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;
}
}
}