using System; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal.Internal { /// /// Copy the given depth buffer into the given destination depth buffer. /// /// You can use this pass to copy a depth buffer to a destination, /// so you can use it later in rendering. If the source texture has MSAA /// enabled, the pass uses a custom MSAA resolve. If the source texture /// does not have MSAA enabled, the pass uses a Blit or a Copy Texture /// operation, depending on what the current platform supports. /// public class CopyDepthToHiZPass : ScriptableRenderPass { private static int computeParamID = Shader.PropertyToID("data1"); private static int computeParam2ID = Shader.PropertyToID("data2"); private static int computeMipSourceID = Shader.PropertyToID("_MipSource"); private static int computeMipDestID = Shader.PropertyToID("_MipDest"); private static int computeMipDest2ID = Shader.PropertyToID("_MipDest2"); private RenderTargetHandle source { get; set; } private RenderTargetHandle destination { get; set; } internal bool AllocateRT { get; set; } internal int MssaSamples { get; set; } private int mipLevels; private bool isArray; private bool requiresMinMax; Material m_CopyDepthToColorMaterial; public static ComputeShader m_HiZMipCompute; private GlobalKeyword m_StereoArrayKW; private LocalKeyword m_SRVSourceKW; private LocalKeyword m_MinMaxKW; public CopyDepthToHiZPass(RenderPassEvent evt, Material copyDepthToColorMaterial) { base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass)); AllocateRT = true; m_CopyDepthToColorMaterial = copyDepthToColorMaterial; renderPassEvent = evt; } /// /// Configure the pass with the source and destination to execute on. /// /// Source Render Target /// Destination Render Targt public void Setup(RenderTargetHandle source, RenderTargetHandle destination, bool requiresMinMax) { this.source = source; this.destination = destination; this.AllocateRT = true;// !destination.HasInternalRenderTargetId(); this.MssaSamples = -1; this.requiresMinMax = requiresMinMax; } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var descriptor = renderingData.cameraData.cameraTargetDescriptor; descriptor.colorFormat = requiresMinMax ? RenderTextureFormat.RGHalf : RenderTextureFormat.RHalf; descriptor.width /= 2; descriptor.height /= 2; descriptor.depthBufferBits = 0; descriptor.msaaSamples = 1; descriptor.useMipMap = true; descriptor.autoGenerateMips = false; descriptor.sRGB = false; descriptor.enableRandomWrite = true; mipLevels = Mathf.FloorToInt( Mathf.Max( Mathf.Log(descriptor.width, 2), Mathf.Log(descriptor.height, 2) ) ) + 1; isArray = descriptor.dimension == TextureDimension.Tex2DArray; if (this.AllocateRT) cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point); // On Metal iOS, prevent camera attachments to be bound and cleared during this pass. ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, descriptor.width, descriptor.height, descriptor.msaaSamples, false); ConfigureClear(ClearFlag.None, Color.black); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_CopyDepthToColorMaterial == null) { Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthToColorMaterial, GetType().Name); return; } CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.HiZPrepass))) { /* int cameraSamples = 0; if (MssaSamples == -1) { RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor; cameraSamples = descriptor.msaaSamples; } else cameraSamples = MssaSamples; // When auto resolve is supported or multisampled texture is not supported, set camera samples to 1 if (SystemInfo.supportsMultisampleAutoResolve || SystemInfo.supportsMultisampledTextures == 0) cameraSamples = 1; cameraSamples = 1; CameraData cameraData = renderingData.cameraData; switch (cameraSamples) { case 8: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; case 4: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; case 2: cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; // MSAA disabled, auto resolve supported or ms textures not supported default: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; } cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier()); #if ENABLE_VR && ENABLE_XR_MODULE // XR uses procedural draw instead of cmd.blit or cmd.DrawFullScreenMesh if (renderingData.cameraData.xr.enabled) { // XR flip logic is not the same as non-XR case because XR uses draw procedure // and draw procedure does not need to take projection matrix yflip into account // We y-flip if // 1) we are bliting from render texture to back buffer and // 2) renderTexture starts UV at top // XRTODO: handle scalebias and scalebiasRt for src and dst separately bool isRenderToBackBufferTarget = destination.Identifier() == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture; bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop; float flipSign = (yflip) ? -1.0f : 1.0f; Vector4 scaleBiasRt = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt); cmd.DrawProcedural(Matrix4x4.identity, m_CopyDepthToColorMaterial, 0, MeshTopology.Quads, 4); } else #endif { // Blit has logic to flip projection matrix when rendering to render texture. // Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x // If you replace this Blit with a Draw* that sets projection matrix double check // to also update shader. // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias // scaleBias.w = unused // In game view final target acts as back buffer were target is not flipped bool isGameViewFinalTarget = (cameraData.cameraType == CameraType.Game && destination == RenderTargetHandle.CameraTarget); bool yflip = (cameraData.IsCameraProjectionMatrixFlipped()) && !isGameViewFinalTarget; float flipSign = yflip ? -1.0f : 1.0f; Vector4 scaleBiasRt = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthToColorMaterial); } */ int width = renderingData.cameraData.cameraTargetDescriptor.width; int height = renderingData.cameraData.cameraTargetDescriptor.height; int[] widthHeight = new int[4]; int[] data2 = new int[4]; widthHeight[0] = width; widthHeight[1] = height; int highestMip = mipLevels - 1; int i = 0; int slices = 1; if (m_SRVSourceKW == null) { m_SRVSourceKW = new LocalKeyword(m_HiZMipCompute, "SRV_SOURCE"); } m_MinMaxKW = new LocalKeyword(m_HiZMipCompute, "MIN_AND_MAX"); if (requiresMinMax) { cmd.EnableKeyword(m_HiZMipCompute, m_MinMaxKW); } else { cmd.DisableKeyword(m_HiZMipCompute, m_MinMaxKW); } //if (m_StereoArrayKW == null) //{ //m_StereoArrayKW = new GlobalKeyword("STEREO_INSTANCING_ON"); //} #if ENABLE_VR && ENABLE_XR_MODULE if (renderingData.cameraData.xr.enabled) { slices = 2; } #else cmd.DisableKeyword(m_HiZMipCompute, m_StereoArrayKW); #endif do { widthHeight[2] = width >> (i); widthHeight[3] = height >> (i); widthHeight[0] = width >> (i + 1); widthHeight[0] = widthHeight[0] == 0 ? 1 : widthHeight[0]; widthHeight[1] = height >> (i + 1); widthHeight[1] = widthHeight[1] == 0 ? 1 : widthHeight[1]; int UOdd = (widthHeight[2] & 1) != 0 ? 1 : 0; int VOdd = (widthHeight[3] & 1) != 0 ? 1 : 0; int UOdd2 = (widthHeight[0] & 1) != 0 ? 1 : 0; int VOdd2 = (widthHeight[1] & 1) != 0 ? 1 : 0; RenderTargetIdentifier src; RenderTargetIdentifier dst; bool inputSRV = false; if (i == 0) { cmd.EnableKeyword(m_HiZMipCompute, m_SRVSourceKW); src = source.Identifier(); dst = destination.Identifier(); inputSRV = true; } else { //if (inputSRV == false) //{ cmd.DisableKeyword(m_HiZMipCompute, m_SRVSourceKW); //} src = destination.Identifier(); dst = destination.Identifier(); inputSRV = false; } if (UOdd == 1 || VOdd == 1) { data2[1] = UOdd; data2[2] = VOdd; data2[3] = UOdd & VOdd; DispatchOdd(ref cmd, src, dst, widthHeight, data2, i - 1, slices, inputSRV); i++; } else if (UOdd2 == 1 || VOdd2 == 1) { //Debug.Log(string.Format("{0} x {1} is odd?", widthHeight[0], widthHeight[1])); DispatchEvenSingle(ref cmd, src, dst, widthHeight, data2, i - 1, slices, inputSRV); i++; } else { int processLevels = Mathf.Min(mipLevels - i - 1, 2); data2[0] = processLevels; DispatchEvenMultiLevel(ref cmd, src, dst, widthHeight, data2, i - 1, slices, inputSRV); i += 2; } } while (i <= highestMip); /* Old method for passing mip dimension info to shaders, * Precalculates the ratios of each mip to mip 0. This isn't * ideal as it takes up way too many registers. Better to just * calculate mip 0 dimension / exp2(mipLevel) Vector4[] mipDims = new Vector4[15]; float mip0Width = (float)(width >> 1); float mip0Height = (float)(height >> 1); for (int j = 0; j < mipLevels; j++) { mipDims[j] = new Vector4(); mipDims[j].x = (float)Mathf.Max(width >> j+1, 1); mipDims[j].y = (float)Mathf.Max(height >> j+1, 1); mipDims[j].z = mip0Width / mipDims[j].x; mipDims[j].w = mip0Height / mipDims[j].y; } */ //float mipNum = BitConverter.Int32BitsToSingle(highestMip); Vector4 dim = new Vector4(); dim.x = (float)(width >> 1); dim.y = (float)(height >> 1); dim.z = 1.0f / dim.x; dim.w = 1.0f / dim.y; SLZGlobals.instance.SetHiZGlobal(highestMip, dim); //Debug.Log(string.Format("Mip dim: {0} {1} {2} {3} {4}", mipDims[0], mipDims[2], mipDims[4], mipDims[6], mipDims[8])); } //Debug.Log("Last Mip: " + i); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } void DispatchEvenSingle(ref CommandBuffer cmd, RenderTargetIdentifier source1, RenderTargetIdentifier dest1, int[] widthHeight, int[] data2, int currMipLevel, int slices, bool inputSRV) { int kernel = 0; cmd.SetComputeIntParams(m_HiZMipCompute, computeParamID, widthHeight); //cmd.SetComputeIntParams(m_HiZMipCompute, computeParam2ID, data2); if (inputSRV) { cmd.SetComputeTextureParam(m_HiZMipCompute, kernel, computeMipSourceID, source1); } else { cmd.SetComputeTextureParam(m_HiZMipCompute, kernel, computeMipSourceID, source1, currMipLevel); } cmd.SetComputeTextureParam(m_HiZMipCompute, kernel, computeMipDestID, dest1, currMipLevel + 1); cmd.DispatchCompute(m_HiZMipCompute, kernel, Mathf.CeilToInt(((float)widthHeight[0]) / 8.0f), Mathf.CeilToInt(((float)widthHeight[1]) / 8.0f), slices); } void DispatchEvenMultiLevel(ref CommandBuffer cmd, RenderTargetIdentifier source1, RenderTargetIdentifier dest1, int[] widthHeight, int[] data2, int currMipLevel, int slices, bool inputSRV) { cmd.SetComputeIntParams(m_HiZMipCompute, computeParamID, widthHeight); cmd.SetComputeIntParams(m_HiZMipCompute, computeParam2ID, data2); if (inputSRV) { cmd.SetComputeTextureParam(m_HiZMipCompute, 1, computeMipSourceID, source1); } else { cmd.SetComputeTextureParam(m_HiZMipCompute, 1, computeMipSourceID, source1, currMipLevel); } cmd.SetComputeTextureParam(m_HiZMipCompute, 1, computeMipDestID, dest1, currMipLevel + 1); cmd.SetComputeTextureParam(m_HiZMipCompute, 1, computeMipDest2ID, dest1, data2[0] > 1 ? currMipLevel + 2 : currMipLevel + 1); cmd.DispatchCompute(m_HiZMipCompute, 1, Mathf.CeilToInt(((float)widthHeight[0]) / 8.0f), Mathf.CeilToInt(((float)widthHeight[1]) / 8.0f), slices); } void DispatchOdd(ref CommandBuffer cmd, RenderTargetIdentifier source1, RenderTargetIdentifier dest1, int[] widthHeight, int[] data2, int currMipLevel, int slices, bool inputSRV) { cmd.SetComputeIntParams(m_HiZMipCompute, computeParamID, widthHeight); cmd.SetComputeIntParams(m_HiZMipCompute, computeParam2ID, data2); if (inputSRV) { cmd.SetComputeTextureParam(m_HiZMipCompute, 2, computeMipSourceID, source1); } else { cmd.SetComputeTextureParam(m_HiZMipCompute, 2, computeMipSourceID, source1, currMipLevel); } cmd.SetComputeTextureParam(m_HiZMipCompute, 2, computeMipDestID, dest1, currMipLevel + 1); cmd.DispatchCompute(m_HiZMipCompute, 2, Mathf.CeilToInt(((float)widthHeight[0]) / 8.0f), Mathf.CeilToInt(((float)widthHeight[1]) / 8.0f), slices); } /// public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) throw new ArgumentNullException("cmd"); if (this.AllocateRT) cmd.ReleaseTemporaryRT(destination.id); destination = RenderTargetHandle.CameraTarget; } } }