Ejemplo n.º 1
0
        // Only use mode11 of BC6H encoding
        /// <summary>
        /// Encode a Cubemap in BC6H.
        ///
        /// It will encode all faces and selected mips of the Cubemap.
        ///
        /// It uses only mode 11 of BC6H.
        /// </summary>
        /// <param name="cmb">Command buffer for execution</param>
        /// <param name="source">The source Cubemap</param>
        /// <param name="sourceSize">The size of the source Cubemap</param>
        /// <param name="target">The compressed texture.
        /// It must be a BC6H Cubemap or Cubemap array with the same size as the source Cubemap</param>
        /// <param name="fromMip">Starting mip to encode</param>
        /// <param name="toMip">Last mip to encode</param>
        /// <param name="targetArrayIndex">The index of the cubemap to store the compressed texture.
        ///
        /// Only relevant when target is a CubemapArray</param>
        public void EncodeFastCubemap(CommandBuffer cmb, RenderTargetIdentifier source, int sourceSize, RenderTargetIdentifier target, int fromMip, int toMip, int targetArrayIndex = 0)
        {
            var maxMip        = Mathf.Max(0, (int)(Mathf.Log(sourceSize) / Mathf.Log(2)) - 2);
            var actualFromMip = (int)Mathf.Clamp(fromMip, 0, maxMip);
            var actualToMip   = (int)Mathf.Min(maxMip, Mathf.Max(toMip, actualFromMip));

            // Convert TextureCube source to Texture2DArray
            var d = new RenderTextureDescriptor
            {
                autoGenerateMips  = false,
                bindMS            = false,
                colorFormat       = RenderTextureFormat.ARGBInt,
                depthBufferBits   = 0,
                dimension         = TextureDimension.Tex2DArray,
                enableRandomWrite = true,
                msaaSamples       = 1,
                volumeDepth       = 6,
                sRGB      = false,
                useMipMap = false,
            };

            cmb.SetComputeTextureParam(m_Shader, m_KEncodeFastCubemapMip, _Source, source);

            for (var mip = actualFromMip; mip <= actualToMip; ++mip)
            {
                var size = (sourceSize >> mip) >> 2;
                d.width  = size;
                d.height = size;
                cmb.GetTemporaryRT(__Tmp_RT[mip], d);
            }

            for (var mip = actualFromMip; mip <= actualToMip; ++mip)
            {
                var size = (sourceSize >> mip) >> 2;
                cmb.SetComputeTextureParam(m_Shader, m_KEncodeFastCubemapMip, _Target, __Tmp_RT[mip]);
                cmb.SetComputeIntParam(m_Shader, _MipIndex, mip);
                cmb.DispatchCompute(m_Shader, m_KEncodeFastCubemapMip, size, size, 6);
            }

            var startSlice = 6 * targetArrayIndex;

            for (var mip = actualFromMip; mip <= actualToMip; ++mip)
            {
                var rtMip = Mathf.Clamp(mip, actualFromMip, actualToMip);
                for (var faceId = 0; faceId < 6; ++faceId)
                {
                    cmb.CopyTexture(__Tmp_RT[rtMip], faceId, 0, target, startSlice + faceId, mip);
                }
            }

            for (var mip = actualFromMip; mip <= actualToMip; ++mip)
            {
                cmb.ReleaseTemporaryRT(__Tmp_RT[mip]);
            }
        }
Ejemplo n.º 2
0
 public void ApplyPartials(UnityEngine.Rendering.CommandBuffer commands)
 {
     Profiler.BeginSample("Copy partials to RT");
     for (int i = 0; i < UsedTextureCount; i++)
     {
         int columns = (i == UsedTextureCount - 1) ? UsedTextureLastSize : RAYS_PER_PARTIAL;
         commands.CopyTexture(
             Partials[i], 0, 0, 0, 0, Partials[i].width, columns,
             FinalTexture, 0, 0, 0, i * RAYS_PER_PARTIAL);
     }
     Profiler.EndSample();
 }