void DemandResize(RTHandle rth) { Assert.IsTrue(m_ResizeOnDemandRTs.Contains(rth), "The RTHandle is not an resize on demand handle in this RTHandleSystem. Please call SwitchToResizeOnDemand(rth, true) before resizing on demand."); // Grab the render texture var rt = rth.m_RT; rth.referenceSize = new Vector2Int(m_MaxWidths, m_MaxHeights); var scaledSize = rth.GetScaledSize(rth.referenceSize); scaledSize = Vector2Int.Max(Vector2Int.one, scaledSize); // Did the size change? var sizeChanged = rt.width != scaledSize.x || rt.height != scaledSize.y; // If this is an MSAA texture, did the sample count change? var msaaSampleChanged = rth.m_EnableMSAA && rt.antiAliasing != (int)m_ScaledRTCurrentMSAASamples; if (sizeChanged || msaaSampleChanged) { // Free this render texture rt.Release(); // Update the antialiasing count if (rth.m_EnableMSAA) { rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples; } // Update the size rt.width = scaledSize.x; rt.height = scaledSize.y; // Generate a new name rt.name = CoreUtils.GetRenderTargetAutoName( rt.width, rt.height, rt.volumeDepth, rt.graphicsFormat, rt.dimension, rth.m_Name, mips: rt.useMipMap, enableMSAA: rth.m_EnableMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples, dynamicRes: rt.useDynamicScale ); // Create the new texture rt.Create(); } }
void Resize(int width, int height, MSAASamples msaaSamples, bool sizeChanged, bool msaaSampleChanged) { m_MaxWidths = Math.Max(width, m_MaxWidths); m_MaxHeights = Math.Max(height, m_MaxHeights); m_ScaledRTCurrentMSAASamples = msaaSamples; var maxSize = new Vector2Int(m_MaxWidths, m_MaxHeights); Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count); m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray); for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i) { // Grab the RT Handle var rth = m_AutoSizedRTsArray[i]; // If we are only processing MSAA sample count change, make sure this RT is an MSAA one if (!sizeChanged && msaaSampleChanged && !rth.m_EnableMSAA) { continue; } // Force its new reference size rth.referenceSize = maxSize; // Grab the render texture var renderTexture = rth.m_RT; // Free the previous version renderTexture.Release(); // Get the scaled size var scaledSize = rth.GetScaledSize(maxSize); renderTexture.width = Mathf.Max(scaledSize.x, 1); renderTexture.height = Mathf.Max(scaledSize.y, 1); // If this is a msaa texture, make sure to update its msaa count if (rth.m_EnableMSAA) { renderTexture.antiAliasing = (int)m_ScaledRTCurrentMSAASamples; } // Regenerate the name renderTexture.name = CoreUtils.GetRenderTargetAutoName(renderTexture.width, renderTexture.height, renderTexture.volumeDepth, renderTexture.format, rth.m_Name, mips: renderTexture.useMipMap, enableMSAA: rth.m_EnableMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples); // Create the render texture renderTexture.Create(); } }
void Resize(int width, int height, bool sizeChanged) { m_MaxWidths = Math.Max(width, m_MaxWidths); m_MaxHeights = Math.Max(height, m_MaxHeights); var maxSize = new Vector2Int(m_MaxWidths, m_MaxHeights); Array.Resize(ref m_AutoSizedRTsArray, m_AutoSizedRTs.Count); m_AutoSizedRTs.CopyTo(m_AutoSizedRTsArray); for (int i = 0, c = m_AutoSizedRTsArray.Length; i < c; ++i) { // Grab the RT Handle var rth = m_AutoSizedRTsArray[i]; // Force its new reference size rth.referenceSize = maxSize; // Grab the render texture var renderTexture = rth.m_RT; // Free the previous version renderTexture.Release(); // Get the scaled size var scaledSize = rth.GetScaledSize(maxSize); renderTexture.width = Mathf.Max(scaledSize.x, 1); renderTexture.height = Mathf.Max(scaledSize.y, 1); // Regenerate the name renderTexture.name = CoreUtils.GetRenderTargetAutoName(renderTexture.width, renderTexture.height, renderTexture.volumeDepth, renderTexture.graphicsFormat, renderTexture.dimension, rth.m_Name, mips: renderTexture.useMipMap, enableMSAA: rth.m_EnableMSAA, msaaSamples: (MSAASamples)renderTexture.antiAliasing, dynamicRes: renderTexture.useDynamicScale); // Create the render texture renderTexture.Create(); } }
// Internal function RTHandle AllocAutoSizedRenderTexture( int width, int height, int slices, DepthBits depthBufferBits, GraphicsFormat colorFormat, FilterMode filterMode, TextureWrapMode wrapMode, TextureDimension dimension, bool enableRandomWrite, bool useMipMap, bool autoGenerateMips, bool isShadowMap, int anisoLevel, float mipMapBias, bool enableMSAA, bool bindTextureMS, bool useDynamicScale, RenderTextureMemoryless memoryless, string name ) { // Here user made a mistake in setting up msaa/bindMS, hence the warning if (!enableMSAA && bindTextureMS == true) { Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); bindTextureMS = false; } bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false; // Here we purposefully disable MSAA so we just force the bindMS param to false. if (!allocForMSAA) { bindTextureMS = false; } // MSAA Does not support random read/write. bool UAV = enableRandomWrite; if (allocForMSAA && (UAV == true)) { Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'."); UAV = false; } int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1; // We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats RenderTexture rt; if (isShadowMap || depthBufferBits != DepthBits.None) { RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth; GraphicsFormat stencilFormat = isShadowMap ? GraphicsFormat.None : GraphicsFormat.R8_UInt; rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.HideAndDontSave, volumeDepth = slices, filterMode = filterMode, wrapMode = wrapMode, dimension = dimension, enableRandomWrite = UAV, useMipMap = useMipMap, autoGenerateMips = autoGenerateMips, anisoLevel = anisoLevel, mipMapBias = mipMapBias, antiAliasing = msaaSamples, bindTextureMS = bindTextureMS, useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale, memorylessMode = memoryless, stencilFormat = stencilFormat, name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples) }; } else { rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat) { hideFlags = HideFlags.HideAndDontSave, volumeDepth = slices, filterMode = filterMode, wrapMode = wrapMode, dimension = dimension, enableRandomWrite = UAV, useMipMap = useMipMap, autoGenerateMips = autoGenerateMips, anisoLevel = anisoLevel, mipMapBias = mipMapBias, antiAliasing = msaaSamples, bindTextureMS = bindTextureMS, useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale, memorylessMode = memoryless, name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: allocForMSAA, msaaSamples: m_ScaledRTCurrentMSAASamples) }; } rt.Create(); var rth = new RTHandle(this); rth.SetRenderTexture(rt); rth.m_EnableMSAA = enableMSAA; rth.m_EnableRandomWrite = enableRandomWrite; rth.useScaling = true; rth.m_EnableHWDynamicScale = useDynamicScale; rth.m_Name = name; m_AutoSizedRTs.Add(rth); return(rth); }
/// <summary> /// Allocate a new fixed sized RTHandle. /// </summary> /// <param name="width">With of the RTHandle.</param> /// <param name="height">Heigh of the RTHandle.</param> /// <param name="slices">Number of slices of the RTHandle.</param> /// <param name="depthBufferBits">Bit depths of a depth buffer.</param> /// <param name="colorFormat">GraphicsFormat of a color buffer.</param> /// <param name="filterMode">Filtering mode of the RTHandle.</param> /// <param name="wrapMode">Addressing mode of the RTHandle.</param> /// <param name="dimension">Texture dimension of the RTHandle.</param> /// <param name="enableRandomWrite">Set to true to enable UAV random read writes on the texture.</param> /// <param name="useMipMap">Set to true if the texture should have mipmaps.</param> /// <param name="autoGenerateMips">Set to true to automatically generate mipmaps.</param> /// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param> /// <param name="anisoLevel">Anisotropic filtering level.</param> /// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param> /// <param name="msaaSamples">Number of MSAA samples for the RTHandle.</param> /// <param name="bindTextureMS">Set to true if the texture needs to be bound as a multisampled texture in the shader.</param> /// <param name="useDynamicScale">Set to true to use hardware dynamic scaling.</param> /// <param name="memoryless">Use this property to set the render texture memoryless modes.</param> /// <param name="name">Name of the RTHandle.</param> /// <returns></returns> public RTHandle Alloc( int width, int height, int slices = 1, DepthBits depthBufferBits = DepthBits.None, GraphicsFormat colorFormat = GraphicsFormat.R8G8B8A8_SRGB, FilterMode filterMode = FilterMode.Point, TextureWrapMode wrapMode = TextureWrapMode.Repeat, TextureDimension dimension = TextureDimension.Tex2D, bool enableRandomWrite = false, bool useMipMap = false, bool autoGenerateMips = true, bool isShadowMap = false, int anisoLevel = 1, float mipMapBias = 0f, MSAASamples msaaSamples = MSAASamples.None, bool bindTextureMS = false, bool useDynamicScale = false, RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, string name = "" ) { bool enableMSAA = msaaSamples != MSAASamples.None; if (!enableMSAA && bindTextureMS == true) { Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); bindTextureMS = false; } // We need to handle this in an explicit way since GraphicsFormat does not expose depth formats. TODO: Get rid of this branch once GraphicsFormat'll expose depth related formats RenderTexture rt; if (isShadowMap || depthBufferBits != DepthBits.None) { RenderTextureFormat format = isShadowMap ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth; rt = new RenderTexture(width, height, (int)depthBufferBits, format, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.HideAndDontSave, volumeDepth = slices, filterMode = filterMode, wrapMode = wrapMode, dimension = dimension, enableRandomWrite = enableRandomWrite, useMipMap = useMipMap, autoGenerateMips = autoGenerateMips, anisoLevel = anisoLevel, mipMapBias = mipMapBias, antiAliasing = (int)msaaSamples, bindTextureMS = bindTextureMS, useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale, memorylessMode = memoryless, name = CoreUtils.GetRenderTargetAutoName(width, height, slices, format, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples) }; } else { rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat) { hideFlags = HideFlags.HideAndDontSave, volumeDepth = slices, filterMode = filterMode, wrapMode = wrapMode, dimension = dimension, enableRandomWrite = enableRandomWrite, useMipMap = useMipMap, autoGenerateMips = autoGenerateMips, anisoLevel = anisoLevel, mipMapBias = mipMapBias, antiAliasing = (int)msaaSamples, bindTextureMS = bindTextureMS, useDynamicScale = m_HardwareDynamicResRequested && useDynamicScale, memorylessMode = memoryless, name = CoreUtils.GetRenderTargetAutoName(width, height, slices, GraphicsFormatUtility.GetRenderTextureFormat(colorFormat), name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples) }; } rt.Create(); var newRT = new RTHandle(this); newRT.SetRenderTexture(rt); newRT.useScaling = false; newRT.m_EnableRandomWrite = enableRandomWrite; newRT.m_EnableMSAA = enableMSAA; newRT.m_EnableHWDynamicScale = useDynamicScale; newRT.m_Name = name; newRT.referenceSize = new Vector2Int(width, height); return(newRT); }