protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { currentFrameCamera.Clear(); PipelineCamera.InitializeDict(); foreach (var cam in cameras) { CameraSetting csg; ulong pipelineCamPtr; if (!PipelineCamera.CameraSearchDict.Get(cam.gameObject.GetInstanceID(), out pipelineCamPtr)) { if (!cam.TryGetComponent(out csg.pipeCam)) { #if UNITY_EDITOR if (cam.cameraType == CameraType.SceneView) { csg.isRenderingEditor = true; var pos = cam.transform.eulerAngles; pos.z = 0; cam.transform.eulerAngles = pos; if (!Camera.main || !(csg.pipeCam = Camera.main.GetComponent <PipelineCamera>())) { continue; } } else if (cam.cameraType == CameraType.Game) { csg.isRenderingEditor = false; csg.pipeCam = cam.gameObject.AddComponent <PipelineCamera>(); } else { continue; } #else csg.isRenderingEditor = false; csg.pipeCam = cam.gameObject.AddComponent <PipelineCamera>(); #endif } else { csg.isRenderingEditor = false; csg.pipeCam.AddToDict(); } } else { csg.isRenderingEditor = false; csg.pipeCam = MUnsafeUtility.GetObject <PipelineCamera>((void *)pipelineCamPtr); } csg.cam = cam; csg.pipeCam.cam = cam; csg.pipeCam.BeforeFrameRendering(); currentFrameCamera.Add(csg); } bool *propertyCheckedFlags = stackalloc bool[resources.allEvents.Length]; bool needSubmit = false; CustomDrawRequest.Initialize(); UnsafeUtility.MemClear(propertyCheckedFlags, resources.allEvents.Length); SceneController.SetState(); data.context = renderContext; data.resources = resources; if (motionVectorMatricesBuffer == null || !motionVectorMatricesBuffer.IsValid()) { motionVectorMatricesBuffer = new ComputeBuffer(MotionVectorDrawer.Capacity, sizeof(float3x4)); } else if (motionVectorMatricesBuffer.count < MotionVectorDrawer.Capacity) { motionVectorMatricesBuffer.Dispose(); motionVectorMatricesBuffer = new ComputeBuffer(MotionVectorDrawer.Capacity, sizeof(float3x4)); } MotionVectorDrawer.ExecuteBeforeFrame(motionVectorMatricesBuffer); data.buffer.SetGlobalBuffer(ShaderIDs._LastFrameModel, motionVectorMatricesBuffer); #if UNITY_EDITOR int tempID = Shader.PropertyToID("_TempRT"); foreach (var pair in bakeList) { PipelineCamera pipelineCam = pair.pipelineCamera; for (int i = 0; i < pair.worldToCamera.Length; ++i) { pipelineCam.cam.worldToCameraMatrix = pair.worldToCamera[i]; pipelineCam.cam.projectionMatrix = pair.projection[i]; pipelineCam.cameraTarget = tempID; data.buffer.GetTemporaryRT(tempID, pair.texArray.width, pair.texArray.height, pair.texArray.depth, FilterMode.Point, pair.texArray.format, RenderTextureReadWrite.Linear); Render(pipelineCam, ref renderContext, pipelineCam.cam, propertyCheckedFlags); data.buffer.CopyTexture(tempID, 0, 0, pair.texArray, i, 0); data.buffer.ReleaseTemporaryRT(tempID); data.ExecuteCommandBuffer(); renderContext.Submit(); needSubmit = false; } pair.worldToCamera.Dispose(); pair.projection.Dispose(); renderContext.ExecuteCommandBuffer(pair.buffer); pair.buffer.Clear(); renderContext.Submit(); needSubmit = false; } bakeList.Clear(); #endif foreach (var cam in preFrameRenderCamera) { Render(cam, ref renderContext, cam.cam, propertyCheckedFlags); data.ExecuteCommandBuffer(); renderContext.Submit(); needSubmit = false; } preFrameRenderCamera.Clear(); if (CustomDrawRequest.allEvents.Count > 0 || JobProcessEvent.allEvents.Count > 0) { foreach (var i in CustomDrawRequest.allEvents) { i.PrepareJob(resources); } foreach (var i in JobProcessEvent.allEvents) { i.PrepareJob(); } JobHandle.ScheduleBatchedJobs(); foreach (var i in CustomDrawRequest.allEvents) { i.FinishJob(); } foreach (var i in JobProcessEvent.allEvents) { i.FinishJob(); } } if (Application.isPlaying && resources.clusterResources) { resources.clusterResources.UpdateData(data.buffer, resources); } resources.loadingThread.Update(); if (useBeforeFrameBuffer) { renderContext.ExecuteCommandBuffer(m_beforeFrameBuffer); m_beforeFrameBuffer.Clear(); needSubmit = true; useBeforeFrameBuffer = false; } if (iRunnableObjects.isCreated) { foreach (var i in iRunnableObjects) { IPipelineRunnable func = MUnsafeUtility.GetObject <IPipelineRunnable>((void *)i.value); func.PipelineUpdate(ref data); } } if (cameras.Length > 0) { data.buffer.SetGlobalVector(ShaderIDs._SceneOffset, new float4(sceneOffset, 1)); } foreach (var cam in currentFrameCamera) { renderingEditor = cam.isRenderingEditor; Render(cam.pipeCam, ref renderContext, cam.cam, propertyCheckedFlags); data.ExecuteCommandBuffer(); #if UNITY_EDITOR if (renderingEditor) { renderContext.DrawGizmos(cam.cam, GizmoSubset.PostImageEffects); ScriptableRenderContext.EmitWorldGeometryForSceneView(cam.cam); } #endif renderContext.Submit(); needSubmit = false; } if (useAfterFrameBuffer) { renderContext.ExecuteCommandBuffer(m_afterFrameBuffer); m_afterFrameBuffer.Clear(); needSubmit = true; useAfterFrameBuffer = false; } if (needSubmit) { renderContext.Submit(); } MotionVectorDrawer.ExecuteAfterFrame(); sceneOffset = 0; foreach (var cam in currentFrameCamera) { cam.pipeCam.cam = cam.cam; cam.pipeCam.AfterFrameRendering(); } }
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { bool *propertyCheckedFlags = stackalloc bool[resources.allEvents.Length]; bool needSubmit = false; CustomDrawRequest.Initialize(); UnsafeUtility.MemClear(propertyCheckedFlags, resources.allEvents.Length); GraphicsSettings.useScriptableRenderPipelineBatching = resources.useSRPBatcher; SceneController.SetState(); data.context = renderContext; data.resources = resources; if (motionVectorMatricesBuffer == null || !motionVectorMatricesBuffer.IsValid()) { motionVectorMatricesBuffer = new ComputeBuffer(MotionVectorDrawer.Capacity, sizeof(float3x4)); } else if (motionVectorMatricesBuffer.count < MotionVectorDrawer.Capacity) { motionVectorMatricesBuffer.Dispose(); motionVectorMatricesBuffer = new ComputeBuffer(MotionVectorDrawer.Capacity, sizeof(float3x4)); } MotionVectorDrawer.ExecuteBeforeFrame(motionVectorMatricesBuffer); data.buffer.SetGlobalBuffer(ShaderIDs._LastFrameModel, motionVectorMatricesBuffer); #if UNITY_EDITOR int tempID = Shader.PropertyToID("_TempRT"); foreach (var pair in bakeList) { PipelineCamera pipelineCam = pair.pipelineCamera; for (int i = 0; i < pair.worldToCamera.Length; ++i) { pipelineCam.cam.worldToCameraMatrix = pair.worldToCamera[i]; pipelineCam.cam.projectionMatrix = pair.projection[i]; pipelineCam.cameraTarget = tempID; data.buffer.GetTemporaryRT(tempID, pair.texArray.width, pair.texArray.height, pair.texArray.depth, FilterMode.Point, pair.texArray.format, RenderTextureReadWrite.Linear); Render(pipelineCam, ref renderContext, pipelineCam.cam, propertyCheckedFlags); data.buffer.CopyTexture(tempID, 0, 0, pair.texArray, i, 0); data.buffer.ReleaseTemporaryRT(tempID); data.ExecuteCommandBuffer(); renderContext.Submit(); needSubmit = false; } pair.worldToCamera.Dispose(); pair.projection.Dispose(); renderContext.ExecuteCommandBuffer(pair.buffer); pair.buffer.Clear(); renderContext.Submit(); needSubmit = false; } bakeList.Clear(); #endif foreach (var cam in preFrameRenderCamera) { Render(cam, ref renderContext, cam.cam, propertyCheckedFlags); data.ExecuteCommandBuffer(); renderContext.Submit(); needSubmit = false; } preFrameRenderCamera.Clear(); if (CustomDrawRequest.allEvents.Count > 0 || JobProcessEvent.allEvents.Count > 0) { foreach (var i in CustomDrawRequest.allEvents) { i.PrepareJob(resources); } foreach (var i in JobProcessEvent.allEvents) { i.PrepareJob(); } JobHandle.ScheduleBatchedJobs(); foreach (var i in CustomDrawRequest.allEvents) { i.FinishJob(); } } if (useBeforeFrameBuffer) { renderContext.ExecuteCommandBuffer(m_beforeFrameBuffer); m_beforeFrameBuffer.Clear(); needSubmit = true; useBeforeFrameBuffer = false; } foreach (var cam in cameras) { PipelineCamera pipelineCam = cam.GetComponent <PipelineCamera>(); if (!pipelineCam) { #if UNITY_EDITOR if (cam.cameraType == CameraType.SceneView) { renderingEditor = true; var pos = cam.transform.eulerAngles; pos.z = 0; cam.transform.eulerAngles = pos; if (!Camera.main || !(pipelineCam = Camera.main.GetComponent <PipelineCamera>())) { continue; } } else if (cam.cameraType == CameraType.Game) { renderingEditor = false; pipelineCam = cam.gameObject.AddComponent <PipelineCamera>(); } else { continue; } #else renderingEditor = false; pipelineCam = cam.gameObject.AddComponent <PipelineCamera>(); #endif } else { renderingEditor = false; } Render(pipelineCam, ref renderContext, cam, propertyCheckedFlags); data.ExecuteCommandBuffer(); #if UNITY_EDITOR if (renderingEditor) { renderContext.DrawGizmos(cam, GizmoSubset.PostImageEffects); } #endif renderContext.Submit(); needSubmit = false; } if (useAfterFrameBuffer) { renderContext.ExecuteCommandBuffer(m_afterFrameBuffer); m_afterFrameBuffer.Clear(); needSubmit = true; useAfterFrameBuffer = false; } if (needSubmit) { renderContext.Submit(); } MotionVectorDrawer.ExecuteAfterFrame(); foreach (var i in JobProcessEvent.allEvents) { i.FinishJob(); } }