GhostEngine Render Graph: major refactor & Unity RG ref
- Major architectural refactor for performance, extensibility, and feature completeness: resource pooling, pass culling, aliasing, and compilation caching. - Introduces type-safe builder and context APIs, blackboard pattern, and unified resource management. - Adds detailed documentation and cleans up obsolete files and APIs. - Includes (commented) Unity Render Graph source for reference; not compiled, for parity and future extension.
This commit is contained in:
598
Ghost.RenderGraph.Concept/Unity/RenderGraphBuilders.cs
Normal file
598
Ghost.RenderGraph.Concept/Unity/RenderGraphBuilders.cs
Normal file
@@ -0,0 +1,598 @@
|
||||
#if false
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
using static UnityEngine.Rendering.RenderGraphModule.RenderGraph;
|
||||
|
||||
namespace UnityEngine.Rendering.RenderGraphModule
|
||||
{
|
||||
// This is a class making it a struct wouldn't help as we pas it around as an interface which means it would be boxed/unboxed anyway
|
||||
// Publicly this class has different faces to help the users with different pass types through type safety but internally
|
||||
// we just have a single implementation for all builders
|
||||
internal class RenderGraphBuilders : IBaseRenderGraphBuilder, IComputeRenderGraphBuilder, IRasterRenderGraphBuilder, IUnsafeRenderGraphBuilder
|
||||
{
|
||||
RenderGraphPass m_RenderPass;
|
||||
RenderGraphResourceRegistry m_Resources;
|
||||
RenderGraph m_RenderGraph;
|
||||
bool m_Disposed;
|
||||
|
||||
public RenderGraphBuilders()
|
||||
{
|
||||
m_RenderPass = null;
|
||||
m_Resources = null;
|
||||
m_RenderGraph = null;
|
||||
m_Disposed = true;
|
||||
}
|
||||
|
||||
public void Setup(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph)
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
// If the object is not disposed yet this is an error as the pass is not finished (only in the dispose we register it with the rendergraph)
|
||||
// This is likely cause by a user not doing a clean using and then forgetting to manually dispose the object.
|
||||
if (m_Disposed != true)
|
||||
{
|
||||
throw new Exception(RenderGraph.RenderGraphExceptionMessages.k_UndisposedBuilderPreviousPass);
|
||||
}
|
||||
#endif
|
||||
m_RenderPass = renderPass;
|
||||
m_Resources = resources;
|
||||
m_RenderGraph = renderGraph;
|
||||
m_Disposed = false;
|
||||
|
||||
renderPass.useAllGlobalTextures = false;
|
||||
|
||||
if (renderPass.type == RenderGraphPassType.Raster)
|
||||
{
|
||||
CommandBuffer.ThrowOnSetRenderTarget = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void EnableAsyncCompute(bool value)
|
||||
{
|
||||
m_RenderPass.EnableAsyncCompute(value);
|
||||
}
|
||||
|
||||
public void AllowPassCulling(bool value)
|
||||
{
|
||||
// This pass cannot be culled if it allows global state modifications
|
||||
if (value && m_RenderPass.allowGlobalState)
|
||||
return;
|
||||
|
||||
m_RenderPass.AllowPassCulling(value);
|
||||
}
|
||||
|
||||
public void AllowGlobalStateModification(bool value)
|
||||
{
|
||||
m_RenderPass.AllowGlobalState(value);
|
||||
|
||||
// This pass cannot be culled if it allows global state modifications
|
||||
if (value)
|
||||
{
|
||||
AllowPassCulling(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable foveated rendering for this pass.
|
||||
/// </summary>
|
||||
/// <param name="value">True to enable foveated rendering.</param>
|
||||
public void EnableFoveatedRasterization(bool value)
|
||||
{
|
||||
m_RenderPass.EnableFoveatedRasterization(value);
|
||||
}
|
||||
|
||||
public BufferHandle CreateTransientBuffer(in BufferDesc desc)
|
||||
{
|
||||
var result = m_Resources.CreateBuffer(desc, m_RenderPass.index);
|
||||
UseTransientResource(result.handle);
|
||||
return result;
|
||||
}
|
||||
|
||||
public BufferHandle CreateTransientBuffer(in BufferHandle computebuffer)
|
||||
{
|
||||
ref readonly var desc = ref m_Resources.GetBufferResourceDesc(computebuffer.handle);
|
||||
return CreateTransientBuffer(desc);
|
||||
}
|
||||
|
||||
public TextureHandle CreateTransientTexture(in TextureDesc desc)
|
||||
{
|
||||
var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
|
||||
UseTransientResource(result.handle);
|
||||
return result;
|
||||
}
|
||||
|
||||
public TextureHandle CreateTransientTexture(in TextureHandle texture)
|
||||
{
|
||||
ref readonly var desc = ref m_Resources.GetTextureResourceDesc(texture.handle);
|
||||
return CreateTransientTexture(desc);
|
||||
}
|
||||
|
||||
public void GenerateDebugData(bool value)
|
||||
{
|
||||
m_RenderPass.GenerateDebugData(value);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (m_Disposed)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
m_RenderGraph.RenderGraphState = RenderGraphState.RecordingGraph;
|
||||
|
||||
// Use all globals simply means this... we do a UseTexture on all globals so the pass has the correct dependencies.
|
||||
// This of course goes to show how bad an idea shader-system wide globals really are dependency/lifetime tracking wise :-)
|
||||
if (m_RenderPass.useAllGlobalTextures)
|
||||
{
|
||||
foreach (var texture in m_RenderGraph.AllGlobals())
|
||||
{
|
||||
if (texture.IsValid())
|
||||
this.UseTexture(texture, AccessFlags.Read);
|
||||
}
|
||||
}
|
||||
|
||||
// Set globals on the graph fronted side so subsequent passes can have pass dependencies on these global texture handles
|
||||
foreach (var t in m_RenderPass.setGlobalsList)
|
||||
{
|
||||
m_RenderGraph.SetGlobal(t.Item1, t.Item2);
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (m_RenderPass.type == RenderGraphPassType.Raster)
|
||||
{
|
||||
CommandBuffer.ThrowOnSetRenderTarget = false;
|
||||
}
|
||||
|
||||
m_RenderPass = null;
|
||||
m_Resources = null;
|
||||
m_RenderGraph = null;
|
||||
m_Disposed = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
private void CheckWriteTo(in ResourceHandle handle)
|
||||
{
|
||||
if (RenderGraph.enableValidityChecks)
|
||||
{
|
||||
// Write by design generates a new version of the resource. However
|
||||
// you could in theory write to v2 of the resource while there is already
|
||||
// a v3 so this write would then introduce a new v4 of the resource.
|
||||
// This would mean a divergence in the versioning history subsequent versions based on v2 and other subsequent versions based on v3
|
||||
// this would be very confusing as they are all still refered to by the same texture just different versions
|
||||
// so we decide to disallow this. It can always be (at zero cost) handled by using a "Move" pass to move the divergent version
|
||||
// so it's own texture resource which again has it's own single history of versions.
|
||||
if (handle.IsVersioned)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {handle.type} at index {handle.index} - " + RenderGraph.RenderGraphExceptionMessages.k_WriteToVersionedResource);
|
||||
}
|
||||
|
||||
if (m_RenderPass.IsWritten(handle))
|
||||
{
|
||||
// We bump the version and write count if you call USeResource with writing flags. So calling this several times
|
||||
// would lead to the side effect of new versions for every call to UseResource leading to incorrect versions.
|
||||
// In theory we could detect and ignore the second UseResource but we decided to just disallow is as it might also
|
||||
// Stem from user confusion.
|
||||
// It seems the most likely cause of such a situation would be something like:
|
||||
// TextureHandle b = a;
|
||||
// ...
|
||||
// much much code in between, user lost track that a=b
|
||||
// ...
|
||||
// builder.WriteTexture(a)
|
||||
// builder.WriteTexture(b)
|
||||
// > Get this error they were probably thinking they were writing two separate outputs... but they are just two versions of resource 'a'
|
||||
// where they can only differ between by careful management of versioned resources.
|
||||
var name = m_Resources.GetRenderGraphResourceName(handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {handle.type} at index {handle.index} - " + RenderGraph.RenderGraphExceptionMessages.k_WriteToResourceTwice);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Lifetime of a transient resource is one render graph pass
|
||||
private ResourceHandle UseTransientResource(in ResourceHandle inputHandle)
|
||||
{
|
||||
CheckResource(inputHandle);
|
||||
|
||||
ResourceHandle versionedHandle = inputHandle.IsVersioned ? inputHandle : m_Resources.GetLatestVersionHandle(inputHandle);
|
||||
|
||||
// Transient resources are always considered written and read in the render graph pass where they are used
|
||||
// Compiler will take it into account later, no need to add them to read and write lists
|
||||
m_RenderPass.AddTransientResource(versionedHandle);
|
||||
|
||||
return versionedHandle;
|
||||
}
|
||||
|
||||
private ResourceHandle UseResource(in ResourceHandle inputHandle, AccessFlags flags)
|
||||
{
|
||||
CheckResource(inputHandle);
|
||||
|
||||
bool discard = (flags & AccessFlags.Discard) != 0;
|
||||
bool read = (flags & AccessFlags.Read) != 0;
|
||||
bool write = (flags & AccessFlags.Write) != 0;
|
||||
|
||||
ResourceHandle versionedHandle = inputHandle.IsVersioned ? inputHandle : m_Resources.GetLatestVersionHandle(inputHandle);
|
||||
|
||||
// If we are not discarding the current version and its data, add a "read" dependency on it
|
||||
// this is a bit of a misnomer it really means more like "Preserve existing content or read"
|
||||
if (!discard)
|
||||
{
|
||||
m_Resources.IncrementReadCount(versionedHandle);
|
||||
m_RenderPass.AddResourceRead(versionedHandle);
|
||||
|
||||
// Implicit read - not user-specified
|
||||
if (!read)
|
||||
{
|
||||
m_RenderPass.implicitReadsList.Add(versionedHandle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We are discarding it but we still read it, so we add a dependency on version "0" of this resource
|
||||
if (read)
|
||||
{
|
||||
var zeroVersionHandle = m_Resources.GetZeroVersionHandle(versionedHandle);
|
||||
m_Resources.IncrementReadCount(zeroVersionHandle);
|
||||
m_RenderPass.AddResourceRead(zeroVersionHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (write)
|
||||
{
|
||||
CheckWriteTo(inputHandle);
|
||||
// New versioned written by this render graph pass
|
||||
versionedHandle = m_Resources.IncrementWriteCount(inputHandle);
|
||||
m_RenderPass.AddResourceWrite(versionedHandle);
|
||||
}
|
||||
|
||||
return versionedHandle;
|
||||
}
|
||||
|
||||
public BufferHandle UseBuffer(in BufferHandle input, AccessFlags flags)
|
||||
{
|
||||
UseResource(input.handle, flags);
|
||||
return input;
|
||||
}
|
||||
|
||||
// UseTexture and SetRenderAttachment are currently forced to be mutually exclusive in the same pass
|
||||
// check this.
|
||||
// We currently ignore the version. In theory there might be some cases that are actually allowed with versioning
|
||||
// for ample UseTexture(myTexV1, read) UseFragment(myTexV2, ReadWrite) as they are different versions
|
||||
// but for now we don't allow any of that.
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
private void CheckNotUseFragment(in TextureHandle tex)
|
||||
{
|
||||
if (RenderGraph.enableValidityChecks)
|
||||
{
|
||||
bool usedAsFragment = (m_RenderPass.depthAccess.textureHandle.IsValid() && m_RenderPass.depthAccess.textureHandle.handle.index == tex.handle.index);
|
||||
if (!usedAsFragment)
|
||||
{
|
||||
for (int i = 0; i <= m_RenderPass.colorBufferMaxIndex; i++)
|
||||
{
|
||||
if (m_RenderPass.colorBufferAccess[i].textureHandle.IsValid() && m_RenderPass.colorBufferAccess[i].textureHandle.handle.index == tex.handle.index)
|
||||
{
|
||||
usedAsFragment = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (usedAsFragment)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
throw new ArgumentException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.k_TextureAlreadyBeingUsedThroughSetAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
private void CheckTextureUVOriginIsValid(in ResourceHandle handle, TextureResource texRes)
|
||||
{
|
||||
if (texRes.textureUVOrigin == TextureUVOriginSelection.TopLeft)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(handle);
|
||||
throw new ArgumentException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type `{handle.type}` at index `{handle.index}` - " + RenderGraph.RenderGraphExceptionMessages.IncompatibleTextureUVOriginUseTexture(texRes.textureUVOrigin));
|
||||
}
|
||||
}
|
||||
|
||||
public void UseTexture(in TextureHandle input, AccessFlags flags)
|
||||
{
|
||||
CheckNotUseFragment(input);
|
||||
UseResource(input.handle, flags);
|
||||
|
||||
if ((flags & AccessFlags.Read) == AccessFlags.Read)
|
||||
{
|
||||
if (m_RenderGraph.renderTextureUVOriginStrategy == RenderTextureUVOriginStrategy.PropagateAttachmentOrientation)
|
||||
{
|
||||
TextureResource texRes = m_Resources.GetTextureResource(input.handle);
|
||||
CheckTextureUVOriginIsValid(input.handle, texRes);
|
||||
texRes.textureUVOrigin = TextureUVOriginSelection.BottomLeft;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UseGlobalTexture(int propertyId, AccessFlags flags)
|
||||
{
|
||||
var h = m_RenderGraph.GetGlobal(propertyId);
|
||||
if (h.IsValid())
|
||||
{
|
||||
UseTexture(h, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
// rose test this path
|
||||
var name = m_Resources.GetRenderGraphResourceName(h.handle);
|
||||
throw new ArgumentException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {h.handle.type} at index {h.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.NoGlobalTextureAtPropertyID(propertyId));
|
||||
}
|
||||
}
|
||||
|
||||
public void UseAllGlobalTextures(bool enable)
|
||||
{
|
||||
m_RenderPass.useAllGlobalTextures = enable;
|
||||
}
|
||||
|
||||
public void SetGlobalTextureAfterPass(in TextureHandle input, int propertyId)
|
||||
{
|
||||
m_RenderPass.setGlobalsList.Add(ValueTuple.Create(input, propertyId));
|
||||
}
|
||||
|
||||
// Shared validation between SetRenderAttachment/SetRenderAttachmentDepth
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
private void CheckUseFragment(in TextureHandle tex, bool isDepth)
|
||||
{
|
||||
if (RenderGraph.enableValidityChecks)
|
||||
{
|
||||
// We ignore the version as we don't allow mixing UseTexture/UseFragment between different versions
|
||||
// even though it should theoretically work (and we might do so in the future) for now we're overly strict.
|
||||
bool alreadyUsed = false;
|
||||
|
||||
//TODO: Check grab textures here and allow if it's grabbed. For now
|
||||
// SetRenderAttachment()
|
||||
// UseTexture(grab)
|
||||
// will work but not the other way around
|
||||
for (int i = 0; i < m_RenderPass.resourceReadLists[tex.handle.iType].Count; i++)
|
||||
{
|
||||
if (m_RenderPass.resourceReadLists[tex.handle.iType][i].index == tex.handle.index)
|
||||
{
|
||||
alreadyUsed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_RenderPass.resourceWriteLists[tex.handle.iType].Count; i++)
|
||||
{
|
||||
if (m_RenderPass.resourceWriteLists[tex.handle.iType][i].index == tex.handle.index)
|
||||
{
|
||||
alreadyUsed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (alreadyUsed)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.k_SetRenderAttachmentTextureAlreadyUsed);
|
||||
}
|
||||
|
||||
m_Resources.GetRenderTargetInfo(tex.handle, out var info);
|
||||
|
||||
bool isDepthFormat = GraphicsFormatUtility.IsDepthFormat(info.format);
|
||||
bool formatMismatch = isDepth != isDepthFormat;
|
||||
|
||||
if (formatMismatch)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
var errorMsg = isDepth
|
||||
? RenderGraph.RenderGraphExceptionMessages.UseDepthWithColorFormat(info.format)
|
||||
: RenderGraph.RenderGraphExceptionMessages.k_SetRenderAttachmentOnDepthTexture;
|
||||
|
||||
throw new InvalidOperationException(
|
||||
$"In pass '{m_RenderPass.name}' when trying to use resource '{name}' " +
|
||||
$"of type {tex.handle.type} at index {tex.handle.index} - {errorMsg}");
|
||||
}
|
||||
|
||||
if (m_RenderGraph.renderTextureUVOriginStrategy == RenderTextureUVOriginStrategy.PropagateAttachmentOrientation)
|
||||
{
|
||||
var texResource = m_Resources.GetTextureResource(tex.handle);
|
||||
TextureResource checkTexResource = null;
|
||||
for (int i = 0; i < m_RenderPass.fragmentInputMaxIndex + 1; ++i)
|
||||
{
|
||||
if (m_RenderPass.fragmentInputAccess[i].textureHandle.IsValid())
|
||||
{
|
||||
ref readonly TextureHandle texCheck = ref m_RenderPass.fragmentInputAccess[i].textureHandle;
|
||||
checkTexResource = m_Resources.GetTextureResource(texCheck.handle);
|
||||
if (texResource.textureUVOrigin != TextureUVOriginSelection.Unknown && checkTexResource.textureUVOrigin != TextureUVOriginSelection.Unknown && texResource.textureUVOrigin != checkTexResource.textureUVOrigin)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
var checkName = m_Resources.GetRenderGraphResourceName(texCheck.handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.IncompatibleTextureUVOrigin(texResource.textureUVOrigin, "input", checkName, texCheck.handle.type, texCheck.handle.index, checkTexResource.textureUVOrigin));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_RenderPass.colorBufferMaxIndex + 1; ++i)
|
||||
{
|
||||
if (m_RenderPass.colorBufferAccess[i].textureHandle.IsValid())
|
||||
{
|
||||
ref readonly TextureHandle texCheck = ref m_RenderPass.colorBufferAccess[i].textureHandle;
|
||||
checkTexResource = m_Resources.GetTextureResource(texCheck.handle);
|
||||
if (texResource.textureUVOrigin != TextureUVOriginSelection.Unknown && checkTexResource.textureUVOrigin != TextureUVOriginSelection.Unknown && texResource.textureUVOrigin != checkTexResource.textureUVOrigin)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
var checkName = m_Resources.GetRenderGraphResourceName(texCheck.handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.IncompatibleTextureUVOrigin(texResource.textureUVOrigin, "render", checkName, texCheck.handle.type, texCheck.handle.index, checkTexResource.textureUVOrigin));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!isDepth && m_RenderPass.depthAccess.textureHandle.IsValid())
|
||||
{
|
||||
TextureHandle texCheck = m_RenderPass.depthAccess.textureHandle;
|
||||
checkTexResource = m_Resources.GetTextureResource(texCheck.handle);
|
||||
if (texResource.textureUVOrigin != TextureUVOriginSelection.Unknown && checkTexResource.textureUVOrigin != TextureUVOriginSelection.Unknown && texResource.textureUVOrigin != checkTexResource.textureUVOrigin)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
var checkName = m_Resources.GetRenderGraphResourceName(texCheck.handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.IncompatibleTextureUVOrigin(texResource.textureUVOrigin, "depth", checkName, texCheck.handle.type, texCheck.handle.index, checkTexResource.textureUVOrigin));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var globalTex in m_RenderPass.setGlobalsList)
|
||||
{
|
||||
if (globalTex.Item1.handle.index == tex.handle.index)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(tex.handle);
|
||||
throw new InvalidOperationException($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {tex.handle.type} at index {tex.handle.index} - " + RenderGraph.RenderGraphExceptionMessages.k_SetRenderAttachmentOnGlobalTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
|
||||
{
|
||||
CheckUseFragment(tex, false);
|
||||
var versionedTextureHandle = new TextureHandle(UseResource(tex.handle, flags));
|
||||
m_RenderPass.SetColorBufferRaw(versionedTextureHandle, index, flags, mipLevel, depthSlice);
|
||||
}
|
||||
|
||||
public void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
|
||||
{
|
||||
CheckFrameBufferFetchEmulationIsSupported(tex);
|
||||
|
||||
CheckUseFragment(tex, false);
|
||||
var versionedTextureHandle = new TextureHandle(UseResource(tex.handle, flags));
|
||||
m_RenderPass.SetFragmentInputRaw(versionedTextureHandle, index, flags, mipLevel, depthSlice);
|
||||
}
|
||||
|
||||
public void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags, int mipLevel, int depthSlice)
|
||||
{
|
||||
CheckUseFragment(tex, true);
|
||||
var versionedTextureHandle = new TextureHandle(UseResource(tex.handle, flags));
|
||||
m_RenderPass.SetDepthBufferRaw(versionedTextureHandle, flags, mipLevel, depthSlice);
|
||||
}
|
||||
|
||||
public TextureHandle SetRandomAccessAttachment(TextureHandle input, int index, AccessFlags flags = AccessFlags.Read)
|
||||
{
|
||||
CheckNotUseFragment(input);
|
||||
ResourceHandle result = UseResource(input.handle, flags);
|
||||
m_RenderPass.SetRandomWriteResourceRaw(result, index, false, flags);
|
||||
return input;
|
||||
}
|
||||
|
||||
public void SetShadingRateImageAttachment(in TextureHandle tex)
|
||||
{
|
||||
CheckNotUseFragment(tex);
|
||||
var versionedTextureHandle = new TextureHandle(UseResource(tex.handle, AccessFlags.Read));
|
||||
m_RenderPass.SetShadingRateImageRaw(versionedTextureHandle);
|
||||
}
|
||||
|
||||
public BufferHandle UseBufferRandomAccess(BufferHandle input, int index, AccessFlags flags = AccessFlags.Read)
|
||||
{
|
||||
var h = UseBuffer(input, flags);
|
||||
m_RenderPass.SetRandomWriteResourceRaw(h.handle, index, true, flags);
|
||||
return input;
|
||||
}
|
||||
|
||||
public BufferHandle UseBufferRandomAccess(BufferHandle input, int index, bool preserveCounterValue, AccessFlags flags = AccessFlags.Read)
|
||||
{
|
||||
var h = UseBuffer(input, flags);
|
||||
m_RenderPass.SetRandomWriteResourceRaw(h.handle, index, preserveCounterValue, flags);
|
||||
return input;
|
||||
}
|
||||
|
||||
public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, ComputeGraphContext> renderFunc) where PassData : class, new()
|
||||
{
|
||||
((ComputeRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
|
||||
}
|
||||
|
||||
public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext> renderFunc) where PassData : class, new()
|
||||
{
|
||||
((RasterRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
|
||||
}
|
||||
|
||||
public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, UnsafeGraphContext> renderFunc) where PassData : class, new()
|
||||
{
|
||||
((UnsafeRenderGraphPass<PassData>)m_RenderPass).renderFunc = renderFunc;
|
||||
}
|
||||
|
||||
public void UseRendererList(in RendererListHandle input)
|
||||
{
|
||||
m_RenderPass.UseRendererList(input);
|
||||
}
|
||||
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
void CheckResource(in ResourceHandle res, bool checkTransientReadWrite = false)
|
||||
{
|
||||
if (RenderGraph.enableValidityChecks)
|
||||
{
|
||||
if (res.IsValid())
|
||||
{
|
||||
int transientIndex = m_Resources.GetRenderGraphResourceTransientIndex(res);
|
||||
// We have dontCheckTransientReadWrite here because users may want to use UseColorBuffer/UseDepthBuffer API to benefit from render target auto binding. In this case we don't want to raise the error.
|
||||
if (transientIndex == m_RenderPass.index && checkTransientReadWrite)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(res);
|
||||
Debug.LogError($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {res.type} at index {res.index} - " + RenderGraph.RenderGraphExceptionMessages.k_ReadWriteTransient);
|
||||
}
|
||||
|
||||
if (transientIndex != -1 && transientIndex != m_RenderPass.index)
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(res);
|
||||
throw new ArgumentException(
|
||||
$"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {res.type} at index {res.index} - " +
|
||||
RenderGraph.RenderGraphExceptionMessages.UseTransientTextureInWrongPass(transientIndex));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var name = m_Resources.GetRenderGraphResourceName(res);
|
||||
throw new Exception($"In pass '{m_RenderPass.name}' when trying to use resource '{name}' of type {res.type} at index {res.index} - " + RenderGraph.RenderGraphExceptionMessages.k_InvalidResource);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
||||
void CheckFrameBufferFetchEmulationIsSupported(in TextureHandle tex)
|
||||
{
|
||||
if (enableValidityChecks)
|
||||
{
|
||||
if (!Util.RenderGraphUtils.IsFramebufferFetchEmulationMSAASupportedOnCurrentPlatform())
|
||||
{
|
||||
var sourceInfo = m_RenderGraph.GetRenderTargetInfo(tex);
|
||||
if (sourceInfo.bindMS)
|
||||
throw new InvalidOperationException($"This API is not supported with MSAA attachments on the current platform: {SystemInfo.graphicsDeviceType}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetShadingRateFragmentSize(ShadingRateFragmentSize shadingRateFragmentSize)
|
||||
{
|
||||
m_RenderPass.SetShadingRateFragmentSize(shadingRateFragmentSize);
|
||||
}
|
||||
|
||||
public void SetShadingRateCombiner(ShadingRateCombinerStage stage, ShadingRateCombiner combiner)
|
||||
{
|
||||
m_RenderPass.SetShadingRateCombiner(stage, combiner);
|
||||
}
|
||||
|
||||
public void SetExtendedFeatureFlags(ExtendedFeatureFlags extendedFeatureFlags)
|
||||
{
|
||||
m_RenderPass.SetExtendedFeatureFlags(extendedFeatureFlags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user