internal void ExecuteNativeRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass, CameraData cameraData, ref RenderingData renderingData)
        {
            using (new ProfilingScope(null, Profiling.execute))
            {
                int     currentPassIndex       = renderPass.renderPassQueueIndex;
                Hash128 currentPassHash        = m_PassIndexToPassHash[currentPassIndex];
                int[]   currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash];

                int validColorBuffersCount = m_RenderPassesAttachmentCount[currentPassHash];

                bool isLastPass = renderPass.isLastPass;
                // TODO: review the lastPassToBB logic to mak it work with merged passes
                // keep track if this is the current camera's last pass and the RT is the backbuffer (BuiltinRenderTextureType.CameraTarget)
                bool isLastPassToBB = isLastPass && (m_ActiveColorAttachmentDescriptors[0].loadStoreTarget ==
                                                     BuiltinRenderTextureType.CameraTarget);
                var  depthOnly = renderPass.depthOnly || (cameraData.targetTexture != null && cameraData.targetTexture.graphicsFormat == GraphicsFormat.DepthAuto);
                bool useDepth  = depthOnly || (!renderPass.overrideCameraTarget || (renderPass.overrideCameraTarget && renderPass.depthAttachment != BuiltinRenderTextureType.CameraTarget)) &&
                                 (!(isLastPassToBB || (isLastPass && cameraData.camera.targetTexture != null)));

                var attachments =
                    new NativeArray <AttachmentDescriptor>(useDepth && !depthOnly ? validColorBuffersCount + 1 : 1,
                                                           Allocator.Temp);

                for (int i = 0; i < validColorBuffersCount; ++i)
                {
                    attachments[i] = m_ActiveColorAttachmentDescriptors[i];
                }

                if (useDepth && !depthOnly)
                {
                    attachments[validColorBuffersCount] = m_ActiveDepthAttachmentDescriptor;
                }

                var rpDesc = InitializeRenderPassDescriptor(cameraData, renderPass);

                int validPassCount = GetValidPassIndexCount(currentMergeablePasses);

                var attachmentIndicesCount = GetSubPassAttachmentIndicesCount(renderPass);

                var attachmentIndices = new NativeArray <int>(!depthOnly ? (int)attachmentIndicesCount : 0, Allocator.Temp);
                if (!depthOnly)
                {
                    for (int i = 0; i < attachmentIndicesCount; ++i)
                    {
                        attachmentIndices[i] = renderPass.m_InputAttachmentIndices[i];
                    }
                }

                if (validPassCount == 1 || currentMergeablePasses[0] == currentPassIndex) // Check if it's the first pass
                {
                    context.BeginRenderPass(rpDesc.w, rpDesc.h, Math.Max(rpDesc.samples, 1), attachments,
                                            useDepth ? (!depthOnly ? validColorBuffersCount : 0) : -1);
                    attachments.Dispose();

                    context.BeginSubPass(attachmentIndices);

                    m_LastBeginSubpassPassIndex = currentPassIndex;
                }
                else
                {
                    if (!AreAttachmentIndicesCompatible(m_ActiveRenderPassQueue[m_LastBeginSubpassPassIndex], m_ActiveRenderPassQueue[currentPassIndex]))
                    {
                        context.EndSubPass();
                        context.BeginSubPass(attachmentIndices);

                        m_LastBeginSubpassPassIndex = currentPassIndex;
                    }
                }

                attachmentIndices.Dispose();

                renderPass.Execute(context, ref renderingData);

                if (validPassCount == 1 || currentMergeablePasses[validPassCount - 1] == currentPassIndex) // Check if it's the last pass
                {
                    context.EndSubPass();
                    context.EndRenderPass();

                    m_LastBeginSubpassPassIndex = 0;
                }

                for (int i = 0; i < m_ActiveColorAttachmentDescriptors.Length; ++i)
                {
                    m_ActiveColorAttachmentDescriptors[i] = RenderingUtils.emptyAttachment;
                }

                m_ActiveDepthAttachmentDescriptor = RenderingUtils.emptyAttachment;
            }
        }
示例#2
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        internal void ExecuteNativeRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass, CameraData cameraData, ref RenderingData renderingData)
        {
            using (new ProfilingScope(null, Profiling.execute))
            {
                int     currentPassIndex       = renderPass.renderPassQueueIndex;
                Hash128 currentPassHash        = m_PassIndexToPassHash[currentPassIndex];
                int[]   currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash];

                int validColorBuffersCount = m_RenderPassesAttachmentCount[currentPassHash];

                var  depthOnly = (renderPass.colorAttachmentHandle.rt != null && IsDepthOnlyRenderTexture(renderPass.colorAttachmentHandle.rt)) || (cameraData.targetTexture != null && IsDepthOnlyRenderTexture(cameraData.targetTexture));
                bool useDepth  = depthOnly || (!renderPass.overrideCameraTarget || (renderPass.overrideCameraTarget && renderPass.depthAttachmentHandle.nameID != BuiltinRenderTextureType.CameraTarget));// &&

                var attachments =
                    new NativeArray <AttachmentDescriptor>(useDepth && !depthOnly ? validColorBuffersCount + 1 : 1, Allocator.Temp);

                for (int i = 0; i < validColorBuffersCount; ++i)
                {
                    attachments[i] = m_ActiveColorAttachmentDescriptors[i];
                }

                if (useDepth && !depthOnly)
                {
                    attachments[validColorBuffersCount] = m_ActiveDepthAttachmentDescriptor;
                }

                var rpDesc = InitializeRenderPassDescriptor(cameraData, renderPass);

                int validPassCount = GetValidPassIndexCount(currentMergeablePasses);

                var attachmentIndicesCount = GetSubPassAttachmentIndicesCount(renderPass);

                var attachmentIndices = new NativeArray <int>(!depthOnly ? (int)attachmentIndicesCount : 0, Allocator.Temp);
                if (!depthOnly)
                {
                    for (int i = 0; i < attachmentIndicesCount; ++i)
                    {
                        attachmentIndices[i] = renderPass.m_ColorAttachmentIndices[i];
                    }
                }

                if (validPassCount == 1 || currentMergeablePasses[0] == currentPassIndex) // Check if it's the first pass
                {
                    if (PassHasInputAttachments(renderPass))
                    {
                        Debug.LogWarning("First pass in a RenderPass should not have input attachments.");
                    }

                    context.BeginRenderPass(rpDesc.w, rpDesc.h, Math.Max(rpDesc.samples, 1), attachments,
                                            useDepth ? (!depthOnly ? validColorBuffersCount : 0) : -1);
                    attachments.Dispose();

                    context.BeginSubPass(attachmentIndices);

                    m_LastBeginSubpassPassIndex = currentPassIndex;
                }
                else
                {
                    // Regarding input attachments, currently we always recreate a new subpass if it contains input attachments
                    // This might not the most optimal way though and it should be investigated in the future
                    // Whether merging subpasses with matching input attachments is a more viable option
                    if (!AreAttachmentIndicesCompatible(m_ActiveRenderPassQueue[m_LastBeginSubpassPassIndex], m_ActiveRenderPassQueue[currentPassIndex]))
                    {
                        context.EndSubPass();
                        if (PassHasInputAttachments(m_ActiveRenderPassQueue[currentPassIndex]))
                        {
                            context.BeginSubPass(attachmentIndices, m_ActiveRenderPassQueue[currentPassIndex].m_InputAttachmentIndices);
                        }
                        else
                        {
                            context.BeginSubPass(attachmentIndices);
                        }

                        m_LastBeginSubpassPassIndex = currentPassIndex;
                    }
                    else if (PassHasInputAttachments(m_ActiveRenderPassQueue[currentPassIndex]))
                    {
                        context.EndSubPass();
                        context.BeginSubPass(attachmentIndices, m_ActiveRenderPassQueue[currentPassIndex].m_InputAttachmentIndices);

                        m_LastBeginSubpassPassIndex = currentPassIndex;
                    }
                }

                attachmentIndices.Dispose();

                renderPass.Execute(context, ref renderingData);

                if (validPassCount == 1 || currentMergeablePasses[validPassCount - 1] == currentPassIndex) // Check if it's the last pass
                {
                    context.EndSubPass();
                    context.EndRenderPass();

                    m_LastBeginSubpassPassIndex = 0;
                }

                for (int i = 0; i < m_ActiveColorAttachmentDescriptors.Length; ++i)
                {
                    m_ActiveColorAttachmentDescriptors[i] = RenderingUtils.emptyAttachment;
                    m_IsActiveColorAttachmentTransient[i] = false;
                }

                m_ActiveDepthAttachmentDescriptor = RenderingUtils.emptyAttachment;
            }
        }
    private void DeferedRender(ScriptableRenderContext context, Camera camera, ref CullingResults cullingResult)
    {
        var albedo    = new AttachmentDescriptor(RenderTextureFormat.ARGB32);
        var specRough = new AttachmentDescriptor(RenderTextureFormat.ARGB32);
        var normal    = new AttachmentDescriptor(RenderTextureFormat.ARGB2101010);
        var emission  = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf);
        var depth     = new AttachmentDescriptor(RenderTextureFormat.Depth);

        emission.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0);
        depth.ConfigureClear(new Color(), 1.0f, 0);

        NativeArray <AttachmentDescriptor> colorAttachments = new NativeArray <AttachmentDescriptor>(5, Allocator.Temp);

        colorAttachments[depthIndex]     = depth;
        colorAttachments[specRoughIndex] = specRough;
        colorAttachments[normalIndex]    = normal;
        colorAttachments[emissionIndex]  = emission;
        colorAttachments[albedoIndex]    = albedo;


        albedo.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, false, true);

        context.BeginRenderPass(camera.pixelWidth, camera.pixelHeight, 1, colorAttachments, depthIndex);

        colorAttachments.Dispose();

        var gbufferColors = new NativeArray <int>(4, Allocator.Temp);

        gbufferColors[0] = albedoIndex;
        gbufferColors[1] = specRoughIndex;
        gbufferColors[2] = normalIndex;
        gbufferColors[3] = emissionIndex;


        //G-Buffer Pass
        context.BeginSubPass(gbufferColors);
        gbufferColors.Dispose();

        RenderGBuffer(context, camera, ref cullingResult);

        context.EndSubPass();

        var lightingColors = new NativeArray <int>(1, Allocator.Temp);

        lightingColors[0] = albedoIndex;
        var lightingInputs = new NativeArray <int>(4, Allocator.Temp);

        lightingInputs[0] = emissionIndex;
        lightingInputs[1] = specRoughIndex;
        lightingInputs[2] = normalIndex;
        lightingInputs[3] = depthIndex;
        //Lightning Pass.
        context.BeginSubPass(lightingColors, lightingInputs, true);

        lightingInputs.Dispose();
        lightingColors.Dispose();

        RenderLights(context, camera, ref cullingResult);


        context.EndSubPass();


        context.EndRenderPass();
    }