.version; if (pointTo.firstUsePassID == pass.passId) { - passDebug.allocations.Add(pointTo.name); + passDebug.allocations.Add(unversionedName); } if (pointTo.lastUsePassID == pass.passId) { - passDebug.releases.Add(pointTo.name); + passDebug.releases.Add(unversionedName); } if (pointTo.lastWritePassID == pass.passId) { - passDebug.lastWrites.Add(pointTo.name); + passDebug.lastWrites.Add(unversionedName); } - var wPass = ctx.passData[pointToVer.writePass]; + var wPass = ctx.passData[pointToVer.writePassId]; if (wPass.asyncCompute != pass.asyncCompute) { - passDebug.syncList += name + "\\l"; + passDebug.syncList += versionedName + "\\l"; } if (!pointToVer.written) { - var resourceName = pointTo.name; - var resourceVersionName = resourceName + " v" + res.resource.version; - var resourceDesc = resources.GetTextureResourceDesc(res.resource); + var resourceDesc = resources.GetTextureResourceDesc(inputResource); - ref readonly var resourceData = ref ctx.UnversionedResourceData(res.resource); + ref readonly var resourceData = ref ctx.UnversionedResourceData(inputResource); var info = new RenderTargetInfo(); try { - resources.GetRenderTargetInfo(res.resource, out info); + resources.GetRenderTargetInfo(inputResource, out info); } catch (Exception) { } @@ -111,22 +110,20 @@ static void CollectGraphDebugData(CompilerContextData ctx, bindMS = resourceDesc.bindTextureMS, isMemoryless = resourceData.memoryLess, }; - view.AddResource(name, resourceName, data); + view.AddResource(versionedName, unversionedName, data); } } if (pass.numFragments > 0 && pass.nativePassIndex >= 0) { - ref var nativePass = ref ctx.nativePassData[pass.nativePassIndex]; + ref var nativePass = ref ctx.nativePassData.ElementAt(pass.nativePassIndex); passDebug.nativeRPInfo = $"Attachment Dimensions: {nativePass.width}x{nativePass.height}x{nativePass.samples}\n"; passDebug.nativeRPInfo += "\nAttachments:\n"; for (int i = 0; i < nativePass.attachments.size; i++) { - var pointTo = ctx.UnversionedResourceData(nativePass.attachments[i].handle); - var name = pointTo.name + " V" + nativePass.attachments[i].handle.version; - + var name = ctx.GetResourceVersionedName(nativePass.attachments[i].handle); passDebug.nativeRPInfo += $"Attachment {name} Load:{nativePass.attachments[i].loadAction} Store: {nativePass.attachments[i].storeAction} \n"; } @@ -135,7 +132,7 @@ static void CollectGraphDebugData(CompilerContextData ctx, passDebug.nativeRPInfo += $"\nPass Break Reasoning:\n"; if (nativePass.breakAudit.breakPass >= 0) { - passDebug.nativeRPInfo += $"Failed to merge {ctx.passData[nativePass.breakAudit.breakPass].name} into this native pass.\n"; + passDebug.nativeRPInfo += $"Failed to merge {ctx.GetPassName(nativePass.breakAudit.breakPass)} into this native pass.\n"; } var reason = PassBreakAudit.BreakReasonMessages[(int)nativePass.breakAudit.reason]; passDebug.nativeRPInfo += reason + "\n"; @@ -144,14 +141,12 @@ static void CollectGraphDebugData(CompilerContextData ctx, passDebug.nativeRPInfo += "\nLoad Reasoning:\n"; for (int i = 0; i < nativePass.attachments.size; i++) { - var pointTo = ctx.UnversionedResourceData(nativePass.attachments[i].handle); - var name = pointTo.name + " V" + nativePass.attachments[i].handle.version; - + var name = ctx.GetResourceVersionedName(nativePass.attachments[i].handle); var loadReason = LoadAudit.LoadReasonMessages[(int)nativePass.loadAudit[i].reason]; var passName = ""; if (nativePass.loadAudit[i].passId >= 0) { - passName = ctx.passData[nativePass.loadAudit[i].passId].name; + passName = ctx.GetPassName(nativePass.loadAudit[i].passId); } loadReason = loadReason.Replace("{pass}", passName); @@ -161,14 +156,12 @@ static void CollectGraphDebugData(CompilerContextData ctx, passDebug.nativeRPInfo += "\nStore Reasoning:\n"; for (int i = 0; i < nativePass.attachments.size; i++) { - var pointTo = ctx.UnversionedResourceData(nativePass.attachments[i].handle); - var name = pointTo.name + " V" + nativePass.attachments[i].handle.version; - + var name = ctx.GetResourceVersionedName(nativePass.attachments[i].handle); var storeReason = StoreAudit.StoreReasonMessages[(int)nativePass.storeAudit[i].reason]; var passName = ""; if (nativePass.storeAudit[i].passId >= 0) { - passName = ctx.passData[nativePass.storeAudit[i].passId].name; + passName = ctx.GetPassName(nativePass.storeAudit[i].passId); } storeReason = storeReason.Replace("{pass}", passName); @@ -179,7 +172,7 @@ static void CollectGraphDebugData(CompilerContextData ctx, var msaaPassName = ""; if (nativePass.storeAudit[i].msaaPassId >= 0) { - msaaPassName = ctx.passData[nativePass.storeAudit[i].msaaPassId].name; + msaaPassName = ctx.GetPassName(nativePass.storeAudit[i].msaaPassId); } msaaStoreReason = storeReason.Replace("{pass}", msaaPassName); } @@ -196,33 +189,37 @@ static void CollectGraphDebugData(CompilerContextData ctx, } } - view.AddPass(pass.identifier, pass.name, passDebug); + view.AddPass(pass.identifier, ctx.GetPassName(pass.passId), passDebug); } //After all passes and resources have been added to the graph -> register connections. - foreach (ref var pass in ctx.passData) + for (int passIndex = 0; passIndex < ctx.passData.Length; passIndex++) { - foreach (ref var res in pass.Inputs(ctx)) + ref var pass = ref ctx.passData.ElementAt(passIndex); + foreach (ref readonly var input in pass.Inputs(ctx)) { - var pointTo = ctx.UnversionedResourceData(res.resource); - var name = pointTo.name + " V" + res.resource.version; - ref var pointToVer = ref ctx.VersionedResourceData(res.resource); + var inputResource = input.resource; + var resourceName = ctx.GetResourceName(inputResource); + var resourceVersionedName = ctx.GetResourceVersionedName(inputResource); + ref var pointToVer = ref ctx.VersionedResourceData(inputResource); var use = InputUsageType.Texture; if (pass.type == RenderGraphPassType.Raster) { - foreach (var f in pass.Fragments(ctx)) + foreach (ref readonly var fragment in pass.Fragments(ctx)) { - if (f.resource.index == res.resource.index) + var fragmentResource = fragment.resource; + if (fragmentResource.index == inputResource.index) { use = InputUsageType.Raster; break; } } - foreach (var f in pass.FragmentInputs(ctx)) + foreach (ref readonly var fragmentInput in pass.FragmentInputs(ctx)) { - if (f.resource.index == res.resource.index) + var fragmentInputResource = fragmentInput.resource; + if (fragmentInputResource.index == inputResource.index) { use = InputUsageType.Fetch; break; @@ -230,11 +227,15 @@ static void CollectGraphDebugData(CompilerContextData ctx, } } - var prevPass = ctx.passData[pointToVer.writePass]; + ref var prevPass = ref ctx.passData.ElementAt(pointToVer.writePassId); + + string passName = ctx.GetPassName(pass.passId); + string prevPassName = ctx.GetPassName(pointToVer.writePassId); + PassBreakAudit mergeResult; if (prevPass.nativePassIndex >= 0) { - mergeResult = NativePassData.TryMerge(ctx, prevPass.nativePassIndex, pass.passId, true); + mergeResult = NativePassData.CanMerge(ctx, prevPass.nativePassIndex, pass.passId); } else { @@ -259,15 +260,15 @@ static void CollectGraphDebugData(CompilerContextData ctx, case PassBreakReason.TargetSizeMismatch: mergeMessage = "Passes have different sizes/samples.\n" - + prevPass.name + ": " + + + prevPassName + ": " + prevPass.fragmentInfoWidth + "x" + prevPass.fragmentInfoHeight + "x" + prevPass.fragmentInfoSamples + ". \n" - + pass.name + ": " + + + passName + ": " + pass.fragmentInfoWidth + "x" + pass.fragmentInfoHeight + "x" + pass.fragmentInfoSamples + "."; break; case PassBreakReason.DepthBufferUseMismatch: - mergeMessage = "Some passes use a depth buffer and some not. " + prevPass.name + ": " + - prevPass.fragmentInfoHasDepth + ". \n" + pass.name + ": " + pass.fragmentInfoHasDepth + '.'; + mergeMessage = "Some passes use a depth buffer and some not. " + prevPassName + ": " + + prevPass.fragmentInfoHasDepth + ". \n" + passName + ": " + pass.fragmentInfoHasDepth + '.'; break; case PassBreakReason.NextPassReadsTexture: @@ -275,11 +276,11 @@ static void CollectGraphDebugData(CompilerContextData ctx, break; case PassBreakReason.NonRasterPass: - mergeMessage = pass.name + " is not a raster pass but " + pass.type; + mergeMessage = passName + " is not a raster pass but " + pass.type; break; case PassBreakReason.DifferentDepthTextures: - mergeMessage = prevPass.name + " uses a different depth buffer than " + pass.name; + mergeMessage = prevPassName + " uses a different depth buffer than " + passName; break; case PassBreakReason.AttachmentLimitReached: @@ -296,19 +297,19 @@ static void CollectGraphDebugData(CompilerContextData ctx, if (pointToVer.written) { - view.AddConnection(prevPass.identifier, pass.identifier, name, pointTo.name, mergeMessage, use); + view.AddConnection(prevPass.identifier, pass.identifier, resourceVersionedName, resourceName, mergeMessage, use); } } } //Register merged passes - foreach (ref var nrp in ctx.nativePassData) + for (int i = 0; i < ctx.nativePassData.Length; i++) { + ref var nrp = ref ctx.nativePassData.ElementAt(i); string passes = ""; - foreach (var pass in nrp.GraphPasses(ctx)) - { + + foreach (ref readonly var pass in nrp.GraphPasses(ctx)) passes += pass.identifier + '|'; - } if (passes.Length > 1) view.AddNRP(passes.Substring(0, passes.Length - 1)); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Unity.RenderPipelines.Core.Editor.asmdef b/Packages/com.unity.render-pipelines.core/Editor/Unity.RenderPipelines.Core.Editor.asmdef index 291a816d066..7663d4b4ab4 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Unity.RenderPipelines.Core.Editor.asmdef +++ b/Packages/com.unity.render-pipelines.core/Editor/Unity.RenderPipelines.Core.Editor.asmdef @@ -6,7 +6,8 @@ "GUID:2665a8d13d1b3f18800f46e256720795", "GUID:d8b63aba1907145bea998dd612889d6b", "GUID:4fd6538c1c56b409fb53fdf0183170ec", - "GUID:214c0945bb158c940aada223f3223ee8" + "GUID:214c0945bb158c940aada223f3223ee8", + "GUID:e0cd26848372d4e5c891c569017e11f1" ], "includePlatforms": [ "Editor" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs index 17033cdd4d8..ba89a10dee6 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs @@ -12,7 +12,7 @@ namespace UnityEditor.Rendering /// public static class VolumeProfileFactory { - [MenuItem("Assets/Create/Volume Profile", priority = 201)] + [MenuItem("Assets/Create/Rendering/Volume Profile", priority = 201)] static void CreateVolumeProfile() { ProjectWindowUtil.StartNameEditingIfProjectWindowExists( diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs b/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs new file mode 100644 index 00000000000..a66bfbe2ce6 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs @@ -0,0 +1,191 @@ +namespace UnityEngine.Rendering +{ + /// + /// User API to request access for an instance of the user history type. + /// Tracks the history types that were requested by the render pipeline features on this frame. + /// Requested history types are then made available for the future frames. + /// Request is active for one frame only and a new request should be made every frame. + /// Types that were not requested are eventually reset and GPU resources released. + /// + public interface IPerFrameHistoryAccessTracker + { + /// + /// Mark a certain history texture type (class) as a requirement for next frame. + /// Note: Requesting a history doesn't mean it will be actually available. + /// E.g. The first frame doesn't have any history data available at all. + /// + /// Type of the history instance. + public void RequestAccess() where Type : ContextItem; + } + + /// + /// User API to get history write access for a user history type instance. + /// Write access is valid and available after the history type has been requested. + /// Otherwise a null is returned. + /// Typically called by the history type producer render pass in the render pipeline. + /// + public interface ICameraHistoryWriteAccess + { + /// + /// Check if a type has been requested and should be written this frame. + /// + /// Type of the history instance. + /// True if a type has been requested earlier. False otherwise. + public bool IsAccessRequested() where Type : ContextItem; + + /// + /// Get write access to an instance of certain history type. + /// It is expected that the caller will filling the contents of the type textures. + /// Null if not requested beforehand. + /// On first get of a type, the type instance is created. + /// + /// Type of the history instance. + /// True if a type has been requested earlier. False otherwise. + public Type GetHistoryForWrite() where Type : ContextItem, new(); + + /// + /// Check if a type was already written this frame by some render pass. + /// + /// Type of the history instance. + /// True if a type has been written earlier. False otherwise. + public bool IsWritten() where Type : ContextItem; + } + + /// + /// User API to get history read access for a user history type instance. + /// Read access is valid and available after the history type has been requested and written by a render pass. + /// Otherwise a null is returned. + /// Typically called by the history type consumer render pass in the render pipeline. + /// + /// User API for external systems to register history read access callbacks. + /// + public interface ICameraHistoryReadAccess + { + /// + /// Get read access to an instance of certain history type. + /// Available only if the type instance has been requested and written earlier. + /// + /// Type of the history instance. + /// A class instance of Type. Null if not available on this frame. + // Get a certain history item from the camera or null if not available this frame. + public Type GetHistoryForRead() where Type : ContextItem; + + /// + /// Callback type for requesting various history type instances for read. + /// Typically used by systems external to the pipeline. + /// For example: A MonoBehavior requesting access for MonoBehavior.LateUpdate() call. + /// + /// A container for history type requests. + public delegate void HistoryRequestDelegate(IPerFrameHistoryAccessTracker historyAccess); + + /// + /// A callback event used to register a callback for requesting history types. + /// + public event HistoryRequestDelegate OnGatherHistoryRequests; + } + + /// + /// A convenience base class for camera history items/types. + /// It is recommended to derive from this class to make new history item type. + /// + /// The owning camera BufferedRTHandleSystem reference is used for central storage. + /// The central storage allows the camera to track all of the history types in a single place. + /// And gives the deriving type a direct access to texture allocation services. + /// Type id is used to deconflict RTHandle ids from different types. + /// + /// The user is responsible for designing the derived type to work well with the + /// producing and consuming render passes. + /// For example: + /// Add the necessary cpu-side tracking data and update logic. + /// Add methods for accessing the history data and design a suitable API for the type. + /// Handle allocation and deallocation of the history texture RTHandles etc. + /// + public abstract class CameraHistoryItem : ContextItem + { + // BufferedRTHandleSystem of the owning camera. + private BufferedRTHandleSystem m_owner = null; + // Unique id for this type (derived) given by the owning camera. + private uint m_TypeId = uint.MaxValue; + + /// + /// Called internally when a CameraHistoryItem type is created to initialize the RTHandle storage and type id. + /// + /// User types can override to do additional initialization, such as creating the ids for multiple history RTHandles. + /// Deriving type should call the base.OnCreate() to correctly initialize the CameraHistoryItem first. + /// + /// BufferedRTHandleSystem of the owning camera. + /// Unique id given to this class type by the owning camera. + public virtual void OnCreate(BufferedRTHandleSystem owner, uint typeId) + { + m_owner = owner; + m_TypeId = typeId; + } + + // The user API is protected, so that the BufferedRTHandleSystem is visible only for the custom Type implementation. + + /// + /// The owning camera RTHandle storage for the history textures. + /// + protected BufferedRTHandleSystem storage => m_owner; + + /// + /// Creates unique ids for the RTHandle storage. + /// Index == 0, returns the TypeId of this CameraHistoryItem. + /// Index == N, generates new ids in case the user wants to store multiple history textures in the same CameraHistoryItem. + /// + /// Index of the type RTHandle, a type local Enum or a user id. + /// A unique id for each type, index and camera. + protected int MakeId(uint index) + { + return (int)(((m_TypeId & 0xFFFF) << 16) | (index & 0xFFFF)); + } + + /// + /// Allocate a history frame RTHandle[] using a descriptor. + /// + /// Id for the history RTHandle storage. + /// Number of RTHandles allocated for the id. + /// Texture descriptor used for each RTHandle in the allocation. + /// User visible debug name of the texture. + /// Current frame RTHandle in the allocation. + protected RTHandle AllocHistoryFrameRT(int id, int count, + ref RenderTextureDescriptor desc, string name = "") + { + RenderTextureDescriptor d = desc; + // Simplified for typical history textures: + // Sampling is usually bilinear & clamp. Point sample can be a texture.Load() or done with inline samplers. + // No shadows, no mipmaps, no aniso. + m_owner.AllocBuffer(id, count, ref desc, FilterMode.Bilinear, TextureWrapMode.Clamp, false, 1, 0, name); + return GetCurrentFrameRT(0); + } + + /// + /// Release the RTHandles allocated for the id. + /// + /// Id for the history RTHandle storage. + protected void ReleaseHistoryFrameRT(int id) + { + m_owner.ReleaseBuffer(id); + } + + /// + /// Returns the id RTHandle from the previous frame. + /// + /// Id for the history RTHandle storage. + /// The RTHandle from previous frame. + protected RTHandle GetPreviousFrameRT(int id) + { + return m_owner.GetFrameRT(id, 1); + } + + /// + /// Returns the id RTHandle of the current frame. + /// + /// Id for the history RTHandle storage. + /// The RTHandle of the current frame. + protected RTHandle GetCurrentFrameRT(int id) + { + return m_owner.GetFrameRT(id, 0); + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs.meta new file mode 100644 index 00000000000..f5233e7d4ed --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Camera/CameraHistory.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b5a8751420b0404cb9679106b091aef9 +timeCreated: 1692619927 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs index dfeafbb3977..deba19e1d4e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs @@ -119,6 +119,8 @@ internal struct DefaultKeyGetter : IKeyGetter // Note: this is a workaround needed to circumvent some AOT issues when building for xbox internal struct UintKeyGetter : IKeyGetter { public uint Get(ref uint v) { return v; } } + internal struct UlongKeyGetter : IKeyGetter + { public ulong Get(ref ulong v) { return v; } } /// @@ -153,8 +155,10 @@ public static void CopyTo(this T[] list, void* dest, int count) private static void CalculateRadixParams(int radixBits, out int bitStates) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (radixBits != 2 && radixBits != 4 && radixBits != 8) throw new Exception("Radix bits must be 2, 4 or 8 for uint radix sort."); +#endif bitStates = 1 << radixBits; } @@ -388,6 +392,18 @@ public static unsafe void QuickSort(uint[] arr, int left, int right) CoreUnsafeUtils.QuickSort(ptr, left, right); } + /// + /// Quick Sort + /// + /// ulong array. + /// Left boundary. + /// Left boundary. + public static unsafe void QuickSort(ulong[] arr, int left, int right) + { + fixed (ulong* ptr = arr) + CoreUnsafeUtils.QuickSort(ptr, left, right); + } + /// /// Quick sort. /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs index df909914468..ce8fd3889ec 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs @@ -62,7 +62,7 @@ public DynamicArray(int size) /// Constructor. This overload allows you to only allocate memory without setting the size. /// /// The nubmer of elements to allocate. - /// If true, also set the size of the array to the passed in capacity. If fase, only allocate data but keep the size at 0./// + /// If true, also set the size of the array to the passed in capacity. If false, only allocate data but keep the size at 0./// public DynamicArray(int capacity, bool resize) { m_Array = new T[capacity]; @@ -135,9 +135,10 @@ public void AddRange(DynamicArray array) /// Item to be inserted in the DynamicArray. public void Insert(int index, T item) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (index < 0 || index > size) throw new IndexOutOfRangeException(); - +#endif if (index == size) Add(item); else @@ -171,8 +172,10 @@ public bool Remove(T item) /// The zero-based index of the element to remove. public void RemoveAt(int index) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (index < 0 || index >= size) throw new IndexOutOfRangeException(); +#endif if (index != size - 1) Array.Copy(m_Array, index + 1, m_Array, index, size - index - 1); @@ -190,9 +193,11 @@ public void RemoveRange(int index, int count) { if (count == 0) return; - + +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (index < 0 || index >= size || count < 0 || index + count > size) throw new ArgumentOutOfRangeException(); +#endif Array.Copy(m_Array, index + count, m_Array, index, size - index - count); size -= count; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/RemoveRange.Extensions.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/RemoveRange.Extensions.cs index 6a342e7b202..e73df6e16dc 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/RemoveRange.Extensions.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/RemoveRange.Extensions.cs @@ -31,9 +31,11 @@ public static bool TryRemoveElementsInRange([DisallowNull] this IList 0; --i) list.RemoveAt(index); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Debug.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Debug.cs index 976be6a6232..1d73a38576a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Debug.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Debug.cs @@ -409,31 +409,42 @@ void RefreshDebug(DebugUI.Field field, T value) #endif } }; - subdivContainer.children.Add(new DebugUI.BoolField { displayName = "Display Cells", tooltip = "Draw Cells used for loading and streaming.", getter = () => probeVolumeDebug.drawCells, setter = value => probeVolumeDebug.drawCells = value, onValueChanged = RefreshDebug }); + subdivContainer.children.Add(new DebugUI.BoolField + { + displayName = "Display Cells", + tooltip = "Draw Cells used for loading and streaming.", + getter = () => probeVolumeDebug.drawCells, + setter = value => probeVolumeDebug.drawCells = value, + onValueChanged = RefreshDebug + }); subdivContainer.children.Add(new DebugUI.BoolField { displayName = "Display Bricks", tooltip = "Display Subdivision bricks.", getter = () => probeVolumeDebug.drawBricks, setter = value => probeVolumeDebug.drawBricks = value, + onValueChanged = RefreshDebug }); #if UNITY_EDITOR - subdivContainer.children.Add(new DebugUI.BoolField + if(probeVolumeDebug.drawCells || probeVolumeDebug.drawBricks) { - displayName = "Live Subdivision Preview", - tooltip = "Enable a preview of Probe Volume data in the Scene without baking. Can impact Editor performance.", - getter = () => probeVolumeDebug.realtimeSubdivision, - setter = value => probeVolumeDebug.realtimeSubdivision = value, - }); + subdivContainer.children.Add(new DebugUI.BoolField + { + displayName = "Live Subdivision Preview", + tooltip = "Enable a preview of Probe Volume data in the Scene without baking. Can impact Editor performance.", + getter = () => probeVolumeDebug.realtimeSubdivision, + setter = value => probeVolumeDebug.realtimeSubdivision = value, + }); - var realtimeSubdivisonChildContainer = new DebugUI.Container() - { - isHiddenCallback = () => !probeVolumeDebug.realtimeSubdivision - }; - realtimeSubdivisonChildContainer.children.Add(new DebugUI.IntField { displayName = "Cell Updates Per Frame", tooltip = "The number of Cells, bricks, and probe positions updated per frame. Higher numbers can impact Editor performance.", getter = () => probeVolumeDebug.subdivisionCellUpdatePerFrame, setter = value => probeVolumeDebug.subdivisionCellUpdatePerFrame = value, min = () => 1, max = () => 100 }); - realtimeSubdivisonChildContainer.children.Add(new DebugUI.FloatField { displayName = "Update Frequency", tooltip = "Delay in seconds between updates to Cell, Brick, and Probe positions if Live Subdivision Preview is enabled.", getter = () => probeVolumeDebug.subdivisionDelayInSeconds, setter = value => probeVolumeDebug.subdivisionDelayInSeconds = value, min = () => 0.1f, max = () => 10 }); - subdivContainer.children.Add(realtimeSubdivisonChildContainer); + var realtimeSubdivisonChildContainer = new DebugUI.Container() + { + isHiddenCallback = () => !probeVolumeDebug.realtimeSubdivision + }; + realtimeSubdivisonChildContainer.children.Add(new DebugUI.IntField { displayName = "Cell Updates Per Frame", tooltip = "The number of Cells, bricks, and probe positions updated per frame. Higher numbers can impact Editor performance.", getter = () => probeVolumeDebug.subdivisionCellUpdatePerFrame, setter = value => probeVolumeDebug.subdivisionCellUpdatePerFrame = value, min = () => 1, max = () => 100 }); + realtimeSubdivisonChildContainer.children.Add(new DebugUI.FloatField { displayName = "Update Frequency", tooltip = "Delay in seconds between updates to Cell, Brick, and Probe positions if Live Subdivision Preview is enabled.", getter = () => probeVolumeDebug.subdivisionDelayInSeconds, setter = value => probeVolumeDebug.subdivisionDelayInSeconds = value, min = () => 0.1f, max = () => 10 }); + subdivContainer.children.Add(realtimeSubdivisonChildContainer); + } #endif subdivContainer.children.Add(new DebugUI.FloatField { displayName = "Debug Draw Distance", tooltip = "How far from the Scene Camera to draw debug visualization for Cells and Bricks. Large distances can impact Editor performance.", getter = () => probeVolumeDebug.subdivisionViewCullingDistance, setter = value => probeVolumeDebug.subdivisionViewCullingDistance = value, min = () => 0.0f }); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs index 9e398032c80..5b1dbf5fccc 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs @@ -73,6 +73,7 @@ public void Add(CellCounts o) // Baking Set Data [SerializeField] internal bool singleSceneMode = true; + [SerializeField] internal bool dialogNoProbeVolumeInSetShown = false; [SerializeField] internal ProbeVolumeBakingProcessSettings settings; [SerializeField] private List m_SceneGUIDs = new List(); @@ -1137,6 +1138,16 @@ public static string GetDirectory(string scenePath, string sceneName) return assetPath; } + + public bool DialogNoProbeVolumeInSetShown() + { + return dialogNoProbeVolumeInSetShown; + } + + public void SetDialogNoProbeVolumeInSetShown(bool value) + { + dialogNoProbeVolumeInSetShown = value; + } #endif } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs index 26bbc84584a..224a512d547 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs @@ -67,6 +67,9 @@ internal LensFlareCompInfo(int idx, LensFlareComponentSRP cmp) private static int frameIdx = 0; + internal static readonly int _FlareWaterGBuffer3Thickness = Shader.PropertyToID("_FlareWaterGBuffer3Thickness"); + internal static readonly int _FlareOcclusionPermutation = Shader.PropertyToID("_FlareOcclusionPermutation"); + internal static readonly int _LensFlareScreenSpaceBloomMipTexture = Shader.PropertyToID("_LensFlareScreenSpaceBloomMipTexture"); internal static readonly int _LensFlareScreenSpaceResultTexture = Shader.PropertyToID("_LensFlareScreenSpaceResultTexture"); internal static readonly int _LensFlareScreenSpaceSpectralLut = Shader.PropertyToID("_LensFlareScreenSpaceSpectralLut"); @@ -530,36 +533,31 @@ static public bool IsCloudLayerOpacityNeeded(Camera cam) } static void SetOcclusionPermutation(Rendering.CommandBuffer cmd, - bool useBackgroundCloudOcclusion, bool volumetricCloudOcclusion, bool hasCloudLayer, + bool useBackgroundCloudOcclusion, bool volumetricCloudOcclusion, bool waterOcclusion, int _FlareCloudOpacity, int _FlareSunOcclusionTex, - Texture cloudOpacityTexture, Texture sunOcclusionTexture) + Texture cloudOpacityTexture, Texture sunOcclusionTexture, Texture waterGBuffer3Thickness) { - if (useBackgroundCloudOcclusion && hasCloudLayer) + uint occlusionPermutation = (uint)(LensFlareOcclusionPermutation.Depth); + if (useBackgroundCloudOcclusion && cloudOpacityTexture != null) { - cmd.EnableShaderKeyword("FLARE_CLOUD_BACKGROUND_OCCLUSION"); + occlusionPermutation |= (uint)(LensFlareOcclusionPermutation.CloudLayer); cmd.SetGlobalTexture(_FlareCloudOpacity, cloudOpacityTexture); } - else - { - cmd.DisableShaderKeyword("FLARE_CLOUD_BACKGROUND_OCCLUSION"); - } - if (sunOcclusionTexture != null) + if (volumetricCloudOcclusion && sunOcclusionTexture != null) { - if (volumetricCloudOcclusion) - { - cmd.EnableShaderKeyword("FLARE_VOLUMETRIC_CLOUD_OCCLUSION"); - cmd.SetGlobalTexture(_FlareSunOcclusionTex, sunOcclusionTexture); - } - else - { - cmd.DisableShaderKeyword("FLARE_VOLUMETRIC_CLOUD_OCCLUSION"); - } + occlusionPermutation |= (uint)(LensFlareOcclusionPermutation.VolumetricCloud); + cmd.SetGlobalTexture(_FlareSunOcclusionTex, sunOcclusionTexture); } - else + + if (waterOcclusion && waterGBuffer3Thickness != null) { - cmd.DisableShaderKeyword("FLARE_VOLUMETRIC_CLOUD_OCCLUSION"); + occlusionPermutation |= (uint)(LensFlareOcclusionPermutation.Water); + cmd.SetGlobalTexture(_FlareWaterGBuffer3Thickness, waterGBuffer3Thickness); } + + int convInt = unchecked((int)occlusionPermutation); + cmd.SetGlobalInt(_FlareOcclusionPermutation, convInt); } #if UNITY_EDITOR @@ -603,6 +601,7 @@ static bool IsCurrentPrefabLensFlareComponent(GameObject go, LensFlareComponentS /// Set if cloudLayerTexture is used /// cloudOpacityTexture used for sky visibility fullscreen /// Sun Occlusion Texture from VolumetricCloud on HDRP or null + /// Water Occlusion (using optical thickness) from WaterRenderer on HDRP or null /// ShaderID for the FlareOcclusionTex /// ShaderID for the FlareCloudOpacity /// ShaderID for the FlareOcclusionIndex @@ -620,7 +619,7 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, Vector3 cameraPositionWS, Matrix4x4 viewProjMatrix, Experimental.Rendering.LowLevelCommandBuffer cmd, - bool taaEnabled, bool hasCloudLayer, Texture cloudOpacityTexture, Texture sunOcclusionTexture, + bool taaEnabled, bool hasCloudLayer, Texture cloudOpacityTexture, Texture sunOcclusionTexture, Texture waterGBuffer3Thickness, int _FlareOcclusionTex, int _FlareCloudOpacity, int _FlareOcclusionIndex, int _FlareTex, int _FlareColorValue, int _FlareSunOcclusionTex, int _FlareData0, int _FlareData1, int _FlareData2, int _FlareData3, int _FlareData4) { ComputeOcclusion( @@ -630,7 +629,7 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, cameraPositionWS, viewProjMatrix, cmd.m_WrappedCommandBuffer, - taaEnabled, hasCloudLayer, cloudOpacityTexture, sunOcclusionTexture, + taaEnabled, hasCloudLayer, cloudOpacityTexture, sunOcclusionTexture, waterGBuffer3Thickness, _FlareOcclusionTex, _FlareCloudOpacity, _FlareOcclusionIndex, _FlareTex, _FlareColorValue, _FlareSunOcclusionTex, _FlareData0, _FlareData1, _FlareData2, _FlareData3, _FlareData4); } @@ -652,6 +651,7 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, /// Set if cloudLayerTexture is used /// cloudOpacityTexture used for sky visibility fullscreen /// Sun Occlusion Texture from VolumetricCloud on HDRP or null + /// Water Occlusion (using optical thickness) from WaterRenderer on HDRP or null /// ShaderID for the FlareOcclusionTex /// ShaderID for the FlareCloudOpacity /// ShaderID for the FlareOcclusionIndex @@ -669,7 +669,7 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, Vector3 cameraPositionWS, Matrix4x4 viewProjMatrix, Rendering.CommandBuffer cmd, - bool taaEnabled, bool hasCloudLayer, Texture cloudOpacityTexture, Texture sunOcclusionTexture, + bool taaEnabled, bool hasCloudLayer, Texture cloudOpacityTexture, Texture sunOcclusionTexture, Texture waterGBuffer3Thickness, int _FlareOcclusionTex, int _FlareCloudOpacity, int _FlareOcclusionIndex, int _FlareTex, int _FlareColorValue, int _FlareSunOcclusionTex, int _FlareData0, int _FlareData1, int _FlareData2, int _FlareData3, int _FlareData4) { if (!IsOcclusionRTCompatible()) @@ -750,7 +750,9 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, } #endif - Light light = comp.GetComponent(); + Light light = null; + if (!comp.TryGetComponent(out light)) + light = null; Vector3 positionWS; Vector3 viewportPos; @@ -811,9 +813,9 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, cmd.SetGlobalVector(_FlareData1, new Vector4(occlusionRadius, comp.sampleCount, screenPosZ.z, actualHeight / actualWidth)); SetOcclusionPermutation(cmd, - comp.useBackgroundCloudOcclusion, comp.volumetricCloudOcclusion, hasCloudLayer, + comp.useBackgroundCloudOcclusion && hasCloudLayer, comp.volumetricCloudOcclusion, comp.useWaterOcclusion, _FlareCloudOpacity, _FlareSunOcclusionTex, - cloudOpacityTexture, sunOcclusionTexture); + cloudOpacityTexture, sunOcclusionTexture, waterGBuffer3Thickness); cmd.EnableShaderKeyword("FLARE_COMPUTE_OCCLUSION"); Vector2 screenPos = new Vector2(2.0f * viewportPos.x - 1.0f, 2.0f * viewportPos.y - 1.0f); @@ -1039,7 +1041,9 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera } #endif - Light light = comp.GetComponent(); + Light light = null; + if (!comp.TryGetComponent(out light)) + light = null; Vector3 positionWS; Vector3 viewportPos; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareComponentSRP.cs b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareComponentSRP.cs index d33eb6b678b..bd1ccd70423 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareComponentSRP.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareComponentSRP.cs @@ -72,6 +72,10 @@ public LensFlareDataSRP lensFlareData /// public bool useBackgroundCloudOcclusion = false; /// + /// Enable Occlusion with Water + /// + public bool useWaterOcclusion = false; + /// /// Radius around the light used to occlude the flare (value in world space) /// [Min(0.0f)] diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs new file mode 100644 index 00000000000..ef8676956f6 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs @@ -0,0 +1,11 @@ +namespace UnityEngine.Rendering +{ + [GenerateHLSL] + internal enum LensFlareOcclusionPermutation + { + Depth = (1 << 0), + CloudLayer = (1 << 1), + VolumetricCloud = (1 << 2), + Water = (1 << 3) + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl new file mode 100644 index 00000000000..1b2a3af37eb --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl @@ -0,0 +1,16 @@ +// +// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead +// + +#ifndef LENSFLAREOCCLUSIONPERMUTATION_CS_HLSL +#define LENSFLAREOCCLUSIONPERMUTATION_CS_HLSL +// +// UnityEngine.Rendering.LensFlareOcclusionPermutation: static fields +// +#define LENSFLAREOCCLUSIONPERMUTATION_DEPTH (1) +#define LENSFLAREOCCLUSIONPERMUTATION_CLOUD_LAYER (2) +#define LENSFLAREOCCLUSIONPERMUTATION_VOLUMETRIC_CLOUD (4) +#define LENSFLAREOCCLUSIONPERMUTATION_WATER (8) + + +#endif diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl.meta b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl.meta new file mode 100644 index 00000000000..7435ce625a2 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 81fe9e8731660404b8d68e384d6c03a9 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.meta new file mode 100644 index 00000000000..84aaa589f9f --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 96120271267b5eb42bfbd64422b10352 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl index 8cda2e72b2b..84f8b71f697 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl @@ -2,6 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" +#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareOcclusionPermutation.cs.hlsl" struct AttributesLensFlare { @@ -37,14 +38,27 @@ SAMPLER(sampler_FlareOcclusionTex); #endif #ifdef HDRP_FLARE -#if defined(FLARE_CLOUD_BACKGROUND_OCCLUSION) +uint _FlareOcclusionPermutation; + +TEXTURE2D_X_UINT2(_StencilTexture); +SAMPLER(sampler_StencilTexture); + +TEXTURE2D_X(_DepthWithWaterTexture); +SAMPLER(sampler_DepthWithWaterTexture); + TEXTURE2D_X(_FlareCloudOpacity); SAMPLER(sampler_FlareCloudOpacity); -#endif -#if defined(FLARE_VOLUMETRIC_CLOUD_OCCLUSION) + TEXTURE2D_X(_FlareSunOcclusionTex); SAMPLER(sampler_FlareSunOcclusionTex); -#endif + +// Copy-paste from: +// Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs +// Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl +#define STENCILUSAGE_WATER_SURFACE (16) + +TEXTURE2D_X(_FlareWaterGBuffer3Thickness); +SAMPLER(sampler_FlareWaterGBuffer3Thickness); #endif float4 _FlareColorValue; @@ -99,7 +113,11 @@ float2 Rotate(float2 v, float cos0, float sin0) float GetLinearDepthValue(float2 uv) { #if defined(HDRP_FLARE) || defined(FLARE_PREVIEW) - float depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, uint2(uv * _ScreenSize.xy), 0).x; + float depth; + if ((_FlareOcclusionPermutation & LENSFLAREOCCLUSIONPERMUTATION_WATER) != 0) + depth = LOAD_TEXTURE2D_X_LOD(_DepthWithWaterTexture, uint2(uv * _ScreenSize.xy), 0).x; + else + depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, uint2(uv * _ScreenSize.xy), 0).x; #else float depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, uint2(uv * GetScaledScreenParams().xy), 0).x; #endif @@ -131,16 +149,37 @@ float GetOcclusion(float ratio) if (depth0 > _ScreenPosZ) { float occlusionValue = 1.0f; + #ifdef HDRP_FLARE -#if defined(FLARE_CLOUD_BACKGROUND_OCCLUSION) - float cloudOpacity = LOAD_TEXTURE2D_X_LOD(_FlareCloudOpacity, uint2(pos.xy * _ScreenSize.xy), 0).x; - occlusionValue *= LOAD_TEXTURE2D_X(_FlareCloudOpacity, uint2(pos * _ScreenParams.xy)).x; -#endif -#if defined(FLARE_VOLUMETRIC_CLOUD_OCCLUSION) - float volumetricCloudOcclusion = SAMPLE_TEXTURE2D_X_LOD(_FlareSunOcclusionTex, sampler_FlareSunOcclusionTex, pos, 0).w; - occlusionValue *= saturate(volumetricCloudOcclusion); -#endif + if ((_FlareOcclusionPermutation & LENSFLAREOCCLUSIONPERMUTATION_CLOUD_LAYER) != 0) + { + float cloudOpacity = LOAD_TEXTURE2D_X(_FlareCloudOpacity, uint2(pos * _ScreenParams.xy)).x; + occlusionValue *= saturate(cloudOpacity); + } + + if ((_FlareOcclusionPermutation & LENSFLAREOCCLUSIONPERMUTATION_VOLUMETRIC_CLOUD) != 0) + { + float volumetricCloudOcclusion = SAMPLE_TEXTURE2D_X_LOD(_FlareSunOcclusionTex, sampler_FlareSunOcclusionTex, pos, 0).w; + occlusionValue *= saturate(volumetricCloudOcclusion); + } + + if ((_FlareOcclusionPermutation & LENSFLAREOCCLUSIONPERMUTATION_WATER) != 0) + { + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, uint2(pos * _ScreenParams.xy))); + if ((stencilValue & STENCILUSAGE_WATER_SURFACE) != 0) + { + float2 waterGBufferData = LOAD_TEXTURE2D_X(_FlareWaterGBuffer3Thickness, uint2(pos.xy * _ScreenParams.xy)).xy; + + // Copy pasted from HDRP + uint upper16Bits = ((uint)(waterGBufferData.x * 255.0f)) << 8 | ((uint)(waterGBufferData.y * 255.0f)); + float opticalThickness = f16tof32(upper16Bits); + // + + occlusionValue *= saturate(opticalThickness); + } + } #endif + contrib += sample_Contrib * occlusionValue; } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs index 5d5a6fa9a00..a4242d573f4 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs @@ -2,24 +2,60 @@ using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine.Rendering; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; namespace UnityEngine.Experimental.Rendering.RenderGraphModule.NativeRenderPassCompiler { + // Wrapper struct to allow storing strings in a DynamicArray which requires a type with a parameterless constructor + internal struct Name + { + public readonly string name; + public readonly int utf8ByteCount; + public Name(string name, bool computeUTF8ByteCount = false) + { + this.name = name; + this.utf8ByteCount = ((name?.Length > 0) && computeUTF8ByteCount) ? System.Text.Encoding.UTF8.GetByteCount((ReadOnlySpan)name) : 0; + } + } + + // Helper extensions for NativeList + internal static class NativeListExtensions + { + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal static unsafe ReadOnlySpan MakeReadOnlySpan(this ref NativeList list, int first, int numElements) where T : unmanaged + { +#if UNITY_EDITOR + if (first + numElements > list.Length) + throw new IndexOutOfRangeException(); +#endif + return new ReadOnlySpan(&list.GetUnsafeReadOnlyPtr()[first], numElements); + } + + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal static int LastIndex(this ref NativeList list) where T : unmanaged + { + return list.Length - 1; + } + } + // Note pass=node in the graph, both are sometimes mixed up here // Datastructure that contains passes and dependencies and allow you to iterate and reason on them more like a graph - internal class CompilerContextData + internal class CompilerContextData : IDisposable { public CompilerContextData(int estimatedNumPasses, int estimatedNumResourcesPerType) { - passData = new DynamicArray(estimatedNumPasses, false); - inputData = new DynamicArray(estimatedNumPasses * 2, false); - outputData = new DynamicArray(estimatedNumPasses * 2, false); - fragmentData = new DynamicArray(estimatedNumPasses * 4, false); + passData = new NativeList(estimatedNumPasses, AllocatorManager.Persistent); + passNames = new DynamicArray(estimatedNumPasses, false); // T in NativeList cannot contain managed types, so the names are stored separately + inputData = new NativeList(estimatedNumPasses * 2, AllocatorManager.Persistent); + outputData = new NativeList(estimatedNumPasses * 2, AllocatorManager.Persistent); + fragmentData = new NativeList(estimatedNumPasses * 4, AllocatorManager.Persistent); resources = new ResourcesData(estimatedNumResourcesPerType); - nativePassData = new DynamicArray(estimatedNumPasses, false);// assume nothing gets merged - nativeSubPassData = new DynamicArray(estimatedNumPasses, false);// there should "never" be more subpasses than graph passes - createData = new DynamicArray(estimatedNumPasses * 2, false); // assume every pass creates two resources - destroyData = new DynamicArray(estimatedNumPasses * 2, false); // assume every pass destroys two resources + nativePassData = new NativeList(estimatedNumPasses, AllocatorManager.Persistent);// assume nothing gets merged + nativeSubPassData = new NativeList(estimatedNumPasses, AllocatorManager.Persistent);// there should "never" be more subpasses than graph passes + createData = new NativeList(estimatedNumPasses * 2, AllocatorManager.Persistent); // assume every pass creates two resources + destroyData = new NativeList(estimatedNumPasses * 2, AllocatorManager.Persistent); // assume every pass destroys two resources } public void Initialize(RenderGraphResourceRegistry resourceRegistry) @@ -30,6 +66,7 @@ public void Initialize(RenderGraphResourceRegistry resourceRegistry) public void Clear() { passData.Clear(); + passNames.Clear(); inputData.Clear(); outputData.Clear(); fragmentData.Clear(); @@ -45,7 +82,7 @@ public void Clear() [MethodImpl(MethodImplOptions.AggressiveInlining)] public ref ResourceUnversionedData UnversionedResourceData(ResourceHandle h) { - return ref resources.unversionedData[h.iType][h.index]; + return ref resources.unversionedData[h.iType].ElementAt(h.index); } [MethodImpl(MethodImplOptions.AggressiveInlining)] @@ -56,60 +93,66 @@ public ref ResourceVersionedData VersionedResourceData(ResourceHandle h) // Iterate over all the readers of a particular resource [MethodImpl(MethodImplOptions.AggressiveInlining)] - public DynamicArray.RangeEnumerable Readers(ResourceHandle h) + public ReadOnlySpan Readers(ResourceHandle h) { + int firstReader = ResourcesData.IndexReader(h, 0); int numReaders = resources[h].numReaders; - return resources.readerData[h.iType].SubRange(ResourcesData.IndexReader(h, 0), numReaders); + return resources.readerData[h.iType].MakeReadOnlySpan(firstReader, numReaders); } // Get the i'th reader of a resource [MethodImpl(MethodImplOptions.AggressiveInlining)] - public ResourceReaderData ResourceReader(ResourceHandle h, int i) + public ref ResourceReaderData ResourceReader(ResourceHandle h, int i) { int numReaders = resources[h].numReaders; +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (i >= numReaders) { throw new Exception("Invalid reader id"); } - - return resources.readerData[h.iType][ResourcesData.IndexReader(h, 0) + i]; +#endif + return ref resources.readerData[h.iType].ElementAt(ResourcesData.IndexReader(h, 0) + i); } // Data per graph level renderpass - public DynamicArray passData; + public NativeList passData; + public DynamicArray passNames; - // Tightly packed lists all passes add to these lists then index in it using offset+count - public DynamicArray inputData; - public DynamicArray outputData; - public DynamicArray fragmentData; - public DynamicArray createData; - public DynamicArray destroyData; + // Tightly packed lists all passes, add to these lists then index in it using offset+count + public NativeList inputData; + public NativeList outputData; + public NativeList fragmentData; + public NativeList createData; + public NativeList destroyData; // Data per native renderpas - public DynamicArray nativePassData; - public DynamicArray nativeSubPassData; //Tighty packed list of per nrp subpasses + public NativeList nativePassData; + public NativeList nativeSubPassData; //Tighty packed list of per nrp subpasses // resources can be added as fragment both as input and output so make sure not to add them twice (return true upon new addition) public bool AddToFragmentList(ResourceHandle h, IBaseRenderGraphBuilder.AccessFlags accessFlags, int listFirstIndex, int numItems) { for (var i = listFirstIndex; i < listFirstIndex + numItems; ++i) { - if (fragmentData[i].resource.index == h.index) + ref var fragment = ref fragmentData.ElementAt(i); + if (fragment.resource.index == h.index) { - if (fragmentData[i].resource.version != h.version) +#if DEVELOPMENT_BUILD || UNITY_EDITOR + if (fragment.resource.version != h.version) { //this would mean you're trying to attach say both v1 and v2 of a resource to the same pass as an attachment //this is not allowed throw new Exception("Trying to UseFragment two versions of the same resource"); } +#endif return false; } } // Validate that we're correctly building up the fragment lists we can only append to the last list // not int the middle of lists - Debug.Assert(listFirstIndex + numItems == fragmentData.size); + Debug.Assert(listFirstIndex + numItems == fragmentData.Length); fragmentData.Add(new PassFragmentData() { @@ -119,91 +162,57 @@ public bool AddToFragmentList(ResourceHandle h, IBaseRenderGraphBuilder.AccessFl return true; } - // Mark all passes as unvisited this is useful for graph algorithms that do something with the tag - public void TagAll(int value) - { - for (int passId = 0; passId < passData.size; passId++) - { - passData[passId].tag = value; - } - } - - // Helper to loop over nodes - public struct ActivePassIterator - { - CompilerContextData ctx; - int passId; - - public ActivePassIterator(CompilerContextData ctx) - { - this.ctx = ctx; - this.passId = -1; - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public Name GetFullPassName(int passId) => passNames[passId]; - public int Current - { - get { return passId; } - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public string GetPassName(int passId) => passNames[passId].name; - public bool MoveNext() - { - while (true) - { - passId++; - if (passId >= ctx.passData.size || ctx.passData[passId].culled == false) break; - } - return passId < ctx.passData.size; - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public string GetResourceName(ResourceHandle h) => resources.resourceNames[h.iType][h.index].name; - public void Reset() - { - passId = -1; - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public string GetResourceVersionedName(ResourceHandle h) => GetResourceName(h) + " V" + h.version; - public ActivePassIterator GetEnumerator() + // Mark all passes as unvisited this is useful for graph algorithms that do something with the tag + public void TagAllPasses(int value) + { + for (int passId = 0; passId < passData.Length; passId++) { - return this; + passData.ElementAt(passId).tag = value; } } - - public ActivePassIterator ActivePasses + public void CullAllPasses(bool isCulled) { - get + for (int passId = 0; passId < passData.Length; passId++) { - return new ActivePassIterator(this); + passData.ElementAt(passId).culled = isCulled; } } // Helper to loop over native passes public struct NativePassIterator { - CompilerContextData ctx; - int nativePassId; + readonly CompilerContextData m_Ctx; + int m_Index; public NativePassIterator(CompilerContextData ctx) { - this.ctx = ctx; - this.nativePassId = -1; + m_Ctx = ctx; + m_Index = -1; } - public int Current - { - get { return nativePassId; } - } + public ref readonly NativePassData Current => ref m_Ctx.nativePassData.ElementAt(m_Index); public bool MoveNext() { while (true) { - nativePassId++; - if (nativePassId >= ctx.nativePassData.size || ctx.nativePassData[nativePassId].IsValid()) break; + m_Index++; + bool inRange = m_Index < m_Ctx.nativePassData.Length; + if (!inRange || m_Ctx.nativePassData.ElementAt(m_Index).IsValid()) + return inRange; } - return nativePassId < ctx.nativePassData.size; - } - - public void Reset() - { - nativePassId = -1; } public NativePassIterator GetEnumerator() @@ -214,23 +223,48 @@ public NativePassIterator GetEnumerator() // Iterate only the active native passes // the list may contain empty dummy entries after merging - public NativePassIterator NativePasses - { - get - { - return new NativePassIterator(this); - } - } + public NativePassIterator NativePasses => new NativePassIterator(this); + // Use for testing only internal List GetNativePasses() { var result = new List(); - foreach (var pass in this.NativePasses) + foreach (ref readonly var pass in NativePasses) { - result.Add(nativePassData[pass]); + result.Add(pass); } return result; } + + // IDisposable implementation + + bool m_Disposed; + + ~CompilerContextData() => Cleanup(); + + public void Dispose() + { + Cleanup(); + GC.SuppressFinalize(this); + } + + void Cleanup() + { + if (!m_Disposed) + { + resources.Dispose(); + + passData.Dispose(); + inputData.Dispose(); + outputData.Dispose(); + fragmentData.Dispose(); + createData.Dispose(); + destroyData.Dispose(); + nativePassData.Dispose(); + nativeSubPassData.Dispose(); + m_Disposed = true; + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/FixedAttachmentArray.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/FixedAttachmentArray.cs index 487db02b0e2..9d6235fba4e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/FixedAttachmentArray.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/FixedAttachmentArray.cs @@ -33,10 +33,12 @@ public struct FixedAttachmentArray where DataType : unmanaged /// Thrown if the amount of elements is less than 0 or more than MaxAttachments public FixedAttachmentArray(int numAttachments) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (numAttachments < 0 || numAttachments > MaxAttachments) { throw new ArgumentException($"FixedAttachmentArray - numAttachments must be in range of [0, {MaxAttachments}["); } +#endif a0 = a1 = a2 = a3 = a4 = a5 = a6 = a7 = new DataType(); activeAttachments = numAttachments; } @@ -92,9 +94,10 @@ public void Clear() /// If the maximum amount of elements (MaxAttachments) is reached. public int Add(in DataType data) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if ((uint)activeAttachments >= MaxAttachments) throw new IndexOutOfRangeException($"A FixedAttachmentArray can only contain {MaxAttachments} items."); - +#endif int index = activeAttachments; unsafe { @@ -118,10 +121,12 @@ public ref DataType this[int index] { get { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if ((uint)index >= MaxAttachments) throw new IndexOutOfRangeException($"FixedAttachmentArray - index must be in range of [0, {MaxAttachments}["); if ((uint)index >= activeAttachments) throw new IndexOutOfRangeException($"FixedAttachmentArray - index must be in range of [0, {activeAttachments}["); +#endif unsafe { fixed (FixedAttachmentArray* self = &this) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs index c87cdd87697..4932d058e59 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using Unity.Collections; using UnityEngine.Rendering; // Typedef for the in-engine RendererList API (to avoid conflicts with the experimental version) @@ -54,28 +55,6 @@ public void Clear() toVisitPassIds.Clear(); } - public CompilerContextData.ActivePassIterator ActivePasses - { - get => contextData.ActivePasses; - } - - // Used to tag distances from the source nodes to the sink nodes - void TagDistance_R(CompilerContextData ctx, int node, int depth) - { - // We found a new longer path or the node was not visited yet - ref var pass = ref ctx.passData[node]; - if (pass.tag < depth) - { - pass.tag = depth; - - // Flood fill to children - foreach (var n in pass.OutputNodes(ctx)) - { - TagDistance_R(ctx, n, depth + 1); - } - } - } - void SetPassStatesForNativePass(int nativePassId) { NativePassData.SetPassStatesForNativePass(contextData, nativePassId); @@ -110,21 +89,34 @@ void BuildGraph() var ctx = contextData; List passes = graph.m_RenderPasses; + // Not clearing data, we will do it right after in the for loop + // This is to prevent unnecessary costly copies of pass struct (128bytes) + ctx.passData.ResizeUninitialized(passes.Count); + // Build up the context graph and keep track of nodes we encounter that can't be culled using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_BuildGraph))) { for (int passId = 0; passId < passes.Count; passId++) { - if (passes[passId].type == RenderGraphPassType.Legacy) + var inputPass = passes[passId]; + +#if DEVELOPMENT_BUILD || UNITY_EDITOR + if (inputPass.type == RenderGraphPassType.Legacy) { - throw new Exception("Pass '" + passes[passId].name + "' is using the legacy rendergraph API. You cannot use legacy passes with the native render pass compiler. Please do not use AddPass on the rendergrpah but use one of the more specific pas types such as AddRasterPass"); + throw new Exception("Pass '" + inputPass.name + "' is using the legacy rendergraph API." + + " You cannot use legacy passes with the native render pass compiler." + + " Please do not use AddPass on the rendergrpah but use one of the more specific pas types such as AddRasterPass"); } +#endif - int addIdx = ctx.passData.Add(new PassData(ref passes, passId)); - Debug.Assert(addIdx == passId); - ref var pass = ref ctx.passData[passId]; + // Accessing already existing passData in place in the container through reference to avoid deep copy + // Make sure everything is reset and initialized or we will use obsolete data from previous frame + ref var ctxPass = ref ctx.passData.ElementAt(passId); + ctxPass.ResetAndInitialize(inputPass, passId); - if (pass.hasSideEffects) + ctx.passNames.Add(new Name(inputPass.name, true)); + + if (ctxPass.hasSideEffects) { toVisitPassIds.Push(passId); } @@ -132,71 +124,66 @@ void BuildGraph() // Set up the list of fragment attachments for this pass // Note: This doesn't set up the resource reader/writer list as the fragment attachments // will also be in the pass read/write lists accordingly - if (pass.type == RenderGraphPassType.Raster) + if (ctxPass.type == RenderGraphPassType.Raster) { // Grab offset in context fragment list to begin building the fragment list - pass.firstFragment = ctx.fragmentData.size; + ctxPass.firstFragment = ctx.fragmentData.Length; // Depth attachment is always at index 0 - if (passes[passId].depthBuffer.handle.IsValid()) + if (inputPass.depthBuffer.handle.IsValid()) { - pass.fragmentInfoHasDepth = true; + ctxPass.fragmentInfoHasDepth = true; - var resource = passes[passId].depthBuffer.handle; - if (ctx.AddToFragmentList(resource, passes[passId].depthBufferAccessFlags, pass.firstFragment, pass.numFragments)) + var resource = inputPass.depthBuffer.handle; + if (ctx.AddToFragmentList(resource, inputPass.depthBufferAccessFlags, ctxPass.firstFragment, ctxPass.numFragments)) { - pass.AddFragment(resource, ctx); + ctxPass.AddFragment(resource, ctx); } } - for (var ci = 0; ci < passes[passId].colorBufferMaxIndex + 1; ++ci) + for (var ci = 0; ci < inputPass.colorBufferMaxIndex + 1; ++ci) { // Skip unused color slots - if (!passes[passId].colorBuffers[ci].handle.IsValid()) continue; + if (!inputPass.colorBuffers[ci].handle.IsValid()) continue; - var resource = passes[passId].colorBuffers[ci].handle; - if (ctx.AddToFragmentList(resource, passes[passId].colorBufferAccessFlags[ci], pass.firstFragment, pass.numFragments)) + var resource = inputPass.colorBuffers[ci].handle; + if (ctx.AddToFragmentList(resource, inputPass.colorBufferAccessFlags[ci], ctxPass.firstFragment, ctxPass.numFragments)) { - pass.AddFragment(resource, ctx); + ctxPass.AddFragment(resource, ctx); } } // Grab offset in context fragment list to begin building the fragment input list - pass.firstFragmentInput = ctx.fragmentData.size; + ctxPass.firstFragmentInput = ctx.fragmentData.Length; - for (var ci = 0; ci < passes[passId].fragmentInputMaxIndex + 1; ++ci) + for (var ci = 0; ci < inputPass.fragmentInputMaxIndex + 1; ++ci) { + ref var currInpFragment = ref inputPass.fragmentInputs[ci].handle; // Skip unused fragment input slots - if (!passes[passId].fragmentInputs[ci].handle.IsValid()) continue; + if (!currInpFragment.IsValid()) continue; - var resource = passes[passId].fragmentInputs[ci].handle; - if (ctx.AddToFragmentList(resource, passes[passId].fragmentInputAccessFlags[ci], pass.firstFragmentInput, pass.numFragmentInputs)) + var resource = inputPass.fragmentInputs[ci].handle; + if (ctx.AddToFragmentList(resource, inputPass.fragmentInputAccessFlags[ci], ctxPass.firstFragmentInput, ctxPass.numFragmentInputs)) { - pass.AddFragmentInput(resource, ctx); + ctxPass.AddFragmentInput(resource, ctx); } } - // Allocate a stand-alone native renderpass for each rasterpass that actually renders something for now - if (pass.numFragments > 0) - { - pass.nativePassIndex = ctx.nativePassData.Add(new NativePassData(ref pass, ctx)); - } - else + // Not sure what having no fragment would mean, you're reading fragment inputs but not outputing anything??? + // could happen if you're trying to write to a raw buffer instead of pixel output?!? anyhow + // this sounds dodgy so assert for now until we clear this one out + if (ctxPass.numFragments == 0) { - // Not sure what this would mean, you're reading fragment inputs but not outputting anything??? - // could happen in if you're trying to write to a raw buffer instead of pixel output?!? anyhow - // this sounds dodgy so assert for now until we clear this one out - Debug.Assert(pass.numFragmentInputs == 0); + Debug.Assert(ctxPass.numFragmentInputs == 0); } - } // Set up per resource type read/write lists for this pass - pass.firstInput = ctx.inputData.size; // Grab offset in context input list - pass.firstOutput = ctx.outputData.size; // Grab offset in context output list + ctxPass.firstInput = ctx.inputData.Length; // Grab offset in context input list + ctxPass.firstOutput = ctx.outputData.Length; // Grab offset in context output list for (int type = 0; type < (int)RenderGraphResourceType.Count; ++type) { - var resourceWrite = passes[passId].resourceWriteLists[type]; + var resourceWrite = inputPass.resourceWriteLists[type]; var resourceWriteCount = resourceWrite.Count; for (var i = 0; i < resourceWriteCount; ++i) { @@ -206,39 +193,39 @@ void BuildGraph() ref var resData = ref ctx.UnversionedResourceData(resource); if (resData.isImported) { - if (pass.hasSideEffects == false) + if (ctxPass.hasSideEffects == false) { - pass.hasSideEffects = true; + ctxPass.hasSideEffects = true; toVisitPassIds.Push(passId); } } // Mark this pass as writing to this version of the resource - ctx.resources[resource].SetWritingPass(ctx, resource, passId, pass.numOutputs); + ctx.resources[resource].SetWritingPass(ctx, resource, passId); ctx.outputData.Add(new PassOutputData { resource = resource, }); - pass.numOutputs++; + ctxPass.numOutputs++; } - var resourceRead = passes[passId].resourceReadLists[type]; + var resourceRead = inputPass.resourceReadLists[type]; var resourceReadCount = resourceRead.Count; for (var i = 0; i < resourceReadCount; ++i) { var resource = resourceRead[i]; // Mark this pass as reading from this version of the resource - ctx.resources[resource].RegisterReadingPass(ctx, resource, passId, pass.numInputs); + ctx.resources[resource].RegisterReadingPass(ctx, resource, passId, ctxPass.numInputs); ctx.inputData.Add(new PassInputData { resource = resource, }); - pass.numInputs++; + ctxPass.numInputs++; } } } @@ -248,78 +235,55 @@ void BuildGraph() void CullUnusedRenderPasses() { var ctx = contextData; - + // Source = input of the graph and starting point that takes no inputs itself : e.g. z-prepass // Sink = output of the graph and end point e.g. rendered frame // Usually sinks will have to be pinned or write to an external resource or the whole graph would get culled :-) using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_CullNodes))) { - // Flood fill downstream to sources to all nodes starting from the pinned nodes - // this will mark nodes that have their output not used as culled (but not the dependencies yet) - ctx.TagAll(0); + // No need to go further if we don't enable culling + if (graph.disableCulling) + return; + + // Cull all passes first + ctx.CullAllPasses(true); + + // Flood fill downstream algorithm using BFS, + // starting from the pinned nodes to all their dependencies while (toVisitPassIds.Count != 0) { int passId = toVisitPassIds.Pop(); - // We already got to this node through another dependency chain - if (ctx.passData[passId].tag != 0) continue; + ref var passData = ref ctx.passData.ElementAt(passId); + + // We already found this node through another dependency chain + if (!passData.culled) continue; // Flow upstream from this node - foreach (var inputPassIdx in ctx.passData[passId].InputNodes(ctx)) + foreach (ref readonly var input in passData.Inputs(ctx)) { - toVisitPassIds.Push(inputPassIdx); + int inputPassIndex = ctx.resources[input.resource].writePassId; + toVisitPassIds.Push(inputPassIndex); } - // Mark this node as visited - ctx.passData[passId].tag = 1; + // We need this node, don't cull it + passData.culled = false; } - // Update graph based on freshly culled nodes, remove any connections - foreach (ref var pass in ctx.passData) + // Update graph based on freshly culled nodes, remove any connection to them + var numPasses = ctx.passData.Length; + for (int passIndex = 0; passIndex < numPasses; passIndex++) { - // mark any unvisited passes as culled - pass.culled = !graph.disableCulling && (pass.tag == 0); + ref readonly var pass = ref ctx.passData.ElementAt(passIndex); // Remove the connections from the list so they won't be visited again if (pass.culled) { - foreach (ref var inputResource in ctx.passData[pass.passId].Inputs(ctx)) - { - ctx.resources[inputResource.resource].RemoveReadingPass(ctx, inputResource.resource, pass.passId); - } - } - } - - // loop over the non-culled nodes and find those that have outputs that are never used (because the above loop removed them) - // cull those nodes (and restart the process since culling a node might trigger a different node to get culled) - var atLeastOne = true; - while (atLeastOne) - { - atLeastOne = false; - foreach (ref var pass in ctx.passData) - { - if (pass.culled || pass.hasSideEffects) - continue; - - var noReaders = true; - foreach (ref var outputResource in ctx.passData[pass.passId].Outputs(ctx)) - { - if (ctx.resources[outputResource.resource].numReaders != 0) - { - noReaders = false; - break; - } - } - - if (noReaders == true) + foreach (ref readonly var input in pass.Inputs(ctx)) { - atLeastOne = true; - pass.culled = true; - foreach (ref var inputResource in ctx.passData[pass.passId].Inputs(ctx)) - { - ctx.resources[inputResource.resource].RemoveReadingPass(ctx, inputResource.resource, pass.passId); - } + var inputResource = input.resource; + ctx.resources[inputResource].RemoveReadingPass(ctx, inputResource, pass.passId); } } } @@ -340,50 +304,56 @@ void TryMergeNativePasses() int activeNativePassId = -1; - for (var passIdx = 0; passIdx < ctx.passData.size; ++passIdx) + for (var passIdx = 0; passIdx < ctx.passData.Length; ++passIdx) { - ref var passToAdd = ref ctx.passData[passIdx]; + ref var passToAdd = ref ctx.passData.ElementAt(passIdx); - // If we're culled just ignore it + // If the pass has been culled, just ignore it if (passToAdd.culled) { continue; } - // Check if no pass is active currently, in that case here is nothing to merge really... + // If no active pass, there is nothing to merge... if (activeNativePassId == -1) { //If raster, start a new native pass with the current pass - //if non-raster just continue without an active pass. if (passToAdd.type == RenderGraphPassType.Raster) { + // Allocate a stand-alone native renderpass based on the current pass + ctx.nativePassData.Add(new NativePassData(ref passToAdd, ctx)); + passToAdd.nativePassIndex = ctx.nativePassData.LastIndex(); activeNativePassId = passToAdd.nativePassIndex; } - continue; } - - // There is an native pass currently open try to add ths graph pass to it - Debug.Assert(activeNativePassId >= 0); - var testResult = NativePassData.TryMerge(contextData, activeNativePassId, passIdx, false); - - // Merging failed close and create a new renderpass - if (testResult.reason != PassBreakReason.Merged) + // There is an native pass currently open, try to add the current graph pass to it + else { - SetPassStatesForNativePass(activeNativePassId); - contextData.nativePassData[activeNativePassId].breakAudit = testResult; + var mergeTestResult = NativePassData.TryMerge(contextData, activeNativePassId, passIdx); - if (testResult.reason == PassBreakReason.NonRasterPass) - { - // non-raster pass no native pass it active at all - activeNativePassId = -1; - } - else + // Merge failed, close current native render pass and create a new one + if (mergeTestResult.reason != PassBreakReason.Merged) { - // Raster but cannot be merged, start a new native pass with the current pass - activeNativePassId = passToAdd.nativePassIndex; + SetPassStatesForNativePass(activeNativePassId); + #if UNITY_EDITOR + ref var nativePassData = ref contextData.nativePassData.ElementAt(activeNativePassId); + nativePassData.breakAudit = mergeTestResult; + #endif + if (mergeTestResult.reason == PassBreakReason.NonRasterPass) + { + // Non-raster pass, no active native pass at all + activeNativePassId = -1; + } + else + { + // Raster but cannot be merged, allocate a new stand-alone native renderpass based on the current pass + ctx.nativePassData.Add(new NativePassData(ref passToAdd, ctx)); + passToAdd.nativePassIndex = ctx.nativePassData.LastIndex(); + + activeNativePassId = passToAdd.nativePassIndex; + } } - continue; } } @@ -391,7 +361,10 @@ void TryMergeNativePasses() { // "Close" the last native pass by marking the last graph pass as end SetPassStatesForNativePass(activeNativePassId); - contextData.nativePassData[activeNativePassId].breakAudit = new PassBreakAudit(PassBreakReason.EndOfGraph, -1); +#if UNITY_EDITOR + ref var nativePassData = ref contextData.nativePassData.ElementAt(activeNativePassId); + nativePassData.breakAudit = new PassBreakAudit(PassBreakReason.EndOfGraph, -1); +#endif } } } @@ -406,89 +379,96 @@ void FindResourceUsageRanges() // First do a forward-pass increasing the refcount // followed by another forward-pass decreasing it again (-> if we get 0, we must be the last ones using it) - // TODO: I have a feeling this can be done more optimally by walking the graph instead of loping over all the pases twice + // TODO: I have a feeling this can be done more optimally by walking the graph instead of looping over all the passes twice // to be investigated // It also won't work if we start reordering passes. - foreach (ref var pass in ctx.passData) + for (int passIndex = 0; passIndex < ctx.passData.Length; passIndex++) { + ref var pass = ref ctx.passData.ElementAt(passIndex); if (pass.culled) continue; // Loop over all the resources this pass needs (=inputs) - foreach (ref var inp in pass.Inputs(ctx)) + foreach (ref readonly var input in pass.Inputs(ctx)) { - ref var pointTo = ref ctx.UnversionedResourceData(inp.resource); + var inputResource = input.resource; + ref var pointTo = ref ctx.UnversionedResourceData(inputResource); pointTo.lastUsePassID = -1; - // If we use version 0 and nobody else is using it yet mark this pass - // as the first using the resource. It can happen that two passes use v0 - // E.g. + // If we use version 0 and nobody else is using it yet, + // mark this pass as the first using the resource. + // It can happen that two passes use v0, e.g.: // pass1.UseTex(v0,Read) -> this will clear the pass but keep it at v0 // pass2.UseTex(v0,Read) -> "reads" v0 - if (inp.resource.version == 0) + if (inputResource.version == 0) { if (pointTo.firstUsePassID < 0) { pointTo.firstUsePassID = pass.passId; - pass.AddFirstUse(inp.resource, ctx); + pass.AddFirstUse(inputResource, ctx); } } // This pass uses the last version of a resource increase the ref count of this resource var last = pointTo.latestVersionNumber; - if (last == inp.resource.version) + if (last == inputResource.version) { pointTo.tag++; //Refcount of how many passes are using the last version of a resource } } //Also look at outputs (but with version 1) for edge case were we do a Write (but no read) to a texture and the pass is manually excluded from culling - //Because it isn't read it won't be in the inputs array with V0 - foreach (ref var outp in pass.Outputs(ctx)) + //As it isn't read it won't be in the inputs array with V0 + + foreach (ref readonly var output in pass.Outputs(ctx)) { - ref var pointTo = ref ctx.UnversionedResourceData(outp.resource); - if (outp.resource.version == 1) + var outputResource = output.resource; + ref var pointTo = ref ctx.UnversionedResourceData(outputResource); + if (outputResource.version == 1) { - // If we use version 0 and nobody else is using it yet mark this pass - // as the first using the resource. It can happen that two passes use v0 - // E.g. + // If we use version 0 and nobody else is using it yet, + // Mark this pass as the first using the resource. + // It can happen that two passes use v0, e.g.: // pass1.UseTex(v0,Read) -> this will clear the pass but keep it at v0 // pass3.UseTex(v0,Read/Write) -> wites v0, brings it to v1 from here on if (pointTo.firstUsePassID < 0) { pointTo.firstUsePassID = pass.passId; - pass.AddFirstUse(outp.resource, ctx); + pass.AddFirstUse(outputResource, ctx); } } // This pass outputs the last version of a resource track that var last = pointTo.latestVersionNumber; - if (last == outp.resource.version) + if (last == outputResource.version) { Debug.Assert(pointTo.lastWritePassID == -1); // Only one can be the last writer pointTo.lastWritePassID = pass.passId; } } } - foreach (ref var pass in ctx.passData) + + for (int passIndex = 0; passIndex < ctx.passData.Length; passIndex++) { + ref var pass = ref ctx.passData.ElementAt(passIndex); if (pass.culled) continue; pass.waitOnGraphicsFencePassId = -1; pass.insertGraphicsFence = false; - foreach (ref var inp in pass.Inputs(ctx)) + foreach (ref readonly var input in pass.Inputs(ctx)) { - ref var pointTo = ref ctx.UnversionedResourceData(inp.resource); + var inputResource = input.resource; + ref var pointTo = ref ctx.UnversionedResourceData(inputResource); var last = pointTo.latestVersionNumber; - if (last == inp.resource.version) + if (last == inputResource.version) { var refC = pointTo.tag - 1;//Decrease refcount this pass is done using it if (refC == 0)// We're the last pass done using it, this pass should destroy it. { pointTo.lastUsePassID = pass.passId; - pass.AddLastUse(inp.resource, ctx); + pass.AddLastUse(inputResource, ctx); } pointTo.tag = refC; @@ -497,8 +477,8 @@ void FindResourceUsageRanges() // Resolve if this pass needs to wait on a fence due to its inputs if (pass.waitOnGraphicsFencePassId == -1) { - ref var pointToVer = ref ctx.VersionedResourceData(inp.resource); - ref var wPass = ref ctx.passData[pointToVer.writePass]; + ref var pointToVer = ref ctx.VersionedResourceData(inputResource); + ref var wPass = ref ctx.passData.ElementAt(pointToVer.writePassId); if (wPass.asyncCompute != pass.asyncCompute) { pass.waitOnGraphicsFencePassId = wPass.passId; @@ -507,26 +487,27 @@ void FindResourceUsageRanges() } // We're outputting a resource that is never used. - // This can happen if this pass has multiple outputs and some of them are used and some not - // because some are used the whole pass it not culled but the unused output still should be freed - foreach (ref var outp in pass.Outputs(ctx)) + // This can happen if this pass has multiple outputs and only a portion of them are used + // as some are used, the whole pass is not culled but the unused output still should be freed + foreach (ref readonly var output in pass.Outputs(ctx)) { - ref var pointTo = ref ctx.UnversionedResourceData(outp.resource); - ref var pointToVer = ref ctx.VersionedResourceData(outp.resource); + var outputResource = output.resource; + ref var pointTo = ref ctx.UnversionedResourceData(outputResource); + ref var pointToVer = ref ctx.VersionedResourceData(outputResource); var last = pointTo.latestVersionNumber; - if (last == outp.resource.version && pointToVer.numReaders == 0) + if (last == outputResource.version && pointToVer.numReaders == 0) { pointTo.lastUsePassID = pass.passId; - pass.AddLastUse(outp.resource, ctx); + pass.AddLastUse(outputResource, ctx); } // Resolve if this pass should insert a fence for its outputs var numReaders = pointToVer.numReaders; for (var i = 0; i < numReaders; ++i) { - var depIdx = ResourcesData.IndexReader(outp.resource, i); - ref var dep = ref ctx.resources.readerData[outp.resource.iType][depIdx]; - ref var depPass = ref ctx.passData[dep.passId]; + var depIdx = ResourcesData.IndexReader(outputResource, i); + ref var dep = ref ctx.resources.readerData[outputResource.iType].ElementAt(depIdx); + ref var depPass = ref ctx.passData.ElementAt(dep.passId); if (pass.asyncCompute != depPass.asyncCompute) { pass.insertGraphicsFence = true; @@ -544,14 +525,13 @@ void DetectMemoryLessResources() { // Native renderpasses and create/destroy lists have now been set-up. Detect memoryless resources, i.e resources that are created/destroyed // within the scope of an nrp - foreach (var nativePassId in contextData.NativePasses) + foreach (ref readonly var nativePass in contextData.NativePasses) { - ref var nativePass = ref contextData.nativePassData[nativePassId]; - // Loop over all created resources by this nrp - foreach (ref var subPass in nativePass.GraphPasses(contextData)) + var graphPasses = nativePass.GraphPasses(contextData); + foreach (ref readonly var subPass in graphPasses) { - foreach (ref var createdRes in subPass.FirstUsedResources(contextData)) + foreach (ref readonly var createdRes in subPass.FirstUsedResources(contextData)) { ref var createInfo = ref contextData.UnversionedResourceData(createdRes); if (createdRes.type == RenderGraphResourceType.Texture && createInfo.isImported == false) @@ -562,9 +542,9 @@ void DetectMemoryLessResources() // as regular textures halfway through a pass. If that were the case they would never have been merged in the first place. // Check if it is in the destroy list of any of the subpasses > if yes > memoryless - foreach (ref var subPass2 in nativePass.GraphPasses(contextData)) + foreach (ref readonly var subPass2 in graphPasses) { - foreach (ref var destroyedRes in subPass2.LastUsedResources(contextData)) + foreach (ref readonly var destroyedRes in subPass2.LastUsedResources(contextData)) { ref var destInfo = ref contextData.UnversionedResourceData(destroyedRes); if (destroyedRes.type == RenderGraphResourceType.Texture && destInfo.isImported == false) @@ -584,16 +564,11 @@ void DetectMemoryLessResources() } } - DynamicString debugName = new DynamicString(1024); - private bool IsSameNativeSubPass(ref SubPassDescriptor a, ref SubPassDescriptor b) { - if (a.flags != b.flags) - { - return false; - } - - if (a.colorOutputs.Length != b.colorOutputs.Length) + if (a.flags != b.flags + || a.colorOutputs.Length != b.colorOutputs.Length + || a.inputs.Length != b.inputs.Length) { return false; } @@ -606,11 +581,6 @@ private bool IsSameNativeSubPass(ref SubPassDescriptor a, ref SubPassDescriptor } } - if (a.inputs.Length != b.inputs.Length) - { - return false; - } - for (int i = 0; i < a.inputs.Length; i++) { if (a.inputs[i] != b.inputs[i]) @@ -622,14 +592,57 @@ private bool IsSameNativeSubPass(ref SubPassDescriptor a, ref SubPassDescriptor return true; } + private void GenerateCreateRenderPassCommand(ref PassData pass, ref PassCommandBuffer passCmdBuffer) where T : IExecutionPolicy + { + using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_GenCreateCommands))) + { + // For raster passes we need to create resources for all the subpasses at the beginning of the native renderpass + if (pass.type == RenderGraphPassType.Raster && pass.nativePassIndex >= 0) + { + if (pass.mergeState == PassMergeState.Begin || pass.mergeState == PassMergeState.None) + { + ref var nativePass = ref contextData.nativePassData.ElementAt(pass.nativePassIndex); + foreach (ref readonly var subPass in nativePass.GraphPasses(contextData)) + { + foreach (ref readonly var res in subPass.FirstUsedResources(contextData)) + { + ref readonly var resInfo = ref contextData.UnversionedResourceData(res); + if (resInfo.isImported == false && resInfo.memoryLess == false) + { + bool usedAsFragmentThisPass = subPass.IsUsedAsFragment(res, contextData); + + // If usedAsFragmentThisPass=false this is a resource read for the first time but as a regular texture not as a framebuffer attachment + // so we need to explicitly clear it as loadaction.clear only works on fb attachments of course not texturereads + // TODO: Should this be a performance warning?? Maybe rare enough in practice? + passCmdBuffer.CreateResource(res, usedAsFragmentThisPass == false); + } + } + } + } + } + // Other passes just create them at the beginning of the individual pass + else + { + foreach (ref readonly var create in pass.FirstUsedResources(contextData)) + { + ref readonly var pointTo = ref contextData.UnversionedResourceData(create); + if (pointTo.isImported == false) + { + passCmdBuffer.CreateResource(create, true); + } + } + } + } + } + private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, ref PassCommandBuffer passCmdBuffer) where T : IExecutionPolicy { using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_GenBeginRenderpassCommand))) { // Some passes don't do any rendering so just skip them // E.g. the "SetShadowGlobals" pass - ref readonly var firstGraphPass = ref contextData.passData[nativePass.firstGraphPass]; - ref readonly var lastGraphPass = ref contextData.passData[nativePass.firstGraphPass + nativePass.numGraphPasses - 1]; + ref readonly var firstGraphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass); + ref readonly var lastGraphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass + nativePass.numGraphPasses - 1); // This can happen when we merge a number of raster passes that all have no rendertargets // e.g. a number of "set global" passes @@ -652,16 +665,16 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re // - There could be passes that do only non-raster ops (like setglobal) and have no attachments. They don't get a native pass // - Renderpasses that use exactly the same rendertargets at the previous pass use the same native pass. This is because // nextSubpass is expensive on some platforms (even if its' essentially a no-op as it's using the same attachments). - nativePass.firstNativeSubPass = contextData.nativeSubPassData.size; + nativePass.firstNativeSubPass = contextData.nativeSubPassData.Length; for (var graphPassIndex = 0; graphPassIndex < nativePass.numGraphPasses; ++graphPassIndex) { SubPassDescriptor desc = new SubPassDescriptor(); - ref var graphPass = ref contextData.passData[nativePass.firstGraphPass + graphPassIndex]; + ref var graphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass + graphPassIndex); - // We have no output attachments this is an "empty" raster pass doing only non-rendering command so skip it. + // We have no output attachments, this is an "empty" raster pass doing only non-rendering command so skip it. if (graphPass.numFragments == 0) { - // We always merge it into the currently active + // We always merge it into the currently active graphPass.nativeSubPassIndex = nativePass.numNativeSubPasses - 1; graphPass.beginNativeSubpass = false; continue; @@ -674,9 +687,9 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re desc.colorOutputs = new AttachmentIndexArray(graphPass.numFragments + colorOffset); - foreach (var fragment in graphPass.Fragments(contextData)) + foreach (ref readonly var fragment in graphPass.Fragments(contextData)) { - // Check if we're handling the depth atachment + // Check if we're handling the depth attachment if (graphPass.fragmentInfoHasDepth && fragmentIdx == 0) { desc.flags = (fragment.accessFlags.HasFlag(IBaseRenderGraphBuilder.AccessFlags.Write)) ? SubPassFlags.None : SubPassFlags.ReadOnlyDepth; @@ -708,13 +721,13 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re desc.inputs = new AttachmentIndexArray(graphPass.numFragmentInputs); - foreach (var fragment in graphPass.FragmentInputs(contextData)) + foreach (ref readonly var fragmentInput in graphPass.FragmentInputs(contextData)) { // Find the index of this subpass's attachment in the native renderpass attachment list int inputAttachmentIdx = -1; for (int fragmentId = 0; fragmentId < fragmentList.size; ++fragmentId) { - if (fragmentList[fragmentId].resource.index == fragment.resource.index) + if (fragmentList[fragmentId].resource.index == fragmentInput.resource.index) { inputAttachmentIdx = fragmentId; break; @@ -728,20 +741,21 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re } // Check if we can merge the native sub pass with the previous one - if (nativePass.numNativeSubPasses == 0 || !IsSameNativeSubPass(ref desc, ref contextData.nativeSubPassData[nativePass.firstNativeSubPass + nativePass.numNativeSubPasses - 1])) + if (nativePass.numNativeSubPasses == 0 || !IsSameNativeSubPass(ref desc, ref contextData.nativeSubPassData.ElementAt(nativePass.firstNativeSubPass + nativePass.numNativeSubPasses - 1))) { - int idx = contextData.nativeSubPassData.Add(desc); + contextData.nativeSubPassData.Add(desc); + int idx = contextData.nativeSubPassData.LastIndex(); Debug.Assert(idx == nativePass.firstNativeSubPass + nativePass.numNativeSubPasses); nativePass.numNativeSubPasses++; - graphPass.nativeSubPassIndex = nativePass.numNativeSubPasses - 1; graphPass.beginNativeSubpass = true; } else { - graphPass.nativeSubPassIndex = nativePass.numNativeSubPasses - 1; graphPass.beginNativeSubpass = false; } + + graphPass.nativeSubPassIndex = nativePass.numNativeSubPasses - 1; } // determine load store actions @@ -751,22 +765,29 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re for (int fragmentId = 0; fragmentId < fragmentList.size; ++fragmentId) { ref readonly var fragment = ref fragmentList[fragmentId]; + int idx = nativePass.attachments.Add(new NativePassAttachment()); + ref var currAttachment = ref nativePass.attachments[idx]; + +#if UNITY_EDITOR nativePass.loadAudit.Add(new LoadAudit(LoadReason.FullyRewritten)); - nativePass.storeAudit.Add(new StoreAudit(StoreReason.DiscardUnused)); + ref var currLoadAudit = ref nativePass.loadAudit[idx]; - nativePass.attachments[idx].handle = fragment.resource; + nativePass.storeAudit.Add(new StoreAudit(StoreReason.DiscardUnused)); + ref var currStoreAudit = ref nativePass.storeAudit[idx]; +#endif + currAttachment.handle = fragment.resource; // Don't care by default - nativePass.attachments[idx].loadAction = UnityEngine.Rendering.RenderBufferLoadAction.DontCare; - nativePass.attachments[idx].storeAction = UnityEngine.Rendering.RenderBufferStoreAction.DontCare; + currAttachment.loadAction = UnityEngine.Rendering.RenderBufferLoadAction.DontCare; + currAttachment.storeAction = UnityEngine.Rendering.RenderBufferStoreAction.DontCare; // Writing by-default has to preserve the contents, think rendering only a few small triangles on top of a big framebuffer // So it means we need to load/clear contents potentially. // If a user pass knows it will write all pixels in a buffer (like a blit) it can use the WriteAll/Discard usage to indicate this to the graph bool partialWrite = fragment.accessFlags.HasFlag(IBaseRenderGraphBuilder.AccessFlags.Write) && !fragment.accessFlags.HasFlag(IBaseRenderGraphBuilder.AccessFlags.Discard); - var resourceData = contextData.UnversionedResourceData(fragment.resource); + ref readonly var resourceData = ref contextData.UnversionedResourceData(fragment.resource); bool isImported = resourceData.isImported; if (fragment.accessFlags.HasFlag(IBaseRenderGraphBuilder.AccessFlags.Read) || partialWrite) @@ -774,8 +795,10 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re // The resource is already allocated before this pass so we need to load it if (resourceData.firstUsePassID < nativePass.firstGraphPass) { - nativePass.attachments[idx].loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Load; - nativePass.loadAudit[idx] = new LoadAudit(LoadReason.LoadPreviouslyWritten, resourceData.firstUsePassID); + currAttachment.loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Load; +#if UNITY_EDITOR + currLoadAudit = new LoadAudit(LoadReason.LoadPreviouslyWritten, resourceData.firstUsePassID); +#endif } // It's first used this native pass so we need to clear it so reads/partial writes return the correct clear value // the clear colors are part of the resource description and set-up when executing the graph we don't need to care about that here. @@ -786,20 +809,26 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re // Check if the user indicated he wanted clearing of his imported resource on it's first use by the graph if (resourceData.clear) { - nativePass.attachments[idx].loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Clear; - nativePass.loadAudit[idx] = new LoadAudit(LoadReason.ClearImported); + currAttachment.loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Clear; +#if UNITY_EDITOR + currLoadAudit = new LoadAudit(LoadReason.ClearImported); +#endif } else { - nativePass.attachments[idx].loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Load; - nativePass.loadAudit[idx] = new LoadAudit(LoadReason.LoadImported); + currAttachment.loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Load; +#if UNITY_EDITOR + currLoadAudit = new LoadAudit(LoadReason.LoadImported); +#endif } } else { // Created by the graph internally clear on first read - nativePass.attachments[idx].loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Clear; - nativePass.loadAudit[idx] = new LoadAudit(LoadReason.ClearCreated); + currAttachment.loadAction = UnityEngine.Rendering.RenderBufferLoadAction.Clear; +#if UNITY_EDITOR + currLoadAudit = new LoadAudit(LoadReason.ClearCreated); +#endif } } } @@ -814,8 +843,10 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re int destroyPassID = resourceData.lastUsePassID; if (destroyPassID >= nativePass.firstGraphPass + nativePass.numGraphPasses) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.Store; - nativePass.storeAudit[idx] = new StoreAudit(StoreReason.StoreUsedByLaterPass, destroyPassID); + currAttachment.storeAction = RenderBufferStoreAction.Store; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit(StoreReason.StoreUsedByLaterPass, destroyPassID); +#endif } // It's last used during this native pass just discard it unless it's imported in which case we need to store else @@ -824,19 +855,25 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re { if (resourceData.discard) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.DontCare; - nativePass.storeAudit[idx] = new StoreAudit(StoreReason.DiscardImported); + currAttachment.storeAction = RenderBufferStoreAction.DontCare; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit(StoreReason.DiscardImported); +#endif } else { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.Store; - nativePass.storeAudit[idx] = new StoreAudit(StoreReason.StoreImported); + currAttachment.storeAction = RenderBufferStoreAction.Store; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit(StoreReason.StoreImported); +#endif } } else { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.DontCare; - nativePass.storeAudit[idx] = new StoreAudit(StoreReason.DiscardUnused); + currAttachment.storeAction = RenderBufferStoreAction.DontCare; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit(StoreReason.DiscardUnused); +#endif } } } @@ -850,31 +887,26 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re // consider it here. int destroyPassID = resourceData.lastUsePassID; - //graph.m_Resources.GetRenderTargetInfo(fragment.resource, out var info); - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.DontCare; - + currAttachment.storeAction = RenderBufferStoreAction.DontCare; //Check if we're the last pass writing it by checking the output version of the current pass is the higherst version the resource will reach bool lastWriter = (resourceData.latestVersionNumber == fragment.resource.version); // Cheaper but same? = resourceData.lastWritePassID >= pass.firstGraphPass && resourceData.lastWritePassID < pass.firstGraphPass + pass.numSubPasses; bool isImportedLastWriter = isImported && lastWriter; - // Used outside this native render pass we need to store something + // Used outside this native render pass, we need to store something if (destroyPassID >= nativePass.firstGraphPass + nativePass.numGraphPasses) { - //var desc = graph.m_Resources.GetTextureResourceDesc(fragment.resource); - // Assume nothing is needed unless we are an imported texture (which doesn't require discarding) and we're the last ones writing it bool needsMSAASamples = isImportedLastWriter && !resourceData.discard; bool needsResolvedData = isImportedLastWriter && (resourceData.bindMS == false);//bindMS never resolves int userPassID = 0; int msaaUserPassID = 0; - // Check if we need msaa/resolved data by checking all the passes using this buffer // Partial writes will register themselves as readers so this should be adequate - foreach (var reader in contextData.Readers(fragment.resource)) + foreach (ref readonly var reader in contextData.Readers(fragment.resource)) { - bool isFragment = contextData.passData[reader.passId].IsUsedAsFragment(fragment.resource, contextData); + bool isFragment = contextData.passData.ElementAt(reader.passId).IsUsedAsFragment(fragment.resource, contextData); // A fragment attachment use we need the msaa samples if (isFragment) { @@ -900,22 +932,28 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re if (needsMSAASamples && needsResolvedData) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.StoreAndResolve; - nativePass.storeAudit[idx] = new StoreAudit( + currAttachment.storeAction = RenderBufferStoreAction.StoreAndResolve; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit( (isImportedLastWriter) ? StoreReason.StoreImported : StoreReason.StoreUsedByLaterPass, userPassID, (isImportedLastWriter) ? StoreReason.StoreImported : StoreReason.StoreUsedByLaterPass, msaaUserPassID); +#endif } else if (needsResolvedData) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.Resolve; - nativePass.storeAudit[idx] = new StoreAudit((isImportedLastWriter) ? StoreReason.StoreImported : StoreReason.StoreUsedByLaterPass, userPassID, StoreReason.DiscardUnused); + currAttachment.storeAction = RenderBufferStoreAction.Resolve; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit((isImportedLastWriter) ? StoreReason.StoreImported : StoreReason.StoreUsedByLaterPass, userPassID, StoreReason.DiscardUnused); +#endif } else if (needsMSAASamples) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.Store; - nativePass.storeAudit[idx] = new StoreAudit( + currAttachment.storeAction = RenderBufferStoreAction.Store; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit( (resourceData.bindMS) ? StoreReason.DiscardBindMs : StoreReason.DiscardUnused, -1, (isImportedLastWriter) ? StoreReason.StoreImported : StoreReason.StoreUsedByLaterPass, msaaUserPassID); +#endif } else { @@ -926,38 +964,44 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re { //It's an imported texture and we're the last ones writing it make sure to store the results - //var desc = graph.m_Resources.GetTextureResourceDesc(fragment.resource); - - // Used as a mutlisample-texture we need the msaa samples only + // Used as a multisample-texture, we need the msaa samples only if (resourceData.bindMS) { if (resourceData.discard) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.DontCare; - nativePass.storeAudit[idx] = new StoreAudit(StoreReason.DiscardImported); + currAttachment.storeAction = RenderBufferStoreAction.DontCare; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit(StoreReason.DiscardImported); +#endif } else { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.Store; - nativePass.storeAudit[idx] = new StoreAudit( + currAttachment.storeAction = RenderBufferStoreAction.Store; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit( StoreReason.DiscardBindMs, -1, StoreReason.StoreImported); +#endif } } - // Used as a regular non-multisample texture we need samples as resolved data + // Used as a regular non-multisample texture, we need samples as resolved data // we have no idea which one of them will be needed by the external users else { if (resourceData.discard) { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.DontCare; - nativePass.storeAudit[idx] = new StoreAudit( + currAttachment.storeAction = RenderBufferStoreAction.DontCare; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit( StoreReason.DiscardImported, -1, StoreReason.DiscardImported); +#endif } else { - nativePass.attachments[idx].storeAction = RenderBufferStoreAction.StoreAndResolve; - nativePass.storeAudit[idx] = new StoreAudit( + currAttachment.storeAction = RenderBufferStoreAction.StoreAndResolve; +#if UNITY_EDITOR + currStoreAudit = new StoreAudit( StoreReason.StoreImported, -1, StoreReason.StoreImported); +#endif } } } @@ -966,20 +1010,74 @@ private void GenerateBeginRenderPassCommand(ref NativePassData nativePass, re if (resourceData.memoryLess) { - nativePass.attachments[idx].memoryless = true; + currAttachment.memoryless = true; +#if DEVELOPMENT_BUILD || UNITY_EDITOR // Ensure load/store actions are actually valid for memory less - if (nativePass.attachments[idx].loadAction == RenderBufferLoadAction.Load) throw new Exception("Resource was marked as memoryless but is trying to load."); - if (nativePass.attachments[idx].storeAction != RenderBufferStoreAction.DontCare) throw new Exception("Resource was marked as memoryless but is trying to store or resolve."); + if (currAttachment.loadAction == RenderBufferLoadAction.Load) throw new Exception("Resource was marked as memoryless but is trying to load."); + if (currAttachment.storeAction != RenderBufferStoreAction.DontCare) throw new Exception("Resource was marked as memoryless but is trying to store or resolve."); +#endif } } + passNamesForDebug.Clear(); + +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (nativePass.attachments.size == 0 || nativePass.numNativeSubPasses == 0) throw new Exception("Empty render pass"); + + nativePass.GetPassNames(contextData, passNamesForDebug); +#endif + + passCmdBuffer.BeginRenderPass(firstGraphPass.fragmentInfoWidth, + firstGraphPass.fragmentInfoHeight, + firstGraphPass.fragmentInfoVolumeDepth, + firstGraphPass.fragmentInfoSamples, + ref nativePass.attachments, + nativePass.attachments.size, + hasDepth, + ref contextData.nativeSubPassData, + nativePass.firstNativeSubPass, + nativePass.numNativeSubPasses, + passNamesForDebug); + } + } - debugName.Clear(); - nativePass.GetDebugName(contextData, debugName); + const int ArbitraryMaxNbMergedPasses = 16; + DynamicArray passNamesForDebug = new DynamicArray(ArbitraryMaxNbMergedPasses); - passCmdBuffer.BeginRenderPass(firstGraphPass.fragmentInfoWidth, firstGraphPass.fragmentInfoHeight, firstGraphPass.fragmentInfoVolumeDepth, firstGraphPass.fragmentInfoSamples, - ref nativePass.attachments, nativePass.attachments.size, hasDepth, contextData.nativeSubPassData, nativePass.firstNativeSubPass, nativePass.numNativeSubPasses, debugName); + private void GenerateDestroyRenderPassCommand(ref PassData pass, ref PassCommandBuffer passCmdBuffer) where T : IExecutionPolicy + { + using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_GenDestroyCommands))) + { + if (pass.type == RenderGraphPassType.Raster && pass.nativePassIndex >= 0) + { + // For raster passes we need to destroy resources after all the subpasses at the end of the native renderpass + if (pass.mergeState == PassMergeState.End || pass.mergeState == PassMergeState.None) + { + ref var nativePass = ref contextData.nativePassData.ElementAt(pass.nativePassIndex); + foreach (ref readonly var subPass in nativePass.GraphPasses(contextData)) + { + foreach (ref readonly var res in subPass.LastUsedResources(contextData)) + { + ref readonly var resInfo = ref contextData.UnversionedResourceData(res); + if (resInfo.isImported == false && resInfo.memoryLess == false) + { + passCmdBuffer.ReleaseResource(res); + } + } + } + } + } + else + { + foreach (ref readonly var destroy in pass.LastUsedResources(contextData)) + { + ref readonly var pointTo = ref contextData.UnversionedResourceData(destroy); + if (pointTo.isImported == false) + { + passCmdBuffer.ReleaseResource(destroy); + } + } + } } } @@ -991,9 +1089,11 @@ public void GeneratePassCommandBuffer(ref PassCommandBuffer passCmdBuffer) bool inRenderPass = false; - foreach (ref var pass in contextData.passData) + for (int passIndex = 0; passIndex < contextData.passData.Length; passIndex++) { - //Fix low leve passes being merged into nrp giving errors + ref var pass = ref contextData.passData.ElementAt(passIndex); + + //Fix low level passes being merged into nrp giving errors //because of the "isRaster" check below if (pass.culled) @@ -1001,45 +1101,7 @@ public void GeneratePassCommandBuffer(ref PassCommandBuffer passCmdBuffer) var isRaster = pass.type == RenderGraphPassType.Raster; - using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_GenCreateCommands))) - { - // For raster passes we need to create resources for all the subpasses at the beginning of the native renderpass - if (isRaster && pass.nativePassIndex >= 0) - { - if (pass.mergeState == PassMergeState.Begin || pass.mergeState == PassMergeState.None) - { - ref var nativePass = ref contextData.nativePassData[pass.nativePassIndex]; - foreach (ref var subPass in nativePass.GraphPasses(contextData)) - { - foreach (var res in subPass.FirstUsedResources(contextData)) - { - ref var resInfo = ref contextData.UnversionedResourceData(res); - if (resInfo.isImported == false && resInfo.memoryLess == false) - { - bool usedAsFragmentThisPass = subPass.IsUsedAsFragment(res, contextData); - - // If usedAsFragmentThisPass=false this is a resource read for the first time but as a regular texture not as a framebuffer attachment - // so we need to explicitly clear it as loadaction.clear only works on fb attachments of course not texturereads - // TODO: Should this be a performance warning?? Maybe rare enough in practice? - passCmdBuffer.CreateResource(res, usedAsFragmentThisPass = false); - } - } - } - } - } - // Other passes just create them at the beginning of the individual pass - else - { - foreach (var create in pass.FirstUsedResources(contextData)) - { - ref var pointTo = ref contextData.UnversionedResourceData(create); - if (pointTo.isImported == false) - { - passCmdBuffer.CreateResource(create, true); - } - } - } - } + GenerateCreateRenderPassCommand(ref pass, ref passCmdBuffer); var isAsyncCompute = pass.type == RenderGraphPassType.Compute && pass.asyncCompute == true; if (isAsyncCompute) @@ -1058,7 +1120,7 @@ public void GeneratePassCommandBuffer(ref PassCommandBuffer passCmdBuffer) { if (pass.nativePassIndex >= 0) { - GenerateBeginRenderPassCommand(ref contextData.nativePassData[pass.nativePassIndex], ref passCmdBuffer); + GenerateBeginRenderPassCommand(ref contextData.nativePassData.ElementAt(pass.nativePassIndex), ref passCmdBuffer); nrpBegan = true; inRenderPass = true; } @@ -1091,7 +1153,7 @@ public void GeneratePassCommandBuffer(ref PassCommandBuffer passCmdBuffer) { if (pass.nativePassIndex >= 0) { - ref var nativePass = ref contextData.nativePassData[pass.nativePassIndex]; + ref var nativePass = ref contextData.nativePassData.ElementAt(pass.nativePassIndex); if (nativePass.fragments.size > 0) { if (!inRenderPass) @@ -1109,39 +1171,7 @@ public void GeneratePassCommandBuffer(ref PassCommandBuffer passCmdBuffer) passCmdBuffer.EndAsyncCompute(); } - using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_GenDestroyCommands))) - { - if (isRaster && pass.nativePassIndex >= 0) - { - // For raster passes we need to destroy resources after all the subpasses at the end of the native renderpass - if (pass.mergeState == PassMergeState.End || pass.mergeState == PassMergeState.None) - { - ref var nativePass = ref contextData.nativePassData[pass.nativePassIndex]; - foreach (ref var subPass in nativePass.GraphPasses(contextData)) - { - foreach (var res in subPass.LastUsedResources(contextData)) - { - ref var resInfo = ref contextData.UnversionedResourceData(res); - if (resInfo.isImported == false && resInfo.memoryLess == false) - { - passCmdBuffer.ReleaseResource(res); - } - } - } - } - } - else - { - foreach (var destroy in pass.LastUsedResources(contextData)) - { - ref var pointTo = ref contextData.UnversionedResourceData(destroy); - if (pointTo.isImported == false) - { - passCmdBuffer.ReleaseResource(destroy); - } - } - } - } + GenerateDestroyRenderPassCommand(ref pass, ref passCmdBuffer); } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassCommandBuffer.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassCommandBuffer.cs index 3faa94d5abb..3bf1f7571dc 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassCommandBuffer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassCommandBuffer.cs @@ -170,16 +170,22 @@ internal struct BeginRenderPassCommand internal bool hasDepth; internal int numAttachments; internal int numSubpasses; + internal int debugNameLength; - internal static unsafe void AddCommand(int w, int h, int d, int s, ref FixedAttachmentArray attachments, int handleCount, bool hasDepth, DynamicArray passes, int passOffset, int passCount, ref PassCommandBufferData data, DynamicString debugName) + internal static unsafe void AddCommand(int w, int h, int d, int s, ref FixedAttachmentArray attachments, int handleCount, bool hasDepth, ref NativeList passes, int passOffset, int passCount, ref PassCommandBufferData data, DynamicArray passNamesForDebug) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (w == 0 || h == 0 || d == 0 || s == 0 || passCount == 0 || handleCount == 0) { throw new Exception("Invalid render pass properties. One or more properties are zero."); } - - var utf8CStrDebugNameLength = System.Text.Encoding.UTF8.GetByteCount((ReadOnlySpan)debugName)+1;//including null terminator +#endif + var utf8CStrDebugNameLength = 0; + foreach(ref readonly var passName in passNamesForDebug) + { + utf8CStrDebugNameLength += passName.utf8ByteCount + 1; // +1 to add '/' between passes or the null terminator at the end + } var payloadSize = sizeof(NativePassAttachment) * handleCount + sizeof(SubPassDescriptor) * passCount + sizeof(byte) * utf8CStrDebugNameLength; var totalSize = sizeof(BeginRenderPassCommand) + payloadSize; @@ -213,19 +219,36 @@ internal static unsafe void AddCommand(int w, int h, int d, int s, ref FixedAtta } ptr += sizeof(SubPassDescriptor) * passCount; - var debugStrPtr = (byte*)(ptr); - System.Text.Encoding.UTF8.GetBytes(debugName, new Span(debugStrPtr, utf8CStrDebugNameLength)); - debugStrPtr[utf8CStrDebugNameLength-1] = (byte)0; - ptr += sizeof(byte) * utf8CStrDebugNameLength; + if(utf8CStrDebugNameLength > 0) + { + var debugStrPtr = (byte*)(ptr); + foreach (ref readonly var passName in passNamesForDebug) + { + System.Text.Encoding.UTF8.GetBytes(passName.name, new Span(debugStrPtr, passName.utf8ByteCount)); + debugStrPtr += passName.utf8ByteCount; + // Adding '/' in UTF8 + *debugStrPtr = (byte)(0x2F); + ++debugStrPtr; + } + // Rewriting last '/' to be the null terminator + --debugStrPtr; + *debugStrPtr = (byte)0; + } } internal static unsafe void Execute(in byte* ptr, ref PassCommandBufferState state) { var cmd = (BeginRenderPassCommand*)ptr; var attachmentsPtr = (NativePassAttachment*)(ptr + +sizeof(BeginRenderPassCommand)); - var subpassPtr = (SubPassDescriptor*)(ptr + sizeof(BeginRenderPassCommand) + cmd->numAttachments * sizeof(NativePassAttachment) ); - var debugNamePtr = (byte*)(ptr + sizeof(BeginRenderPassCommand) + cmd->numAttachments * sizeof(NativePassAttachment) + sizeof(SubPassDescriptor) * cmd->numSubpasses); - var debugName = new ReadOnlySpan(debugNamePtr, cmd->debugNameLength); + var subpassPtr = (SubPassDescriptor*)(ptr + sizeof(BeginRenderPassCommand) + cmd->numAttachments * sizeof(NativePassAttachment)); + + byte* debugNamePtr = null; + if(cmd->debugNameLength > 0) + { + debugNamePtr = (byte*)(ptr + sizeof(BeginRenderPassCommand) + cmd->numAttachments * sizeof(NativePassAttachment) + sizeof(SubPassDescriptor) * cmd->numSubpasses); + } + var debugName = (debugNamePtr != null) ? new ReadOnlySpan(debugNamePtr, cmd->debugNameLength) : null; + var subpass = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray(subpassPtr, cmd->numSubpasses, Allocator.None); #if ENABLE_UNITY_COLLECTIONS_CHECKS var safetyHandle = AtomicSafetyHandle.Create(); @@ -246,7 +269,7 @@ internal static unsafe void Execute(in byte* ptr, ref PassCommandBufferState sta var rthandle = state.resources.GetTexture(new TextureHandle(attachmentsPtr[i].handle)); //HACK: Always set the loadstore target even if StoreAction == DontCare or Resolve - //and LoadSction == Clear or DontCare + //and LoadAction == Clear or DontCare //in these cases you could argue setting the loadStoreTarget to NULL and only set the resolveTarget //but this confuses the backend (on vulkan) and in general is not how the lower level APIs tend to work. //because of the RenderTexture duality where we always bundle store+resolve targets as one RTex @@ -285,12 +308,12 @@ internal static unsafe void Execute(in byte* ptr, ref PassCommandBufferState sta ad.clearColor = desc.clearColor; } } - +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (renderTargetInfo.width != cmd->w || renderTargetInfo.height != cmd->h || renderTargetInfo.msaaSamples != cmd->s) { throw new Exception("Low level rendergraph error: Attachments in renderpass do not match!"); } - +#endif att[i] = ad; } @@ -700,8 +723,8 @@ internal void Execute(InternalRenderGraphContext rgContext, RenderGraphResourceR internal void CreateResource(ResourceHandle h, bool clear) => ResourceLifetimeCommand.AddCreateCommand(h, clear, ref m_Data); internal void ReleaseResource(ResourceHandle h) => ResourceLifetimeCommand.AddReleaseCommand(h, ref m_Data); internal void BeginRenderPass(int w, int h, int d, int s, - ref FixedAttachmentArray attachments, int attachmentCount, bool hasDepth, DynamicArray passes, int passOffset, int passCount, DynamicString debugName) - => BeginRenderPassCommand.AddCommand(w, h, d, s, ref attachments, attachmentCount, hasDepth, passes, passOffset, passCount, ref m_Data, debugName); + ref FixedAttachmentArray attachments, int attachmentCount, bool hasDepth, ref NativeList passes, int passOffset, int passCount, DynamicArray passNamesForDebug = null) + => BeginRenderPassCommand.AddCommand(w, h, d, s, ref attachments, attachmentCount, hasDepth, ref passes, passOffset, passCount, ref m_Data, passNamesForDebug); internal void EndRenderPass() => EndRenderPassCommand.AddCommand(ref m_Data); internal void NextSubPass() => NextSubpassCommand.AddCommand(ref m_Data); internal void ExecuteGraphNode(int passID) => ExecuteNodeCommand.AddCommand(passID, ref m_Data); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs index 3b850922555..f83d183f979 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs @@ -1,4 +1,6 @@ using System; +using System.Runtime.CompilerServices; +using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Rendering; using System.Collections.Generic; @@ -22,6 +24,7 @@ internal struct PassFragmentData public ResourceHandle resource; public IBaseRenderGraphBuilder.AccessFlags accessFlags; + [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetHashCode() { var hash = resource.GetHashCode(); @@ -48,14 +51,20 @@ internal enum PassMergeState // Data per pass internal struct PassData { - public readonly int passId; // Index of self in the passData list, can we calculate this somehow in c#? would use offsetof in c++ - public readonly string name; - public readonly RenderGraphPassType type; - public readonly bool asyncCompute; - public bool hasSideEffects; + // Warning, any field must initialized in both constructor and ResetAndInitialize function + + public int passId; // Index of self in the passData list, can we calculate this somehow in c#? would use offsetof in c++ + public RenderGraphPassType type; + public bool asyncCompute; + public bool hasSideEffects; public bool culled; public int tag; // Arbitrary per node int used by various graph analysis tools + public PassMergeState mergeState; + public int nativePassIndex; // Index of the native pass this pass belongs to + public int nativeSubPassIndex; // Index of the native subpass this pass belongs to + public bool beginNativeSubpass; // If true this is the first graph pass of a merged native subpass + public bool isSource; public bool isSink; public int firstInput; //base+offset in CompilerContextData.inputData (use the InputNodes iterator to iterate this more easily) @@ -81,18 +90,15 @@ internal struct PassData public bool insertGraphicsFence; // Whether this pass should insert a fence into the command buffer public int waitOnGraphicsFencePassId; // -1 if no fence wait is needed, otherwise the passId to wait on - public PassMergeState mergeState; - public int nativePassIndex; // Index of the native pass this pass belongs to - public int nativeSubPassIndex; // Index of the native subpass this pass belongs to - public bool beginNativeSubpass; // If true this is the first graph pass of a merged native subpass + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public Name GetName(CompilerContextData ctx) => ctx.GetFullPassName(passId); - public PassData(ref List passes, int passIndex) + public PassData(in RenderGraphPass pass, int passIndex) { passId = passIndex; - name = passes[passIndex].name; - type = passes[passIndex].type; - asyncCompute = passes[passIndex].enableAsyncCompute; - hasSideEffects = !passes[passIndex].allowPassCulling; + type = pass.type; + asyncCompute = pass.enableAsyncCompute; + hasSideEffects = !pass.allowPassCulling; mergeState = PassMergeState.None; nativePassIndex = -1; @@ -128,185 +134,90 @@ public PassData(ref List passes, int passIndex) waitOnGraphicsFencePassId = -1; } - public string identifier - { - get { return "pass_" + passId; } - } - - // Loop over this pass's outputs returned as PassOutputData - public DynamicArray.RangeEnumerable Outputs(CompilerContextData ctx) - { - return ctx.outputData.SubRange(firstOutput, numOutputs); - } - - // Loop over this pass's inputs returned as PassInputData - public DynamicArray.RangeEnumerable Inputs(CompilerContextData ctx) - { - return ctx.inputData.SubRange(firstInput, numInputs); - } - - // Loop over this pass's fragments returned as PassFragmentData - public DynamicArray.RangeEnumerable Fragments(CompilerContextData ctx) - { - return ctx.fragmentData.SubRange(firstFragment, numFragments); - } - - // Loop over this pass's fragments returned as PassFragmentData - public DynamicArray.RangeEnumerable FragmentInputs(CompilerContextData ctx) + // Helper func to reset and initialize existing PassData struct directly in a data container without costly deep copy (~120bytes) when adding it + public void ResetAndInitialize(in RenderGraphPass pass, int passIndex) { - return ctx.fragmentData.SubRange(firstFragmentInput, numFragmentInputs); - } - - - // Loop over this pass's created resources returned as PassFragmentData - public DynamicArray.RangeEnumerable FirstUsedResources(CompilerContextData ctx) - { - return ctx.createData.SubRange(firstCreate, numCreated); - } - - // Loop over this pass's destroyedResources returned as PassFragmentData - public DynamicArray.RangeEnumerable LastUsedResources(CompilerContextData ctx) - { - return ctx.destroyData.SubRange(firstDestroy, numDestroyed); - } - - // Helper to loop over nodes - public struct InputNodeIterator - { - CompilerContextData ctx; - int passId; - int input; - - public InputNodeIterator(CompilerContextData ctx, int passId) - { - this.ctx = ctx; - this.passId = passId; - this.input = -1; - } - - public int Current - { - get { return ctx.resources[ctx.inputData[ctx.passData[passId].firstInput + input].resource].writePass; } - } + passId = passIndex; + type = pass.type; + asyncCompute = pass.enableAsyncCompute; + hasSideEffects = !pass.allowPassCulling; - public bool MoveNext() - { - input++; - return input < ctx.passData[passId].numInputs; - } + mergeState = PassMergeState.None; + nativePassIndex = -1; + nativeSubPassIndex = -1; + beginNativeSubpass = false; - public void Reset() - { - input = -1; - } + culled = false; + tag = 0; - public InputNodeIterator GetEnumerator() - { - return this; - } - } + isSource = false; + isSink = false; + firstInput = 0; + numInputs = 0; + firstOutput = 0; + numOutputs = 0; + firstFragment = 0; + numFragments = 0; + firstFragmentInput = 0; + numFragmentInputs = 0; + firstCreate = 0; + numCreated = 0; + firstDestroy = 0; + numDestroyed = 0; - // Iterate over the links (indexes into the pass array) that are connected to the inputs of this pass - public InputNodeIterator InputNodes(CompilerContextData ctx) - { - return new InputNodeIterator(ctx, passId); + fragmentInfoValid = false; + fragmentInfoWidth = 0; + fragmentInfoHeight = 0; + fragmentInfoVolumeDepth = 0; + fragmentInfoSamples = 0; + fragmentInfoHasDepth = false; + + insertGraphicsFence = false; + waitOnGraphicsFencePassId = -1; } - public struct OutputNodeIterator - { - CompilerContextData ctx; - int passId; - int output; - int outputUser; - - public OutputNodeIterator(CompilerContextData ctx, int passId) - { - this.ctx = ctx; - this.passId = passId; - this.output = 0; - this.outputUser = -1; - } + public string identifier => "pass_" + passId; - public int Current - { - get - { - // Current output resource - var resHandle = ctx.outputData[ctx.passData[passId].firstOutput + output].resource; + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan Outputs(CompilerContextData ctx) + => ctx.outputData.MakeReadOnlySpan(firstOutput, numOutputs); - // Select the outputUser for that resource - ResourceReaderData r = ctx.ResourceReader(resHandle, outputUser); - return r.passId; - } - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan Inputs(CompilerContextData ctx) + => ctx.inputData.MakeReadOnlySpan(firstInput, numInputs); - public bool MoveNext() - { - ref var pass = ref ctx.passData[passId]; + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan Fragments(CompilerContextData ctx) + => ctx.fragmentData.MakeReadOnlySpan(firstFragment, numFragments); - // Handle the empty list. Output == numOutputs == 0 so immediately return - if (output >= pass.numOutputs) return false; + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan FragmentInputs(CompilerContextData ctx) + => ctx.fragmentData.MakeReadOnlySpan(firstFragmentInput, numFragmentInputs); - // Move to the next user for the current output - outputUser++; + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan FirstUsedResources(CompilerContextData ctx) + => ctx.createData.MakeReadOnlySpan(firstCreate, numCreated); - // Get number of users for the current output - ref ResourceVersionedData outputResource = ref ctx.resources[ctx.outputData[pass.firstOutput + output].resource]; - int numUsers = outputResource.numReaders; - - //We are past the user list. Go to the beginning of the reader list of the next output. - //If the next output has 0 users we skip to the next and so on untill there are no more - // outputs or one of them has non-zero users - while (outputUser >= numUsers) - { - outputUser = 0; - output++; - - if (output >= pass.numOutputs) - { - break; - } - - // Update numUsers for this new list - ref ResourceVersionedData tmpRes = ref ctx.resources[ctx.outputData[pass.firstOutput + output].resource]; - numUsers = tmpRes.numReaders; - } - - // Beyond the last output > done - return output < pass.numOutputs && outputUser < numUsers; - } - - public void Reset() - { - this.output = 0; - this.outputUser = -1; - } - - public OutputNodeIterator GetEnumerator() - { - return this; - } - } - - // Iterate over the links (indexes into the pass array) that are connected to the outputs of this pass - public OutputNodeIterator OutputNodes(CompilerContextData ctx) - { - return new OutputNodeIterator(ctx, passId); - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan LastUsedResources(CompilerContextData ctx) + => ctx.destroyData.MakeReadOnlySpan(firstDestroy, numDestroyed); private void SetupAndValidateFragmentInfo(ResourceHandle h, CompilerContextData ctx) { - //resources.GetRenderTargetInfo(h, out var info); - var resInfo = ctx.UnversionedResourceData(h); - if (resInfo.width == 0 || resInfo.height == 0 || resInfo.msaaSamples == 0) throw new Exception("GetRenderTargetInfo returned invalid results."); + ref readonly var resInfo = ref ctx.UnversionedResourceData(h); +#if DEVELOPMENT_BUILD || UNITY_EDITOR + if (resInfo.width == 0 || resInfo.height == 0 || resInfo.msaaSamples == 0) throw new Exception("GetRenderTargetInfo returned invalid results."); +#endif if (fragmentInfoValid) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (fragmentInfoWidth != resInfo.width || fragmentInfoHeight != resInfo.height || fragmentInfoVolumeDepth != resInfo.volumeDepth || fragmentInfoSamples != resInfo.msaaSamples) throw new Exception("Mismatch in Fragment dimensions"); +#endif } else { @@ -318,27 +229,32 @@ private void SetupAndValidateFragmentInfo(ResourceHandle h, CompilerContextData } } + [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void AddFragment(ResourceHandle h, CompilerContextData ctx) { SetupAndValidateFragmentInfo(h, ctx); numFragments++; } + [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void AddFragmentInput(ResourceHandle h, CompilerContextData ctx) { SetupAndValidateFragmentInfo(h, ctx); numFragmentInputs++; } + [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void AddFirstUse(ResourceHandle h, CompilerContextData ctx) { // Already registered? Skip it - foreach (var res in FirstUsedResources(ctx)) + foreach (ref readonly var res in FirstUsedResources(ctx)) { - if (res.index == h.index) return; + if (res.index == h.index) + return; } - int addedIndex = ctx.createData.Add(h); + ctx.createData.Add(h); + int addedIndex = ctx.createData.LastIndex(); // First item added, set up firstCreate if (numCreated == 0) @@ -351,15 +267,18 @@ internal void AddFirstUse(ResourceHandle h, CompilerContextData ctx) numCreated++; } + [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void AddLastUse(ResourceHandle h, CompilerContextData ctx) { // Already registered? Skip it - foreach (var res in LastUsedResources(ctx)) + foreach (ref readonly var res in LastUsedResources(ctx)) { - if (res.index == h.index) return; + if (res.index == h.index) + return; } - int addedIndex = ctx.destroyData.Add(h); + ctx.destroyData.Add(h); + int addedIndex = ctx.destroyData.LastIndex(); // First item added, set up firstDestroy if (numDestroyed == 0) @@ -374,22 +293,23 @@ internal void AddLastUse(ResourceHandle h, CompilerContextData ctx) // Is the resource used as a fragment this pass. // As it is ambiguous if this is an input our output version, the version is ignored // This checks use of both MRT attachment as well as input attachment - internal bool IsUsedAsFragment(ResourceHandle h, CompilerContextData ctx) + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal readonly bool IsUsedAsFragment(ResourceHandle h, CompilerContextData ctx) { // Only raster passes can have fragment attachments if (type != RenderGraphPassType.Raster) return false; - foreach (var f in Fragments(ctx)) + foreach (ref readonly var fragment in Fragments(ctx)) { - if (f.resource.index == h.index) + if (fragment.resource.index == h.index) { return true; } } - foreach (var f in FragmentInputs(ctx)) + foreach (ref readonly var fragmentInput in FragmentInputs(ctx)) { - if (f.resource.index == h.index) + if (fragmentInput.resource.index == h.index) { return true; } @@ -400,11 +320,12 @@ internal bool IsUsedAsFragment(ResourceHandle h, CompilerContextData ctx) // Is the resource used the first time in the graph this pass. Resources are always created at version 0 so the passed in version is ignored // This is usually when a resource is created but for imported resources it's when it's first used by this graph - internal bool IsFirstUsed(ResourceHandle h, CompilerContextData ctx) + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal readonly bool IsFirstUsed(ResourceHandle h, CompilerContextData ctx) { - foreach (var c in FirstUsedResources(ctx)) + foreach (ref readonly var res in FirstUsedResources(ctx)) { - if (c.index == h.index) + if (res.index == h.index) { return true; } @@ -423,6 +344,7 @@ internal struct NativePassAttachment public bool memoryless; } +#if UNITY_EDITOR internal enum LoadReason { InvalidReason, @@ -490,6 +412,7 @@ public StoreAudit(StoreReason setReason, int setPassId = -1, StoreReason setMsaa msaaPassId = setMsaaPassId; } } +#endif internal enum PassBreakReason { @@ -511,8 +434,8 @@ internal struct PassBreakAudit public PassBreakAudit(PassBreakReason reason, int breakPass) { - this.reason=reason; - this.breakPass=breakPass; // This is not so simple as finding the next pass as it might be culled etc, so we store it to be sure we get the right pass + this.reason = reason; + this.breakPass = breakPass; // This is not so simple as finding the next pass as it might be culled etc, so we store it to be sure we get the right pass } public static string[] BreakReasonMessages = new string[] { @@ -540,13 +463,16 @@ internal struct NativePassData public FixedAttachmentArray fragments; public FixedAttachmentArray attachments; - public FixedAttachmentArray loadAudit; - public FixedAttachmentArray storeAudit; public int width; public int height; public int samples; public bool hasDepth; + +#if UNITY_EDITOR + public FixedAttachmentArray loadAudit; + public FixedAttachmentArray storeAudit; public PassBreakAudit breakAudit; +#endif public NativePassData(ref PassData pass, CompilerContextData ctx) { @@ -554,22 +480,27 @@ public NativePassData(ref PassData pass, CompilerContextData ctx) numGraphPasses = 1; firstNativeSubPass = -1;// Set up during compile numNativeSubPasses = 0; + fragments = new FixedAttachmentArray(); attachments = new FixedAttachmentArray(); - loadAudit = new FixedAttachmentArray(); - storeAudit = new FixedAttachmentArray(); + width = pass.fragmentInfoWidth; height = pass.fragmentInfoHeight; samples = pass.fragmentInfoSamples; hasDepth = pass.fragmentInfoHasDepth; + +#if UNITY_EDITOR + loadAudit = new FixedAttachmentArray(); + storeAudit = new FixedAttachmentArray(); breakAudit = new PassBreakAudit(PassBreakReason.NotOptimized, -1); +#endif - foreach (var fragment in pass.Fragments(ctx)) + foreach (ref readonly var fragment in pass.Fragments(ctx)) { fragments.Add(fragment); } - foreach (var fragment in pass.FragmentInputs(ctx)) + foreach (ref readonly var fragment in pass.FragmentInputs(ctx)) { fragments.Add(fragment); } @@ -580,56 +511,44 @@ public void Clear() firstGraphPass = 0; numGraphPasses = 0; attachments.Clear(); + fragments.Clear(); +#if UNITY_EDITOR + loadAudit.Clear(); + storeAudit.Clear(); +#endif } - public bool IsValid() + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly bool IsValid() { return numGraphPasses > 0; } - // Iterate over the graph passes in the native render pass - public DynamicArray.RangeEnumerable GraphPasses(CompilerContextData ctx) - { - return ctx.passData.SubRange(this.firstGraphPass, numGraphPasses); - } - - - // Iterate over the native sub passes in the native render pass. This maybe less than - // the number of graph passes in the native pass if there were passes that were merged - // or didn't have any attachments. - public DynamicArray.RangeEnumerable NativeSubPasses(CompilerContextData ctx) - { - return ctx.nativeSubPassData.SubRange(this.firstNativeSubPass, numNativeSubPasses); - } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) => ctx.passData.MakeReadOnlySpan(firstGraphPass, numGraphPasses); - public void GetDebugName(CompilerContextData ct, DynamicString dest) + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public readonly void GetPassNames(CompilerContextData ctx, DynamicArray dest) { - bool first = true; - foreach (ref var pass in GraphPasses(ct)) + foreach (ref readonly var pass in GraphPasses(ctx)) { - if (!first) - { - dest.Append("|"); - } - dest.Append(pass.name); - first=false; + dest.Add(pass.GetName(ctx)); } } - //NOTE NOTE NOTE - // if testOnly == true this not NOT modify the state in any way, only evaluate it and return the correct PassBreakAudit - public static PassBreakAudit TryMerge(CompilerContextData contextData, int activeNativePassId, int passIdToAdd, bool testOnly ) + // This function does not modify the current render graph state, it only evaluates and returns the correct PassBreakAudit + public static PassBreakAudit CanMerge(CompilerContextData contextData, int activeNativePassId, int passIdToMerge) { - ref var passToAdd = ref contextData.passData[passIdToAdd]; + ref readonly var passToMerge = ref contextData.passData.ElementAt(passIdToMerge); // Non raster passes (low level, compute,...) will break the native pass chain // as they may need to do SetRendertarget or non-fragment work - if (passToAdd.type != RenderGraphPassType.Raster) + if (passToMerge.type != RenderGraphPassType.Raster) { - return new PassBreakAudit(PassBreakReason.NonRasterPass, passIdToAdd); + return new PassBreakAudit(PassBreakReason.NonRasterPass, passIdToMerge); } - ref var nativePass = ref contextData.nativePassData[activeNativePassId]; + ref readonly var nativePass = ref contextData.nativePassData.ElementAt(activeNativePassId); // If a pass has no fragment attachments a lot of the tests can be skipped // You could argue that a raster pass with no fragments is not allowed but why not? @@ -638,177 +557,216 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ // Fill Gbuffer - Set Shadow Globals - Do light pass would break as the shadow globals pass // is a 0x0 pass with no rendertargets that just sets shadow global texture pointers // By allowing this to be merged into the NRP we can actually ensure these passes are merged - bool hasFragments = (passToAdd.numFragments > 0 || passToAdd.numFragmentInputs > 0); + bool hasFragments = (passToMerge.numFragments > 0 || passToMerge.numFragmentInputs > 0); if (hasFragments) { // Easy early outs, sizes mismatch - if (nativePass.width != passToAdd.fragmentInfoWidth || - nativePass.height != passToAdd.fragmentInfoHeight || - nativePass.samples != passToAdd.fragmentInfoSamples) + if (nativePass.width != passToMerge.fragmentInfoWidth || + nativePass.height != passToMerge.fragmentInfoHeight || + nativePass.samples != passToMerge.fragmentInfoSamples) { - return new PassBreakAudit(PassBreakReason.TargetSizeMismatch, passIdToAdd); + return new PassBreakAudit(PassBreakReason.TargetSizeMismatch, passIdToMerge); } // Not same depth enabled state - if (nativePass.hasDepth != passToAdd.fragmentInfoHasDepth) + if (nativePass.hasDepth != passToMerge.fragmentInfoHasDepth) { - return new PassBreakAudit(PassBreakReason.DepthBufferUseMismatch, passIdToAdd); + return new PassBreakAudit(PassBreakReason.DepthBufferUseMismatch, passIdToMerge); } // Easy early outs, different depth buffers we only allow a single depth for the whole NRP for now ?!? // Depth buffer is by-design always at index 0 if (nativePass.hasDepth) { - if (nativePass.fragments[0].resource.index != contextData.fragmentData[passToAdd.firstFragment].resource.index) + ref readonly var firstFragment = ref contextData.fragmentData.ElementAt(passToMerge.firstFragment); + if (nativePass.fragments[0].resource.index != firstFragment.resource.index) { - return new PassBreakAudit(PassBreakReason.DifferentDepthTextures, passIdToAdd); + return new PassBreakAudit(PassBreakReason.DifferentDepthTextures, passIdToMerge); } } } // Check the non-fragment inputs of this pass, if they are generated by the current open native pass we can't merge // as we need to commit the pixels to the texture - bool breakPass = false; - foreach (var input in passToAdd.Inputs(contextData)) + foreach (ref readonly var input in passToMerge.Inputs(contextData)) { - var writingPassId = contextData.resources[input.resource].writePass; + var inputResource = input.resource; + var writingPassId = contextData.resources[inputResource].writePassId; // Is the writing pass enclosed in the current native renderpass if (writingPassId >= nativePass.firstGraphPass && writingPassId < nativePass.firstGraphPass + nativePass.numGraphPasses) { - // If it's not used as a fragment it's used as some sort of texture read of load so we need so sync it out - if (!passToAdd.IsUsedAsFragment(input.resource, contextData)) + // If it's not used as a fragment, it's used as some sort of texture read of load so we need so sync it out + if (!passToMerge.IsUsedAsFragment(inputResource, contextData)) { - breakPass = true; - break; + return new PassBreakAudit(PassBreakReason.NextPassReadsTexture, passIdToMerge); } } } - if (breakPass) - { - return new PassBreakAudit(PassBreakReason.NextPassReadsTexture, passIdToAdd); - } - // Gather which attachments to add to the current pass - // Update versions and flags of the attachments that are already used by the pass + // Gather which attachments to add to the current renderpass var attachmentsToTryAdding = new FixedAttachmentArray(); - foreach (var newAttach in passToAdd.Fragments(contextData)) + + // We can't have more than the maximum amout of attachments in a given native renderpass + int currAvailableAttachmentSlots = FixedAttachmentArray.MaxAttachments - nativePass.fragments.size; + + foreach (ref readonly var fragment in passToMerge.Fragments(contextData)) { bool alreadyAttached = false; + for (int i = 0; i < nativePass.fragments.size; ++i) { - if (nativePass.fragments[i].resource.index == newAttach.resource.index) + if (nativePass.fragments[i].resource.index == fragment.resource.index) { alreadyAttached = true; break; } } + // This fragment is not attached to the native renderpass yet, we will need to attach it if (!alreadyAttached) { - attachmentsToTryAdding.Add(newAttach); + // We already reached the maximum amount of attachments in this renderpass + // We can't add any new attachment, just start a new renderpass + if (currAvailableAttachmentSlots == 0) + { + return new PassBreakAudit(PassBreakReason.AttachmentLimitReached, passIdToMerge); + } + else + { + attachmentsToTryAdding.Add(fragment); + currAvailableAttachmentSlots--; + } } } - foreach (var newAttach in passToAdd.FragmentInputs(contextData)) + foreach (ref readonly var fragmentInput in passToMerge.FragmentInputs(contextData)) { bool alreadyAttached = false; + for (int i = 0; i < nativePass.fragments.size; ++i) { - if (nativePass.fragments[i].resource.index == newAttach.resource.index) + if (nativePass.fragments[i].resource.index == fragmentInput.resource.index) { alreadyAttached = true; break; } } + // This fragment input is not attached to the native renderpass yet, we will need to attach it if (!alreadyAttached) { - attachmentsToTryAdding.Add(newAttach); + // We already reached the maximum amount of attachments in this native renderpass + // We can't add any new attachment, just start a new renderpass + if (currAvailableAttachmentSlots == 0) + { + return new PassBreakAudit(PassBreakReason.AttachmentLimitReached, passIdToMerge); + } + else + { + attachmentsToTryAdding.Add(fragmentInput); + currAvailableAttachmentSlots--; + } } } - // If we would have more than the maximum amount of attachments just start a new native renderpass - if (nativePass.fragments.size + attachmentsToTryAdding.size > FixedAttachmentArray.MaxAttachments) - { - return new PassBreakAudit(PassBreakReason.AttachmentLimitReached, passIdToAdd); - } + // All is good! Pass can be merged into active native pass + return new PassBreakAudit(PassBreakReason.Merged, passIdToMerge); + } + + public static PassBreakAudit TryMerge(CompilerContextData contextData, int activeNativePassId, int passIdToMerge) + { + var passBreakAudit = CanMerge(contextData, activeNativePassId, passIdToMerge); + + // Pass cannot be merged into active native pass + if(passBreakAudit.reason != PassBreakReason.Merged) + return passBreakAudit; + + ref var passToMerge = ref contextData.passData.ElementAt(passIdToMerge); + ref var nativePass = ref contextData.nativePassData.ElementAt(activeNativePassId); - // All is good! Merge them - if (!testOnly) + passToMerge.mergeState = PassMergeState.SubPass; + if (passToMerge.nativePassIndex >= 0) + contextData.nativePassData.ElementAt(passToMerge.nativePassIndex).Clear(); + passToMerge.nativePassIndex = activeNativePassId; + nativePass.numGraphPasses++; + + // Update versions and flags of existing attachments and + // add any new attachments + foreach (ref readonly var newAttach in passToMerge.Fragments(contextData)) { - passToAdd.mergeState = PassMergeState.SubPass; - if (passToAdd.nativePassIndex >= 0) contextData.nativePassData[passToAdd.nativePassIndex].Clear(); - passToAdd.nativePassIndex = activeNativePassId; - nativePass.numGraphPasses++; - - // Update versions and flags of existing attachments and - // add any new attachments - foreach (var newAttach in passToAdd.Fragments(contextData)) - { - bool alreadyAttached = false; - for (int i = 0; i < nativePass.fragments.size; ++i) - { - if (nativePass.fragments[i].resource.index == newAttach.resource.index) - { - // Update the attached version access flags and version - nativePass.fragments[i].accessFlags |= newAttach.accessFlags; - if (nativePass.fragments[i].resource.version > newAttach.resource.version) - throw new Exception("Adding a older version while a higher version is already registered with the pass."); - nativePass.fragments[i].resource.version = newAttach.resource.version; - alreadyAttached = true; - break; - } - } + bool alreadyAttached = false; - if (!alreadyAttached) + for (int i = 0; i < nativePass.fragments.size; ++i) + { + ref var existingAttach = ref nativePass.fragments[i]; + if (existingAttach.resource.index == newAttach.resource.index) { - nativePass.fragments.Add(newAttach); + // Update the attached version access flags and version + existingAttach.accessFlags |= newAttach.accessFlags; +#if DEVELOPMENT_BUILD || UNITY_EDITOR + if (existingAttach.resource.version > newAttach.resource.version) + throw new Exception("Adding an older version while a higher version is already registered with the pass."); +#endif + existingAttach.resource.version = newAttach.resource.version; + alreadyAttached = true; + break; } } - foreach (var newAttach in passToAdd.FragmentInputs(contextData)) + if (!alreadyAttached) { - bool alreadyAttached = false; - for (int i = 0; i < nativePass.fragments.size; ++i) - { - if (nativePass.fragments[i].resource.index == newAttach.resource.index) - { - // Update the attached version access flags and version - nativePass.fragments[i].accessFlags |= newAttach.accessFlags; - if (nativePass.fragments[i].resource.version > newAttach.resource.version) - throw new Exception("Adding a older version while a higher version is already registered with the pass."); - nativePass.fragments[i].resource.version = newAttach.resource.version; - alreadyAttached = true; - break; - } - } + nativePass.fragments.Add(newAttach); + } + } - if (!alreadyAttached) + foreach (ref readonly var newAttach in passToMerge.FragmentInputs(contextData)) + { + bool alreadyAttached = false; + + for (int i = 0; i < nativePass.fragments.size; ++i) + { + ref var existingAttach = ref nativePass.fragments[i]; + if (existingAttach.resource.index == newAttach.resource.index) { - nativePass.fragments.Add(newAttach); + // Update the attached version access flags and version + existingAttach.accessFlags |= newAttach.accessFlags; +#if DEVELOPMENT_BUILD || UNITY_EDITOR + if (existingAttach.resource.version > newAttach.resource.version) + throw new Exception("Adding an older version while a higher version is already registered with the pass."); +#endif + existingAttach.resource.version = newAttach.resource.version; + alreadyAttached = true; + break; } } - SetPassStatesForNativePass(contextData, activeNativePassId); + if (!alreadyAttached) + { + nativePass.fragments.Add(newAttach); + } } - return new PassBreakAudit(PassBreakReason.Merged, passIdToAdd); + + SetPassStatesForNativePass(contextData, activeNativePassId); + + return passBreakAudit; } + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static void SetPassStatesForNativePass(CompilerContextData contextData, int nativePassId) { - ref var nativePass = ref contextData.nativePassData[nativePassId]; + ref readonly var nativePass = ref contextData.nativePassData.ElementAt(nativePassId); if (nativePass.numGraphPasses > 1) { - contextData.passData[nativePass.firstGraphPass].mergeState = PassMergeState.Begin; + contextData.passData.ElementAt(nativePass.firstGraphPass).mergeState = PassMergeState.Begin; for (int i = 1; i < nativePass.numGraphPasses - 1; i++) { - contextData.passData[nativePass.firstGraphPass + i].mergeState = PassMergeState.SubPass; + contextData.passData.ElementAt(nativePass.firstGraphPass + i).mergeState = PassMergeState.SubPass; } - contextData.passData[nativePass.firstGraphPass + nativePass.numGraphPasses - 1].mergeState = PassMergeState.End; + contextData.passData.ElementAt(nativePass.firstGraphPass + nativePass.numGraphPasses - 1).mergeState = PassMergeState.End; } else { - contextData.passData[nativePass.firstGraphPass].mergeState = PassMergeState.None; + contextData.passData.ElementAt(nativePass.firstGraphPass).mergeState = PassMergeState.None; } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs index c48eadcec64..6dcce740b06 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs @@ -1,5 +1,6 @@ using System; using System.Runtime.CompilerServices; +using Unity.Collections; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.RenderGraphModule.NativeRenderPassCompiler @@ -16,7 +17,6 @@ internal struct ResourceReaderData // RenderGraphResourceRegistry was identified as slow in the profiler internal struct ResourceUnversionedData { - public readonly string name; // For debugging public readonly bool isImported; // Imported graph resource public bool isShared; // Shared graph resource public int tag; @@ -35,20 +35,14 @@ internal struct ResourceUnversionedData public readonly bool clear; // graph.m_Resources.GetTextureResourceDesc(fragment.resource).clearBuffer; public readonly bool discard; // graph.m_Resources.GetTextureResourceDesc(fragment.resource).discardBuffer; public readonly bool bindMS; - - public ResourceUnversionedData(RenderGraphResourceType t, int resIndex, RenderGraphResourceRegistry resources) + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public string GetName(CompilerContextData ctx, ResourceHandle h) => ctx.GetResourceName(h); + + public ResourceUnversionedData(IRenderGraphResource rll, ref RenderTargetInfo info, ref TextureDesc desc, bool isResourceShared) { - // We cache these values here - // as getting them over and over from other - // graph data structures external to NRP RG is costly - var h = new ResourceHandle(resIndex, t, false); - var rll = resources.GetResourceLowLevel(h); - resources.GetRenderTargetInfo(h, out var info); - ref var desc = ref (rll as TextureResource).desc; - - name = rll.GetName(); isImported = rll.imported; - isShared = resources.IsRenderGraphResourceShared(h); + isShared = isResourceShared; tag = 0; firstUsePassID = -1; lastUsePassID = -1; @@ -72,39 +66,38 @@ public ResourceUnversionedData(RenderGraphResourceType t, int resIndex, RenderGr internal struct ResourceVersionedData { public bool written; // This version of the resource is written by a pass (external resources may never be written by the graph for example) - public int writePass; // Index in the pass array of the pass writing this specific version. This is always one as the version is different if a resource is written several times. - public int writeSlot; // Nth output of the pass writing this version + public int writePassId; // Index in the pass array of the pass writing this specific version. If any, there is always a single index as the version differs when a resource is written several times. public int numReaders; // Number of other passes reading this version - public int tag; - - public int numFragmentUse; // Register the pass writing this resource version. A version can only be written by a single pass as every write should introduce a new distinct version. - public void SetWritingPass(CompilerContextData ctx, ResourceHandle h,int passId, int slot) + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void SetWritingPass(CompilerContextData ctx, ResourceHandle h, int passId) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (written) { - string passName = ctx.passData[passId].name; - string resourceName = ctx.UnversionedResourceData(h).name; - throw new Exception($"Only one pass can write to the same resource. Pass '{passName}' is trying to write '{resourceName}' a second time."); + string passName = ctx.GetPassName(passId); + string resourceName = ctx.GetResourceName(h); + throw new Exception($"Only one pass can write to the same resource. Pass {passName} is trying to write {resourceName} a second time."); } - - writePass = passId; - writeSlot = slot; +#endif + writePassId = passId; written = true; } // Add an extra reader for this resource version. Resource versions can be read many times // The same pass can even read a resource twice (if it is passed to two separate input slots) + [MethodImpl(MethodImplOptions.AggressiveInlining)] public void RegisterReadingPass(CompilerContextData ctx, ResourceHandle h, int passId, int index) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (numReaders >= ResourcesData.MaxReaders) { - string passName = ctx.passData[passId].name; - string resourceName = ctx.UnversionedResourceData(h).name; - throw new Exception($"Maximum 10 passes can use a single graph output as input. Pass '{passName}' is trying to read '{resourceName}'."); + string passName = ctx.GetPassName(passId); + string resourceName = ctx.GetResourceName(h); + throw new Exception($"Maximum '{ResourcesData.MaxReaders}' passes can use a single graph output as input. Pass {passName} is trying to read {resourceName}."); } - +#endif ctx.resources.readerData[h.iType][ResourcesData.IndexReader(h, numReaders)] = new ResourceReaderData { passId = passId, @@ -114,16 +107,18 @@ public void RegisterReadingPass(CompilerContextData ctx, ResourceHandle h, int p } // Remove all the reads for the given pass of this resource version + [MethodImpl(MethodImplOptions.AggressiveInlining)] public void RemoveReadingPass(CompilerContextData ctx, ResourceHandle h, int passId) { for (int r = 0; r < numReaders;) { - if (ctx.resources.readerData[h.iType][ResourcesData.IndexReader(h, r)].passId == passId) + ref var reader = ref ctx.resources.readerData[h.iType].ElementAt(ResourcesData.IndexReader(h, r)); + if (reader.passId == passId) { // It should be removed, switch with the end of the list if we're not already at the end of it if (r < numReaders - 1) { - ctx.resources.readerData[h.iType][ResourcesData.IndexReader(h, r)] = ctx.resources.readerData[h.iType][ResourcesData.IndexReader(h, numReaders - 1)]; + reader = ctx.resources.readerData[h.iType][ResourcesData.IndexReader(h, numReaders - 1)]; } numReaders--; @@ -140,23 +135,27 @@ public void RemoveReadingPass(CompilerContextData ctx, ResourceHandle h, int pas // require GC allocs to fill. internal class ResourcesData { - public DynamicArray[] unversionedData; // Flattened fixed size array storing info per resource id shared between all versions. - public DynamicArray[] versionedData; // Flattened fixed size array storing up to MaxVersions versions per resource id. - public DynamicArray[] readerData; // Flattened fixed size array storing up to MaxReaders per resource id per version. + public NativeList[] unversionedData; // Flattened fixed size array storing info per resource id shared between all versions. + public NativeList[] versionedData; // Flattened fixed size array storing up to MaxVersions versions per resource id. + public NativeList[] readerData; // Flattened fixed size array storing up to MaxReaders per resource id per version. public const int MaxVersions = 20; // A quite arbitrary limit should be enough for most graphs. Increasing it shouldn't be a problem but will use more memory as these lists use a fixed size upfront allocation. public const int MaxReaders = 10; // A quite arbitrary limit should be enough for most graphs. Increasing it shouldn't be a problem but will use more memory as these lists use a fixed size upfront allocation. + public DynamicArray[] resourceNames; + public ResourcesData(int estimatedNumResourcesPerType) { - unversionedData = new DynamicArray[(int)RenderGraphResourceType.Count]; - versionedData = new DynamicArray[(int)RenderGraphResourceType.Count]; - readerData = new DynamicArray[(int)RenderGraphResourceType.Count]; + unversionedData = new NativeList[(int)RenderGraphResourceType.Count]; + versionedData = new NativeList[(int)RenderGraphResourceType.Count]; + readerData = new NativeList[(int)RenderGraphResourceType.Count]; + resourceNames = new DynamicArray[(int)RenderGraphResourceType.Count]; for (int t = 0; t < (int)RenderGraphResourceType.Count; t++) { - versionedData[t] = new DynamicArray(MaxVersions * estimatedNumResourcesPerType, false); - unversionedData[t] = new DynamicArray(estimatedNumResourcesPerType, false); - readerData[t] = new DynamicArray(MaxVersions * estimatedNumResourcesPerType * MaxReaders, false); + versionedData[t] = new NativeList(MaxVersions * estimatedNumResourcesPerType, AllocatorManager.Persistent); + unversionedData[t] = new NativeList(estimatedNumResourcesPerType, AllocatorManager.Persistent); + readerData[t] = new NativeList(MaxVersions * estimatedNumResourcesPerType * MaxReaders, AllocatorManager.Persistent); + resourceNames[t] = new DynamicArray(estimatedNumResourcesPerType); // T in NativeList cannot contain managed types, so the names are stored separately } } @@ -167,6 +166,7 @@ public void Clear() unversionedData[t].Clear(); versionedData[t].Clear(); readerData[t].Clear(); + resourceNames[t].Clear(); } } @@ -174,24 +174,39 @@ public void Initialize(RenderGraphResourceRegistry resources) { for (int t = 0; t < (int)RenderGraphResourceType.Count; t++) { - var numResources = resources.GetResourceCount((RenderGraphResourceType)t); - + RenderGraphResourceType resourceType = (RenderGraphResourceType) t; + var numResources = resources.GetResourceCount(resourceType); + // For each resource type, resize the buffer (only allocate if bigger) // We don't clear the buffer as we reinitialize it right after - unversionedData[t].Resize(numResources, true); - if(numResources > 0) + unversionedData[t].Resize(numResources, NativeArrayOptions.UninitializedMemory); + resourceNames[t].Resize(numResources, true); + + if (numResources > 0) // Null Resource { - unversionedData[t][0] = new ResourceUnversionedData(); // Null Resource + unversionedData[t][0] = new ResourceUnversionedData(); + resourceNames[t][0] = new Name(""); } + // Fill the buffer with any existing external info requested for NRP RG process for (int r = 1; r < numResources; r++) { - unversionedData[t][r] = new ResourceUnversionedData((RenderGraphResourceType)t, r, resources); + // We cache these values here + // as getting them over and over from other + // graph data structures external to NRP RG is costly + var h = new ResourceHandle(r, resourceType, false); + var rll = resources.GetResourceLowLevel(h); + resources.GetRenderTargetInfo(h, out var info); + ref var desc = ref (rll as TextureResource).desc; + bool isResourceShared = resources.IsRenderGraphResourceShared(h); + + unversionedData[t][r] = new ResourceUnversionedData(rll, ref info, ref desc, isResourceShared); + resourceNames[t][r] = new Name(rll.GetName()); } // Clear the other caching structures, they will be filled later - versionedData[t].ResizeAndClear(MaxVersions * numResources); - readerData[t].ResizeAndClear(MaxVersions * MaxReaders * numResources); + versionedData[t].Resize(MaxVersions * numResources, NativeArrayOptions.ClearMemory); + readerData[t].Resize(MaxVersions * MaxReaders * numResources, NativeArrayOptions.ClearMemory); } } @@ -199,8 +214,10 @@ public void Initialize(RenderGraphResourceRegistry resources) [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int Index(ResourceHandle h) { +#if UNITY_EDITOR // Hot path if (h.version < 0 || h.version >= MaxVersions) throw new Exception("Invalid version: " + h.version); +#endif return h.index * MaxVersions + h.version; } @@ -208,17 +225,29 @@ public static int Index(ResourceHandle h) [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int IndexReader(ResourceHandle h, int readerID) { +#if UNITY_EDITOR // Hot path if (h.version < 0 || h.version >= MaxVersions) throw new Exception("Invalid version"); if (readerID < 0 || readerID >= MaxReaders) throw new Exception("Invalid reader"); +#endif return (h.index * MaxVersions + h.version) * MaxReaders + readerID; } // Lookup data for a given handle public ref ResourceVersionedData this[ResourceHandle h] { - get { return ref versionedData[h.iType][Index(h)]; } + get { return ref versionedData[h.iType].ElementAt(Index(h)); } + } + + public void Dispose() + { + for (int t = 0; t < (int)RenderGraphResourceType.Count; t++) + { + versionedData[t].Dispose(); + unversionedData[t].Dispose(); + readerData[t].Dispose(); + } } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs index 7c99e4fa788..f570d9c46b8 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.Compiler.cs @@ -29,9 +29,13 @@ internal NativeRenderPassCompiler.NativePassCompiler CompileNativeRenderGraph() nativeCompiler.OutputDebugGraph(); - foreach (var pass in nativeCompiler.ActivePasses) + var passData = nativeCompiler.contextData.passData; + int numPasses = passData.Length; + for (int i = 0; i < numPasses; ++i) { - var rp = m_RenderPasses[pass]; + if (passData.ElementAt(i).culled) + continue; + var rp = m_RenderPasses[i]; m_RendererLists.AddRange(rp.usedRendererListList); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 81a22b4fc73..c4cf3522f53 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -485,9 +485,9 @@ public void Reset(RenderGraphPass pass) /// - The ImportBackbuffer overload without a RenderTargetInfo argument. /// - Any AddRenderPass overloads. The more specific AddRasterPass/AddComputePass/AddLowLevelPass functions should be used to register passes. /// - /// In addition to this, additional validation will be done on the correctness of arguments of existing API that was not previously done. This could lead + /// In addition to this, additional validation will be done on the correctness of arguments of existing API that was not previously done. This could lead /// to new errors when using existing render graph code with NativeRenderPassesEnabled. - /// + /// /// Note: that CommandBuffer.BeginRenderPass/EndRenderPass calls are different by design from SetRenderTarget so this could also have /// effects outside of render graph (e.g. for code relying on the currently active render target as this will not be updated when using render passes). /// @@ -578,6 +578,8 @@ public void Cleanup() s_RegisteredGraphs.Remove(this); onGraphUnregistered?.Invoke(this); + + nativeCompiler?.contextData?.Dispose(); } internal List GetWidgetList() @@ -675,7 +677,7 @@ public TextureHandle ImportTexture(RTHandle rt, ImportResourceParams importParam /// /// Import an external texture to the Render Graph. This overload should be used for RTHandles wrapping a RenderTargetIdentifier. /// If the RTHandle is wrapping a RenderTargetIdentifer, Rendergrpah can't derive the render texture's properties so the user has to provide this info to the graph through RenderTargetInfo. - /// + /// /// Any pass writing to an imported texture will be considered having side effects and can't be automatically culled. /// /// Note: To avoid inconsistencies between the passed in RenderTargetInfo and render texture this overload can only be used when the RTHandle is wrapping a RenderTargetIdentifier. @@ -704,7 +706,7 @@ internal TextureHandle ImportTexture(RTHandle rt, bool isBuiltin) /// /// Backbuffer render target identifier. /// The properties of the passed in RTHandle. - /// Info describing the clear behavior of imported textures. Clearing textures using importParams may be more efficient than manually clearing the texture using `cmd.Clear` on some hardware./// + /// Info describing the clear behavior of imported textures. Clearing textures using importParams may be more efficient than manually clearing the texture using `cmd.Clear` on some hardware./// /// A new TextureHandle that represents the imported texture in the context of this rendergraph. public TextureHandle ImportBackbuffer(RenderTargetIdentifier rt, RenderTargetInfo info, ImportResourceParams importParams = new ImportResourceParams()) { @@ -1272,10 +1274,10 @@ internal void Execute() try { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (m_RenderGraphContext.cmd == null) throw new InvalidOperationException("RenderGraph.RecordAndExecute was not called before executing the render graph."); - - +#endif if (!m_DebugParameters.immediateMode) { LogFrameInformation(); @@ -1977,7 +1979,7 @@ internal void CompileRenderGraph() InitializeCompilationData(); CountReferences(); - // First cull all passes thet produce unused output + // First cull all passes that produce unused output CullUnusedPasses(); // Create the renderer lists of the remaining passes diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs index b78c37c13aa..4e94903fb5d 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs @@ -24,13 +24,14 @@ public RenderGraphBuilders() public void Setup(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR // If the object is not disposed yet this is an error as the pass is not finished (only in the dispose we register it with the rendergraph) // This is likely cause by a user not doing a clean using and then forgetting to manually dispose the object. if (m_Disposed != true) { throw new Exception("Please finish building the previous pass first by disposing the pass builder object before adding a new pass."); } - +#endif m_RenderPass = renderPass; m_Resources = resources; m_RenderGraph = renderGraph; @@ -144,6 +145,7 @@ private ResourceHandle UseResource(in ResourceHandle handle, IBaseRenderGraphBui if ((flags & IBaseRenderGraphBuilder.AccessFlags.Write) != 0) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR // Write by design generates a new version of the resource. However // you could in theory write to v2 of the resource while there is already // a v3 so this write would then introduce a new v4 of the resource. @@ -175,6 +177,7 @@ private ResourceHandle UseResource(in ResourceHandle handle, IBaseRenderGraphBui var name = m_Resources.GetRenderGraphResourceName(handle); throw new InvalidOperationException($"Trying to write a resource twice in a pass. You can only write the same resource once within a pass (pass {m_RenderPass.name} resource{name})."); } +#endif m_RenderPass.AddResourceWrite(m_Resources.GetNewVersionedHandle(handle)); m_Resources.IncrementWriteCount(handle); } @@ -184,10 +187,12 @@ private ResourceHandle UseResource(in ResourceHandle handle, IBaseRenderGraphBui public BufferHandle UseBuffer(in BufferHandle input, IBaseRenderGraphBuilder.AccessFlags flags) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if ((flags & IBaseRenderGraphBuilder.AccessFlags.AllowGrab) != 0) { throw new ArgumentException("AllowGrab is only valid on UseTexture"); } +#endif return new BufferHandle(UseResource(input.handle, flags).index); } @@ -204,7 +209,6 @@ private void CheckNotUseFragment(TextureHandle tex, IBaseRenderGraphBuilder.Acce return; } - bool usedAsFragment = false; usedAsFragment = (m_RenderPass.depthBuffer.handle.index == tex.handle.index); if (!usedAsFragment) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs index bb64d10d2db..bc198d9c678 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs @@ -210,8 +210,10 @@ public void SetColorBufferRaw(TextureHandle resource, int index, IBaseRenderGrap } else { +#if DEVELOPMENT_BUILD || UNITY_EDITOR // You tried to do UseTextureFragment(tex1, 1, ..); UseTextureFragment(tex2, 1, ..); that is not valid for different textures on the same index throw new InvalidOperationException("You can only bind a single texture to an MRT index. Verify your indexes are correct."); +#endif } } @@ -227,8 +229,10 @@ public void SetFragmentInputRaw(TextureHandle resource, int index, IBaseRenderGr } else { +#if DEVELOPMENT_BUILD || UNITY_EDITOR // You tried to do UseTextureFragment(tex1, 1, ..); UseTextureFragment(tex2, 1, ..); that is not valid for different textures on the same index throw new InvalidOperationException("You can only bind a single texture to an fragment input index. Verify your indexes are correct."); +#endif } } @@ -252,7 +256,9 @@ public void SetDepthBufferRaw(TextureHandle resource, IBaseRenderGraphBuilder.Ac } else { +#if DEVELOPMENT_BUILD || UNITY_EDITOR throw new InvalidOperationException("You can only set a single depth texture per pass."); +#endif } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs index 2297cf09006..7e466887a7f 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs @@ -122,8 +122,10 @@ public override void CreatePooledGraphicsResource() int hashCode = desc.GetHashCode(); +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (graphicsResource != null) throw new InvalidOperationException(string.Format("GraphicsBufferResource: Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName())); +#endif var pool = m_Pool as BufferPool; if (!pool.TryGetResource(hashCode, out graphicsResource)) @@ -138,8 +140,10 @@ public override void CreatePooledGraphicsResource() public override void ReleasePooledGraphicsResource(int frameIndex) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (graphicsResource == null) throw new InvalidOperationException($"BufferResource: Tried to release a resource ({GetName()}) that was never created. Check that there is at least one pass writing to it first."); +#endif // Shared resources don't use the pool var pool = m_Pool as BufferPool; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index d88b0061c60..98832f68a98 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -172,8 +172,10 @@ internal RTHandle GetTexture(in TextureHandle handle) var texResource = GetTextureResource(handle.handle); var resource = texResource.graphicsResource; +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (resource == null && !texResource.imported) throw new InvalidOperationException($"Trying to use a texture ({texResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); +#endif return resource; } @@ -219,8 +221,10 @@ internal GraphicsBuffer GetBuffer(in BufferHandle handle) var bufferResource = GetBufferResource(handle.handle); var resource = bufferResource.graphicsResource; +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (resource == null) throw new InvalidOperationException("Trying to use a graphics buffer ({bufferResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); +#endif return resource; } @@ -232,8 +236,10 @@ internal RayTracingAccelerationStructure GetRayTracingAccelerationStructure(in R var accelStructureResource = GetRayTracingAccelerationStructureResource(handle.handle); var resource = accelStructureResource.graphicsResource; +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (resource == null) throw new InvalidOperationException("Trying to use a acceleration structure ({accelStructureResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); +#endif return resource; } @@ -291,11 +297,13 @@ void CheckHandleValidity(in ResourceHandle res) void CheckHandleValidity(RenderGraphResourceType type, int index) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR var resources = m_RenderGraphResources[(int)type].resourceArray; if (index == 0) throw new ArgumentException($"Trying to access resource of type {type} with an null resource index."); if (index >= resources.size) throw new ArgumentException($"Trying to access resource of type {type} with an invalid resource index {index}"); +#endif } internal void IncrementWriteCount(in ResourceHandle res) @@ -443,8 +451,10 @@ internal TextureHandle ImportTexture(RTHandle rt, ImportResourceParams importPar { // RTHandle wrapping a regular 2D texture we can't render to that } +#if DEVELOPMENT_BUILD || UNITY_EDITOR else if (rt.m_NameID != emptyId) { + // RTHandle wrapping a RenderTargetIdentifier throw new Exception("Invalid import, you are importing a texture handle that wraps a RenderTargetIdentifier. The render graph can't know the properties of these textures so please use the ImportTexture overload that takes a RenderTargetInfo argument instead."); } @@ -452,6 +462,7 @@ internal TextureHandle ImportTexture(RTHandle rt, ImportResourceParams importPar { throw new Exception("Invalid render target handle: RT, External texture and NameID are all null or zero."); } +#endif } int newHandle = m_RenderGraphResources[(int)RenderGraphResourceType.Texture].AddNewRenderGraphResource(out TextureResource texResource); @@ -504,13 +515,16 @@ internal TextureHandle ImportTexture(RTHandle rt, RenderTargetInfo info, ImportR // Anything else is an error and should take the overload not taking a RenderTargetInfo else { +#if DEVELOPMENT_BUILD || UNITY_EDITOR throw new Exception("Invalid import, you are importing a texture handle that isn't wrapping a RenderTargetIdentifier. You cannot use the overload taking RenderTargetInfo as the graph will automatically determine the texture properties based on the passed in handle."); - +#endif } } else { +#if DEVELOPMENT_BUILD || UNITY_EDITOR throw new Exception("Invalid import, null handle."); +#endif } var handle = new TextureHandle(newHandle); @@ -559,11 +573,12 @@ internal TextureHandle CreateSharedTexture(in TextureDesc desc, bool explicitRel internal void RefreshSharedTextureDesc(TextureHandle texture, in TextureDesc desc) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (!IsRenderGraphResourceShared(RenderGraphResourceType.Texture, texture.handle.index)) { throw new InvalidOperationException($"Trying to refresh texture {texture} that is not a shared resource."); } - +#endif var texResource = GetTextureResource(texture.handle); texResource.ReleaseGraphicsResource(); texResource.desc = desc; @@ -572,8 +587,11 @@ internal void RefreshSharedTextureDesc(TextureHandle texture, in TextureDesc des internal void ReleaseSharedTexture(TextureHandle texture) { var texResources = m_RenderGraphResources[(int)RenderGraphResourceType.Texture]; + +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (texture.handle.index == 0 || texture.handle.index >= texResources.sharedResourcesCount+1) throw new InvalidOperationException("Tried to release a non shared texture."); +#endif // Decrement if we release the last one. if (texture.handle.index == (texResources.sharedResourcesCount)) @@ -617,12 +635,13 @@ internal TextureHandle ImportBackbuffer(RenderTargetIdentifier rt, RenderTargetI internal void GetRenderTargetInfo(ResourceHandle res, out RenderTargetInfo outInfo) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (res.IsValid() == false || res.iType != (int)RenderGraphResourceType.Texture) { outInfo = new RenderTargetInfo(); throw new ArgumentException("Invalid Resource Handle passed to GetRenderTargetInfo"); } - +#endif // You can never have enough ways to reference a render target... // This function is just perfect and certainly not full of legacy if's and but's @@ -679,10 +698,12 @@ internal void GetRenderTargetInfo(ResourceHandle res, out RenderTargetInfo outIn // so we just say we don't know what this rt is and rely on the user passing in the info to us. var desc = GetTextureResourceDesc(res); outInfo = new RenderTargetInfo(); +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (desc.width == 0 || desc.height == 0 || desc.slices == 0 || desc.msaaSamples == 0 || desc.colorFormat == GraphicsFormat.None) { throw new Exception("Invalid imported texture. A RTHandle wrapping an RenderTargetIdentifier was imported without providing valid RenderTargetInfo."); } +#endif outInfo.width = desc.width; outInfo.height = desc.height; outInfo.volumeDepth = desc.slices; @@ -1002,7 +1023,6 @@ void ValidateTextureDesc(in TextureDesc desc) void ValidateRendererListDesc(in CoreRendererListDesc desc) { #if DEVELOPMENT_BUILD || UNITY_EDITOR - if (!desc.IsValid()) { throw new ArgumentException("Renderer List descriptor is not valid."); @@ -1053,10 +1073,12 @@ internal void CreateRendererLists(List rendererLists, Script rendererListResource.isActive = true; break; } +#if DEVELOPMENT_BUILD || UNITY_EDITOR default: { throw new ArgumentException("Invalid RendererListHandle: RendererListHandleType is not recognized."); } +#endif } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs index 93decedb86b..24429401a13 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs @@ -26,7 +26,7 @@ internal struct ResourceHandle : IEquatable uint m_Value; int m_Version; // A freshly created resource always starts at version 0 the first write should bring it to v1 - + static uint s_CurrentValidBit = 1 << 16; static uint s_SharedResourceValidBit = 0x7FFF << 16; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs new file mode 100644 index 00000000000..b5744ae0736 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs @@ -0,0 +1,15 @@ +namespace UnityEngine.Rendering +{ + /// + /// Water Rendering + /// Interface for WaterRendering on each SRP + /// + public interface IWaterRendering + { + /// + /// Check is the current Render Pipeline had WaterRendering + /// + /// true if the WaterRendering is usable on the current pipeline + public bool IsWaterRenderingUsable(); + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs.meta new file mode 100644 index 00000000000..27746064efd --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipeline/IWaterRendering.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 146eab689724ef44e9a1366c850f6621 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/FallbackShader.shader b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/FallbackShader.shader index e06d5e21cb8..02088c8f680 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/FallbackShader.shader +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/FallbackShader.shader @@ -2,6 +2,10 @@ Shader "Hidden/Core/FallbackError" { SubShader { + Tags + { + "DisableBatching" = "true" + } Pass { CGPROGRAM diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs index ea4558baa1d..bb5da7fdae1 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs @@ -127,6 +127,71 @@ int bufferCount } } + /// + /// Allocate RT handles for a buffer using a RenderTextureDescriptor. + /// + /// The buffer to allocate. + /// The number of RT handles for this buffer. + /// RenderTexture descriptor of the RTHandles. + /// Filtering mode of the RTHandles. + /// Addressing mode of the RTHandles. + /// Set to true if the depth buffer should be used as a shadow map. + /// Anisotropic filtering level. + /// Bias applied to mipmaps during filtering. + /// Name of the RTHandle. + // NOTE: API is similar to RTHandles.Alloc. + public void AllocBuffer(int bufferId, int bufferCount, + ref RenderTextureDescriptor descriptor, + FilterMode filterMode = FilterMode.Point, + TextureWrapMode wrapMode = TextureWrapMode.Repeat, + bool isShadowMap = false, + int anisoLevel = 1, + float mipMapBias = 0, + string name = "") + { + // This function should only be used when there is a non-zero number of buffers to allocate. + // If the caller provides a value of zero, they're likely doing something unintentional in the calling code. + Debug.Assert(bufferCount > 0); + + var buffer = new RTHandle[bufferCount]; + m_RTHandles.Add(bufferId, buffer); + + RTHandle Alloc(ref RenderTextureDescriptor d, FilterMode fMode, TextureWrapMode wMode, bool isShadow, int aniso, float mipBias, string n) + { + return m_RTHandleSystem.Alloc( + d.width, + d.height, + d.volumeDepth, + (DepthBits)d.depthBufferBits, + d.graphicsFormat, + fMode, + wMode, + d.dimension, + d.enableRandomWrite, + d.useMipMap, + d.autoGenerateMips, + isShadow, + aniso, + mipBias, + (MSAASamples)d.msaaSamples, + d.bindMS, + d.useDynamicScale, + d.memoryless, + d.vrUsage, + n); + } + + // First is autoresized + buffer[0] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name); + + // Other are resized on demand + for (int i = 1, c = buffer.Length; i < c; ++i) + { + buffer[i] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name); + m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand); + } + } + /// /// Release a buffer /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Textures/PowerOfTwoTextureAtlas.cs b/Packages/com.unity.render-pipelines.core/Runtime/Textures/PowerOfTwoTextureAtlas.cs index 2fcb831a4ed..ed8c0ad221b 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Textures/PowerOfTwoTextureAtlas.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Textures/PowerOfTwoTextureAtlas.cs @@ -267,7 +267,7 @@ public bool ReserveSpace(Texture textureA, Texture textureB, int width, int heig /// The width /// The height /// True if the space is reserved - bool ReserveSpace(int id, int width, int height) + public bool ReserveSpace(int id, int width, int height) { m_RequestedTextures[id] = new Vector2Int(width, height); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs b/Packages/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs index dc6b6b2208b..900e8baae38 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs @@ -39,13 +39,13 @@ public static void SetRTHandleUserManagedWrapper(ref RTHandle rtWrapper, RenderT // User managed wrapper is null, just return here. if (rtWrapper == null) return; - - // Check user managed RTHandle wrapper is actually a warpper around RTid +#if DEVELOPMENT_BUILD || UNITY_EDITOR + // Check user managed RTHandle wrapper is actually a wrapper around RTid if (rtWrapper.m_RT != null) - throw new ArgumentException($"Input wrapper must be a wrapper around RenderTargetIdentifier. Passed in warpper contains valid RenderTexture {rtWrapper.m_RT.name} and cannot be used as warpper."); + throw new ArgumentException($"Input wrapper must be a wrapper around RenderTargetIdentifier. Passed in wrapper contains valid RenderTexture {rtWrapper.m_RT.name} and cannot be used as wrapper."); if (rtWrapper.m_ExternalTexture != null) - throw new ArgumentException($"Input wrapper must be a wrapper around RenderTargetIdentifier. Passed in warpper contains valid Texture {rtWrapper.m_ExternalTexture.name} and cannot be used as warpper."); - + throw new ArgumentException($"Input wrapper must be a wrapper around RenderTargetIdentifier. Passed in wrapper contains valid Texture {rtWrapper.m_ExternalTexture.name} and cannot be used as wrapper."); +#endif rtWrapper.SetTexture(rtId); } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef b/Packages/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef index e0c83549ed9..2c573c144e2 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef +++ b/Packages/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef @@ -3,7 +3,8 @@ "rootNamespace": "", "references": [ "GUID:75469ad4d38634e559750d17036d5f7c", - "GUID:d8b63aba1907145bea998dd612889d6b" + "GUID:d8b63aba1907145bea998dd612889d6b", + "GUID:e0cd26848372d4e5c891c569017e11f1" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs index 2a4785a348e..6d354c370ee 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs @@ -1520,9 +1520,10 @@ public static bool IsSceneViewPrefabStageContextHidden() /// Renderer List to render. public static void DrawRendererList(ScriptableRenderContext renderContext, CommandBuffer cmd, UnityEngine.Rendering.RendererList rendererList) { +#if DEVELOPMENT_BUILD || UNITY_EDITOR if (!rendererList.isValid) throw new ArgumentException("Invalid renderer list provided to DrawRendererList"); - +#endif cmd.DrawRendererList(rendererList); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/GPUSort/GPUSort.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/GPUSort/GPUSort.cs index 857fa28635f..e34f969f0de 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/GPUSort/GPUSort.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/GPUSort/GPUSort.cs @@ -12,7 +12,6 @@ public partial struct GPUSort { private const uint kWorkGroupSize = 1024; - private string[] m_StageNames; private LocalKeyword[] m_Keywords; enum Stage @@ -40,14 +39,6 @@ public GPUSort(SystemResources resources) new(resources.computeAsset, "STAGE_BIG_FLIP"), new(resources.computeAsset, "STAGE_BIG_DISPERSE") }; - - m_StageNames = new[] - { - Enum.GetName(typeof(Stage), Stage.BigDisperse), - Enum.GetName(typeof(Stage), Stage.BigFlip), - Enum.GetName(typeof(Stage), Stage.LocalDisperse), - Enum.GetName(typeof(Stage), Stage.LocalBMS) - }; } void DispatchStage(CommandBuffer cmd, Args args, uint h, Stage stage) @@ -56,7 +47,7 @@ void DispatchStage(CommandBuffer cmd, Args args, uint h, Stage stage) Assert.IsNotNull(resources.computeAsset); // When the is no geometry, instead of computing the distance field, we clear it with a big value. - using (new ProfilingScope(cmd, new ProfilingSampler(m_StageNames[(int) stage]))) + using (new ProfilingScope(cmd, ProfilingSampler.Get(stage))) { #if false m_SortCS.enabledKeywords = new[] { keywords[(int)stage] }; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRBuiltinShaderConstants.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRBuiltinShaderConstants.cs index cc6b736c55e..cbbd2cee2dc 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRBuiltinShaderConstants.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRBuiltinShaderConstants.cs @@ -66,10 +66,10 @@ public static class XRBuiltinShaderConstants /// /// Update the shader constant data used by the C++ builtin renderer. /// - /// - /// - /// - /// + /// The new view matrix that XR shaders constant should update to use. + /// The new projection matrix that XR shaders constant should update to use. + /// Determines the yflip state for the projection matrix. + /// Index of the XR shader constant to update. public static void UpdateBuiltinShaderConstants(Matrix4x4 viewMatrix, Matrix4x4 projMatrix, bool renderIntoTexture, int viewIndex) { #if ENABLE_VR && ENABLE_XR_MODULE @@ -92,7 +92,7 @@ public static void UpdateBuiltinShaderConstants(Matrix4x4 viewMatrix, Matrix4x4 /// Bind the shader constants used by the C++ builtin renderer via a command buffer. `UpdateBuiltinShaderConstants` should be called before to update the constants. /// This is required to maintain compatibility with legacy code and shaders. /// - /// + /// Commandbuffer on which to set XR shader constants. public static void SetBuiltinShaderConstants(CommandBuffer cmd) { #if ENABLE_VR && ENABLE_XR_MODULE @@ -112,7 +112,7 @@ public static void SetBuiltinShaderConstants(CommandBuffer cmd) /// Bind the shader constants used by the C++ builtin renderer via a raster command buffer. `UpdateBuiltinShaderConstants` should be called before to update the constants. /// This is required to maintain compatibility with legacy code and shaders. /// - /// + /// RasterCommandbuffer on which to set XR shader constants. public static void SetBuiltinShaderConstants(RasterCommandBuffer cmd) { SetBuiltinShaderConstants(cmd.m_WrappedCommandBuffer); @@ -123,9 +123,9 @@ public static void SetBuiltinShaderConstants(RasterCommandBuffer cmd) /// and `SetBuiltinShaderConstants` which do the same logic but could take in custom projection and view matricies instead. /// This is required to maintain compatibility with legacy code and shaders. /// - /// - /// - /// + /// The new XRPass that XR shader constants should update to use. + /// CommandBuffer on which to set XR shader constants. + /// Determines the yflip state for the projection matrix. public static void Update(XRPass xrPass, CommandBuffer cmd, bool renderIntoTexture) { #if ENABLE_VR && ENABLE_XR_MODULE diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRLayout.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRLayout.cs index 21178950ee9..e3a155d0bbd 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRLayout.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRLayout.cs @@ -14,8 +14,8 @@ public class XRLayout /// /// Configure the layout to render from the specified camera by generating passes from the the connected XR device. /// - /// - /// + /// Camera that has XR device connected to. + /// Determines XR capability of the generated layout. Can be used to force generate non-XR layout. public void AddCamera(Camera camera, bool enableXR) { if (camera == null) @@ -39,8 +39,8 @@ public void AddCamera(Camera camera, bool enableXR) /// /// Used by render pipelines to reconfigure a pass from a camera. /// - /// - /// + /// XRPass that needs to be reconfigured. + /// The camera that XRPass configures against. public void ReconfigurePass(XRPass xrPass, Camera camera) { if (xrPass.enabled) @@ -53,7 +53,7 @@ public void ReconfigurePass(XRPass xrPass, Camera camera) /// /// Used by render pipelines to access all registered passes on this layout. /// - /// + /// A list of registered camera/XRPass tuples. public List<(Camera, XRPass)> GetActivePasses() { return m_ActivePasses; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs index dda04346966..d39e15e2191 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs @@ -48,8 +48,8 @@ public XRPass() /// /// Default allocator method for XRPass. /// - /// - /// + /// A descriptor used to create and initialize the XRPass. + /// Default XRPass created from createInfo descriptor. public static XRPass CreateDefault(XRPassCreateInfo createInfo) { XRPass pass = GenericPool.Get(); @@ -183,8 +183,8 @@ public HDROutputUtils.HDRDisplayInformation hdrDisplayOutputInformation /// /// Returns the projection matrix for a given view. /// - /// - /// + /// Index of XRView to retrieve the data from. + /// XR projection matrix for the specified XRView. public Matrix4x4 GetProjMatrix(int viewIndex = 0) { return m_Views[viewIndex].projMatrix; @@ -193,8 +193,8 @@ public Matrix4x4 GetProjMatrix(int viewIndex = 0) /// /// Returns the view matrix for a given view. /// - /// - /// + /// Index of XRView to retrieve the data from. + /// XR view matrix for the specified XRView. public Matrix4x4 GetViewMatrix(int viewIndex = 0) { return m_Views[viewIndex].viewMatrix; @@ -203,8 +203,8 @@ public Matrix4x4 GetViewMatrix(int viewIndex = 0) /// /// Returns the viewport for a given view. /// - /// - /// + /// Index of XRView to retrieve the data from. + /// XR viewport rect for the specified XRView. public Rect GetViewport(int viewIndex = 0) { return m_Views[viewIndex].viewport; @@ -213,8 +213,8 @@ public Rect GetViewport(int viewIndex = 0) /// /// Returns the occlusion mesh for a given view. /// - /// - /// + /// Index of XRView to retrieve the data from. + /// XR occlusion mesh for the specified XRView. public Mesh GetOcclusionMesh(int viewIndex = 0) { return m_Views[viewIndex].occlusionMesh; @@ -223,8 +223,8 @@ public Mesh GetOcclusionMesh(int viewIndex = 0) /// /// Returns the destination slice index (for texture array) for a given view. /// - /// - /// + /// Index of XRView to retrieve the data from. + /// XR target slice index for the specified XRView. public int GetTextureArraySlice(int viewIndex = 0) { return m_Views[viewIndex].textureArraySlice; @@ -245,11 +245,11 @@ public void StartSinglePass(CommandBuffer cmd) { if (SystemInfo.supportsMultiview) { - cmd.EnableShaderKeyword("STEREO_MULTIVIEW_ON"); + cmd.EnableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON); } else { - cmd.EnableShaderKeyword("STEREO_INSTANCING_ON"); + cmd.EnableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON); cmd.SetInstanceMultiplier((uint)viewCount); } } @@ -292,11 +292,11 @@ public void StopSinglePass(CommandBuffer cmd) { if (SystemInfo.supportsMultiview) { - cmd.DisableShaderKeyword("STEREO_MULTIVIEW_ON"); + cmd.DisableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON); } else { - cmd.DisableShaderKeyword("STEREO_INSTANCING_ON"); + cmd.DisableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON); cmd.SetInstanceMultiplier(1); } } @@ -374,8 +374,8 @@ public void RenderDebugXRViewsFrustum() /// /// Take a point that is center-relative (0.5, 0.5) and modify it to be placed relative to the view's center instead, respecting the asymmetric FOV (if it is used) /// - /// - /// + /// Center relative point for symmetric FOV. + /// View center relative points. First view center is stored in x,y components and second view center is stored in z,w components. public Vector4 ApplyXRViewCenterOffset(Vector2 center) { Vector4 result = Vector4.zero; @@ -419,7 +419,7 @@ internal void UpdateCombinedOcclusionMesh() /// /// Initialize the base class fields. /// - /// + /// A descriptor used to create and initialize the XRPass. public void InitBase(XRPassCreateInfo createInfo) { m_Views.Clear(); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs index 62710d1ccb6..255df0403d3 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs @@ -8,6 +8,17 @@ namespace UnityEngine.Experimental.Rendering { + /// + /// Used by render pipelines to control the active XR shader variant. + /// + public static class SinglepassKeywords + { + /// XR shader keyword used by multiview rendering + public static GlobalKeyword STEREO_MULTIVIEW_ON; + /// XR shader keywordused by single pass instanced rendering + public static GlobalKeyword STEREO_INSTANCING_ON; + } + /// /// Used by render pipelines to communicate with XR SDK. /// @@ -94,9 +105,9 @@ static public bool isHDRDisplayOutputActive /// /// Use this method to assign the shaders that will be used to render occlusion mesh for each XRPass and the final mirror view. /// - /// - /// - /// + /// Delegate funcion used to allocate XRPasses. + /// Fragement shader used for rendering occlusion mesh. + /// Fragement shader used for rendering mirror view. public static void Initialize(Func passAllocator, Shader occlusionMeshPS, Shader mirrorViewPS) { if (passAllocator == null) @@ -116,12 +127,15 @@ public static void Initialize(Func passAllocator, Shad if (XRGraphicsAutomatedTests.enabled) SetLayoutOverride(XRGraphicsAutomatedTests.OverrideLayout); + + SinglepassKeywords.STEREO_MULTIVIEW_ON = GlobalKeyword.Create("STEREO_MULTIVIEW_ON"); + SinglepassKeywords.STEREO_INSTANCING_ON = GlobalKeyword.Create("STEREO_INSTANCING_ON"); } /// /// Used by the render pipeline to communicate to the XR device how many samples are used by MSAA. /// - /// + /// The active msaa samples the XRDisplay to set to. The eye texture surfaces are reallocated when necessary to work with the active msaa samples. public static void SetDisplayMSAASamples(MSAASamples msaaSamples) { if (s_MSAASamples == msaaSamples) @@ -140,7 +154,7 @@ public static void SetDisplayMSAASamples(MSAASamples msaaSamples) /// /// Returns the number of samples (MSAA) currently configured on the XR device. /// - /// + /// Returns current active msaa samples. public static MSAASamples GetDisplayMSAASamples() { return s_MSAASamples; @@ -215,7 +229,7 @@ public static void SetRenderScale(float renderScale) /// /// Used by the render pipeline to initiate a new rendering frame through a XR layout. /// - /// + /// Returns a new default layout. public static XRLayout NewLayout() { RefreshDeviceInfo(); @@ -243,8 +257,8 @@ public static void EndLayout() /// /// Used by the render pipeline to render the mirror view to the gameview, as configured by the XR device. /// - /// - /// + /// CommandBuffer on which to perform the mirror view draw. + /// Camera that has XR device connected to. 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a/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor.meta b/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor.meta new file mode 100644 index 00000000000..878224d66e2 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eda1e2b3d6595ed43b120dd269f7c3a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor/SamplesShowcaseEditor.cs b/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor/SamplesShowcaseEditor.cs new file mode 100644 index 00000000000..4d14cf9607f --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Samples~/Common/Scripts/Editor/SamplesShowcaseEditor.cs @@ -0,0 +1,369 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.Rendering; +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.UIElements.Experimental; +using System.Text.RegularExpressions; +using System.Text; +using System; +using System.Collections; +using System.Reflection; +using UnityEngine.Rendering; + +[InitializeOnLoad] +[CustomEditor(typeof(SamplesShowcase))] +public class SamplesShowcaseEditor : Editor +{ + private static readonly string UXMLPath = "SamplesSelectionUXML"; + public static readonly string[] supportedExtensions = {".shadergraph", ".vfx", ".cs", ".hlsl", ".shader", ".asset",".mat",".fbx"}; + + SerializedProperty currentIndex; + Color headlineColor; + Color openColor; + Color highlightColor; + Color codeColor; + + DropdownField dropdownField; + List choices; + + + int indexSelected; + + + private VisualElement requiredSettingsBox; + private Dictionary requiredSettingsVE = new Dictionary(); + + + private void OnEnable() + { + SamplesShowcase.OnUpdateSamplesInspector += UpdateSamplesInspector; + currentIndex = serializedObject.FindProperty("currentIndex"); + RenderPipelineManager.activeRenderPipelineCreated += UpdateRequiredSettingsDisplay; + } + + private void OnDisable() + { + RenderPipelineManager.activeRenderPipelineCreated -= UpdateRequiredSettingsDisplay; + SamplesShowcase.OnUpdateSamplesInspector -= UpdateSamplesInspector; + } + + public void UpdateSamplesInspector() + { + SamplesShowcase self; + try + { + self = (SamplesShowcase)target; + } + catch + { + return; + } + + if (dropdownField !=null && self != null) + { + dropdownField.value = choices[self.currentIndex]; //make sure samples description is updated from what the scene is showing, even during runtime input or inspector duplication + } + + } + + public override VisualElement CreateInspectorGUI() + { + var root = new VisualElement(); + var visualTree = Resources.Load(UXMLPath); + VisualElement inspectorUI = visualTree.CloneTree(); + root.Add(inspectorUI); + + var self = (SamplesShowcase)target; + + //colors + headlineColor = EditorGUIUtility.isProSkin ? self.headlineDarkColor : self.headlineLightColor; + openColor = EditorGUIUtility.isProSkin ? self.openDarkColor : self.openLightColor; + highlightColor = EditorGUIUtility.isProSkin ? self.highlightDarkColor : self.highlightLightColor; + codeColor = EditorGUIUtility.isProSkin ? self.codeDarkColor : self.codeLightColor; + root.Q