Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Debug /DebugHandler.cs
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using System.Runtime.InteropServices; | |
| using UnityEditor; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| class DebugHandler : IDebugDisplaySettingsQuery | |
| { | |
| static readonly int k_DebugColorInvalidModePropertyId = Shader.PropertyToID("_DebugColorInvalidMode"); | |
| static readonly int k_DebugCurrentRealTimeId = Shader.PropertyToID("_DebugCurrentRealTime"); | |
| static readonly int k_DebugColorPropertyId = Shader.PropertyToID("_DebugColor"); | |
| static readonly int k_DebugTexturePropertyId = Shader.PropertyToID("_DebugTexture"); | |
| static readonly int k_DebugFontId = Shader.PropertyToID("_DebugFont"); | |
| static readonly int k_DebugTextureNoStereoPropertyId = Shader.PropertyToID("_DebugTextureNoStereo"); | |
| static readonly int k_DebugTextureDisplayRect = Shader.PropertyToID("_DebugTextureDisplayRect"); | |
| static readonly int k_DebugRenderTargetSupportsStereo = Shader.PropertyToID("_DebugRenderTargetSupportsStereo"); | |
| static readonly int k_DebugRenderTargetRangeRemap = Shader.PropertyToID("_DebugRenderTargetRangeRemap"); | |
| // Material settings... | |
| static readonly int k_DebugMaterialModeId = Shader.PropertyToID("_DebugMaterialMode"); | |
| static readonly int k_DebugVertexAttributeModeId = Shader.PropertyToID("_DebugVertexAttributeMode"); | |
| static readonly int k_DebugMaterialValidationModeId = Shader.PropertyToID("_DebugMaterialValidationMode"); | |
| // Rendering settings... | |
| static readonly int k_DebugMipInfoModeId = Shader.PropertyToID("_DebugMipInfoMode"); | |
| static readonly int k_DebugMipMapStatusModeId = Shader.PropertyToID("_DebugMipMapStatusMode"); | |
| static readonly int k_DebugMipMapShowStatusCodeId = Shader.PropertyToID("_DebugMipMapShowStatusCode"); | |
| static readonly int k_DebugMipMapOpacityId = Shader.PropertyToID("_DebugMipMapOpacity"); | |
| static readonly int k_DebugMipMapRecentlyUpdatedCooldownId = Shader.PropertyToID("_DebugMipMapRecentlyUpdatedCooldown"); | |
| static readonly int k_DebugMipMapTerrainTextureModeId = Shader.PropertyToID("_DebugMipMapTerrainTextureMode"); | |
| static readonly int k_DebugSceneOverrideModeId = Shader.PropertyToID("_DebugSceneOverrideMode"); | |
| static readonly int k_DebugFullScreenModeId = Shader.PropertyToID("_DebugFullScreenMode"); | |
| static readonly int k_DebugValidationModeId = Shader.PropertyToID("_DebugValidationMode"); | |
| static readonly int k_DebugValidateBelowMinThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateBelowMinThresholdColor"); | |
| static readonly int k_DebugValidateAboveMaxThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateAboveMaxThresholdColor"); | |
| static readonly int k_DebugMaxPixelCost = Shader.PropertyToID("_DebugMaxPixelCost"); | |
| // Lighting settings... | |
| static readonly int k_DebugLightingModeId = Shader.PropertyToID("_DebugLightingMode"); | |
| static readonly int k_DebugLightingFeatureFlagsId = Shader.PropertyToID("_DebugLightingFeatureFlags"); | |
| static readonly int k_DebugValidateAlbedoMinLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMinLuminance"); | |
| static readonly int k_DebugValidateAlbedoMaxLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMaxLuminance"); | |
| static readonly int k_DebugValidateAlbedoSaturationToleranceId = Shader.PropertyToID("_DebugValidateAlbedoSaturationTolerance"); | |
| static readonly int k_DebugValidateAlbedoHueToleranceId = Shader.PropertyToID("_DebugValidateAlbedoHueTolerance"); | |
| static readonly int k_DebugValidateAlbedoCompareColorId = Shader.PropertyToID("_DebugValidateAlbedoCompareColor"); | |
| static readonly int k_DebugValidateMetallicMinValueId = Shader.PropertyToID("_DebugValidateMetallicMinValue"); | |
| static readonly int k_DebugValidateMetallicMaxValueId = Shader.PropertyToID("_DebugValidateMetallicMaxValue"); | |
| static readonly int k_ValidationChannelsId = Shader.PropertyToID("_ValidationChannels"); | |
| static readonly int k_RangeMinimumId = Shader.PropertyToID("_RangeMinimum"); | |
| static readonly int k_RangeMaximumId = Shader.PropertyToID("_RangeMaximum"); | |
| private static readonly ProfilingSampler s_DebugSetupSampler = new ProfilingSampler("Setup Debug Properties"); | |
| private static readonly ProfilingSampler s_DebugFinalValidationSampler = new ProfilingSampler(nameof(UpdateShaderGlobalPropertiesForFinalValidationPass)); | |
| DebugSetupPassData s_DebugSetupPassData = new DebugSetupPassData(); | |
| DebugFinalValidationPassData s_DebugFinalValidationPassData = new DebugFinalValidationPassData(); | |
| readonly Material m_ReplacementMaterial; | |
| readonly Material m_HDRDebugViewMaterial; | |
| HDRDebugViewPass m_HDRDebugViewPass; | |
| RTHandle m_DebugScreenColorHandle; | |
| RTHandle m_DebugScreenDepthHandle; | |
| readonly UniversalRenderPipelineRuntimeTextures m_RuntimeTextures; | |
| bool m_HasDebugRenderTarget; | |
| bool m_DebugRenderTargetSupportsStereo; | |
| Vector4 m_DebugRenderTargetPixelRect; | |
| Vector4 m_DebugRenderTargetRangeRemap; | |
| RTHandle m_DebugRenderTarget; | |
| RTHandle m_DebugFontTexture; | |
| private GraphicsBuffer m_debugDisplayConstant; | |
| readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings; | |
| DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings; | |
| DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.materialSettings; | |
| DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.renderingSettings; | |
| /// <inheritdoc/> | |
| public bool AreAnySettingsActive => m_DebugDisplaySettings.AreAnySettingsActive; | |
| /// <inheritdoc/> | |
| public bool IsPostProcessingAllowed => m_DebugDisplaySettings.IsPostProcessingAllowed; | |
| /// <inheritdoc/> | |
| public bool IsLightingActive => m_DebugDisplaySettings.IsLightingActive; | |
| // These modes would require putting custom data into gbuffer, so instead we just disable deferred mode. | |
| internal bool IsActiveModeUnsupportedForDeferred => | |
| m_DebugDisplaySettings.lightingSettings.lightingDebugMode != DebugLightingMode.None || | |
| m_DebugDisplaySettings.lightingSettings.lightingFeatureFlags != DebugLightingFeatureFlags.None || | |
| m_DebugDisplaySettings.renderingSettings.sceneOverrideMode != DebugSceneOverrideMode.None || | |
| m_DebugDisplaySettings.materialSettings.materialDebugMode != DebugMaterialMode.None || | |
| m_DebugDisplaySettings.materialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None || | |
| m_DebugDisplaySettings.materialSettings.materialValidationMode != DebugMaterialValidationMode.None || | |
| m_DebugDisplaySettings.renderingSettings.mipInfoMode != DebugMipInfoMode.None; | |
| /// <inheritdoc/> | |
| public bool TryGetScreenClearColor(ref Color color) | |
| { | |
| return m_DebugDisplaySettings.TryGetScreenClearColor(ref color); | |
| } | |
| internal Material ReplacementMaterial => m_ReplacementMaterial; | |
| internal UniversalRenderPipelineDebugDisplaySettings DebugDisplaySettings => m_DebugDisplaySettings; | |
| internal ref RTHandle DebugScreenColorHandle => ref m_DebugScreenColorHandle; | |
| internal ref RTHandle DebugScreenDepthHandle => ref m_DebugScreenDepthHandle; | |
| internal HDRDebugViewPass hdrDebugViewPass => m_HDRDebugViewPass; | |
| internal bool HDRDebugViewIsActive(bool resolveFinalTarget) | |
| { | |
| // HDR debug views should only apply to the last camera in the stack | |
| return DebugDisplaySettings.lightingSettings.hdrDebugMode != HDRDebugMode.None && resolveFinalTarget; | |
| } | |
| internal bool WriteToDebugScreenTexture(bool resolveFinalTarget) | |
| { | |
| return HDRDebugViewIsActive(resolveFinalTarget); | |
| } | |
| internal bool IsScreenClearNeeded | |
| { | |
| get | |
| { | |
| Color color = Color.black; | |
| return TryGetScreenClearColor(ref color); | |
| } | |
| } | |
| internal bool IsRenderPassSupported | |
| { | |
| get | |
| { | |
| return RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.Overdraw; | |
| } | |
| } | |
| internal int stpDebugViewIndex { get { return RenderingSettings.stpDebugViewIndex; } } | |
| internal DebugHandler() | |
| { | |
| m_DebugDisplaySettings = UniversalRenderPipelineDebugDisplaySettings.Instance; | |
| if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineDebugShaders>(out var shaders)) | |
| { | |
| m_ReplacementMaterial = (shaders.debugReplacementPS != null) ? CoreUtils.CreateEngineMaterial(shaders.debugReplacementPS) : null; | |
| m_HDRDebugViewMaterial = (shaders.hdrDebugViewPS != null) ? CoreUtils.CreateEngineMaterial(shaders.hdrDebugViewPS) : null; | |
| } | |
| m_HDRDebugViewPass = new HDRDebugViewPass(m_HDRDebugViewMaterial); | |
| m_RuntimeTextures = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineRuntimeTextures>(); | |
| if (m_RuntimeTextures != null) | |
| { | |
| m_DebugFontTexture = RTHandles.Alloc(m_RuntimeTextures.debugFontTexture); | |
| } | |
| m_debugDisplayConstant = new GraphicsBuffer(GraphicsBuffer.Target.Constant, 32, Marshal.SizeOf(typeof(Vector4))); | |
| } | |
| public void Dispose() | |
| { | |
| m_HDRDebugViewPass.Dispose(); | |
| m_DebugScreenColorHandle?.Release(); | |
| m_DebugScreenDepthHandle?.Release(); | |
| m_DebugFontTexture?.Release(); | |
| m_debugDisplayConstant.Dispose(); | |
| CoreUtils.Destroy(m_HDRDebugViewMaterial); | |
| CoreUtils.Destroy(m_ReplacementMaterial); | |
| } | |
| internal bool IsActiveForCamera(bool isPreviewCamera) | |
| { | |
| return !isPreviewCamera && AreAnySettingsActive; | |
| } | |
| internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode) | |
| { | |
| return TryGetFullscreenDebugMode(out debugFullScreenMode, out _); | |
| } | |
| internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent) | |
| { | |
| debugFullScreenMode = RenderingSettings.fullScreenDebugMode; | |
| textureHeightPercent = RenderingSettings.fullScreenDebugModeOutputSizeScreenPercent; | |
| return debugFullScreenMode != DebugFullScreenMode.None; | |
| } | |
| internal static void ConfigureColorDescriptorForDebugScreen(ref RenderTextureDescriptor descriptor, int cameraWidth, int cameraHeight) | |
| { | |
| descriptor.width = cameraWidth; | |
| descriptor.height = cameraHeight; | |
| descriptor.useMipMap = false; | |
| descriptor.autoGenerateMips = false; | |
| descriptor.useDynamicScale = true; | |
| descriptor.depthStencilFormat = GraphicsFormat.None; | |
| } | |
| internal static void ConfigureDepthDescriptorForDebugScreen(ref RenderTextureDescriptor descriptor, GraphicsFormat depthStencilFormat, int cameraWidth, int cameraHeight) | |
| { | |
| descriptor.width = cameraWidth; | |
| descriptor.height = cameraHeight; | |
| descriptor.useMipMap = false; | |
| descriptor.autoGenerateMips = false; | |
| descriptor.useDynamicScale = true; | |
| descriptor.depthStencilFormat = depthStencilFormat; | |
| descriptor.graphicsFormat = GraphicsFormat.None; | |
| } | |
| [] | |
| internal void SetupShaderProperties(RasterCommandBuffer cmd, int passIndex = 0) | |
| { | |
| if (LightingSettings.lightingDebugMode == DebugLightingMode.ShadowCascades) | |
| { | |
| // we disable cubemap reflections, too distracting (in TemplateLWRP for ex.) | |
| cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF"); | |
| } | |
| else | |
| { | |
| cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF"); | |
| } | |
| m_debugDisplayConstant.SetData(MaterialSettings.debugRenderingLayersColors, 0, 0, 32); | |
| cmd.SetGlobalConstantBuffer(m_debugDisplayConstant, "_DebugDisplayConstant", 0, m_debugDisplayConstant.count * m_debugDisplayConstant.stride); | |
| if (MaterialSettings.renderingLayersSelectedLight) | |
| cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.GetDebugLightLayersMask()); | |
| else | |
| cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.renderingLayerMask); | |
| switch (RenderingSettings.sceneOverrideMode) | |
| { | |
| case DebugSceneOverrideMode.Overdraw: | |
| { | |
| // Target texture can contains only a value between 0 and 1 | |
| // So we encode the number of overdraw in the range (0, max displayed overdaw count) | |
| // The value will be clamped by the GPU driver | |
| var value = 1 / (float)RenderingSettings.maxOverdrawCount; | |
| cmd.SetGlobalColor(k_DebugColorPropertyId, new Color(value, value, value, 1)); | |
| break; | |
| } | |
| case DebugSceneOverrideMode.Wireframe: | |
| { | |
| cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black); | |
| break; | |
| } | |
| case DebugSceneOverrideMode.SolidWireframe: | |
| { | |
| cmd.SetGlobalColor(k_DebugColorPropertyId, (passIndex == 0) ? Color.white : Color.black); | |
| break; | |
| } | |
| case DebugSceneOverrideMode.ShadedWireframe: | |
| { | |
| if (passIndex == 0) | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false); | |
| } | |
| else if (passIndex == 1) | |
| { | |
| cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true); | |
| } | |
| break; | |
| } | |
| } | |
| switch (MaterialSettings.materialValidationMode) | |
| { | |
| case DebugMaterialValidationMode.Albedo: | |
| cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.albedoMinLuminance); | |
| cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.albedoMaxLuminance); | |
| cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.albedoSaturationTolerance); | |
| cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.albedoHueTolerance); | |
| cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.albedoCompareColor.linear); | |
| break; | |
| case DebugMaterialValidationMode.Metallic: | |
| cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.metallicMinValue); | |
| cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.metallicMaxValue); | |
| break; | |
| } | |
| } | |
| internal void SetDebugRenderTarget(RTHandle renderTarget, Rect displayRect, bool supportsStereo, Vector4 dataRangeRemap) | |
| { | |
| m_HasDebugRenderTarget = true; | |
| m_DebugRenderTargetSupportsStereo = supportsStereo; | |
| m_DebugRenderTarget = renderTarget; | |
| m_DebugRenderTargetPixelRect = new Vector4(displayRect.x, displayRect.y, displayRect.width, displayRect.height); | |
| m_DebugRenderTargetRangeRemap = dataRangeRemap; | |
| } | |
| internal void ResetDebugRenderTarget() | |
| { | |
| m_HasDebugRenderTarget = false; | |
| } | |
| class DebugFinalValidationPassData | |
| { | |
| public bool isFinalPass; | |
| public bool resolveFinalTarget; | |
| public bool isActiveForCamera; | |
| public bool hasDebugRenderTarget; | |
| public TextureHandle debugRenderTargetHandle; | |
| public int debugTexturePropertyId; | |
| public Vector4 debugRenderTargetPixelRect; | |
| public int debugRenderTargetSupportsStereo; | |
| public Vector4 debugRenderTargetRangeRemap; | |
| public TextureHandle debugFontTextureHandle; | |
| // NOTE: The settings are references. | |
| // It's assumed they're the same for the whole frame. Build timeline != execution timeline! | |
| // Ideally these would be copied without any allocs. | |
| public DebugDisplaySettingsRendering renderingSettings; | |
| } | |
| DebugFinalValidationPassData InitDebugFinalValidationPassData(DebugFinalValidationPassData passData, UniversalCameraData cameraData, bool isFinalPass) | |
| { | |
| passData.isFinalPass = isFinalPass; | |
| passData.resolveFinalTarget = cameraData.resolveFinalTarget; | |
| passData.isActiveForCamera = IsActiveForCamera(cameraData.isPreviewCamera); | |
| passData.hasDebugRenderTarget = m_HasDebugRenderTarget; | |
| passData.debugRenderTargetHandle = TextureHandle.nullHandle; | |
| passData.debugTexturePropertyId = m_DebugRenderTargetSupportsStereo ? k_DebugTexturePropertyId : k_DebugTextureNoStereoPropertyId; | |
| passData.debugRenderTargetPixelRect = m_DebugRenderTargetPixelRect; | |
| passData.debugRenderTargetSupportsStereo = m_DebugRenderTargetSupportsStereo ? 1 : 0; | |
| passData.debugRenderTargetRangeRemap = m_DebugRenderTargetRangeRemap; | |
| passData.debugFontTextureHandle = TextureHandle.nullHandle; | |
| passData.renderingSettings = RenderingSettings; | |
| return passData; | |
| } | |
| static void UpdateShaderGlobalPropertiesForFinalValidationPass(RasterCommandBuffer cmd, DebugFinalValidationPassData data) | |
| { | |
| // Ensure final validation & fullscreen debug modes are only done once in the very final pass, for the last camera on the stack. | |
| bool isFinal = data.isFinalPass && data.resolveFinalTarget; | |
| if (!isFinal) | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false); | |
| return; | |
| } | |
| if (data.isActiveForCamera) | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true); | |
| } | |
| else | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false); | |
| } | |
| if (data.hasDebugRenderTarget) | |
| { | |
| if(data.debugRenderTargetHandle.IsValid()) | |
| cmd.SetGlobalTexture(data.debugTexturePropertyId, data.debugRenderTargetHandle); | |
| cmd.SetGlobalVector(k_DebugTextureDisplayRect, data.debugRenderTargetPixelRect); | |
| cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, data.debugRenderTargetSupportsStereo); | |
| cmd.SetGlobalVector(k_DebugRenderTargetRangeRemap, data.debugRenderTargetRangeRemap); | |
| } | |
| var renderingSettings = data.renderingSettings; | |
| if (renderingSettings.validationMode == DebugValidationMode.HighlightOutsideOfRange) | |
| { | |
| cmd.SetGlobalInteger(k_ValidationChannelsId, (int)renderingSettings.validationChannels); | |
| cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.validationRangeMin); | |
| cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.validationRangeMax); | |
| } | |
| if (renderingSettings.mipInfoMode != DebugMipInfoMode.None) | |
| { | |
| // some (not all) of these need text rendering | |
| cmd.SetGlobalTexture(k_DebugFontId, data.debugFontTextureHandle); | |
| } | |
| } | |
| [] | |
| internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer cmd, UniversalCameraData cameraData, bool isFinalPass) | |
| { | |
| UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), InitDebugFinalValidationPassData(s_DebugFinalValidationPassData, cameraData, isFinalPass)); | |
| cmd.SetGlobalTexture(s_DebugFinalValidationPassData.debugTexturePropertyId, m_DebugRenderTarget); | |
| if (RenderingSettings.mipInfoMode != DebugMipInfoMode.None) | |
| { | |
| // some (not all) of these need text rendering | |
| cmd.SetGlobalTexture(k_DebugFontId, m_RuntimeTextures.debugFontTexture); | |
| } | |
| } | |
| [] | |
| internal void UpdateShaderGlobalPropertiesForFinalValidationPass(RenderGraph renderGraph, UniversalCameraData cameraData, bool isFinalPass) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<DebugFinalValidationPassData>(nameof(UpdateShaderGlobalPropertiesForFinalValidationPass), out var passData, s_DebugFinalValidationSampler)) | |
| { | |
| InitDebugFinalValidationPassData(passData, cameraData, isFinalPass); | |
| if (m_DebugRenderTarget != null) | |
| passData.debugRenderTargetHandle = renderGraph.ImportTexture(m_DebugRenderTarget); | |
| if (m_DebugFontTexture != null) | |
| passData.debugFontTextureHandle = renderGraph.ImportTexture(m_DebugFontTexture); | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| if (passData.debugRenderTargetHandle.IsValid()) | |
| { | |
| builder.UseTexture(passData.debugRenderTargetHandle); | |
| builder.SetGlobalTextureAfterPass(passData.debugRenderTargetHandle, passData.debugTexturePropertyId); | |
| } | |
| if (passData.debugFontTextureHandle.IsValid()) | |
| { | |
| builder.UseTexture(passData.debugFontTextureHandle); | |
| builder.SetGlobalTextureAfterPass(passData.debugFontTextureHandle, k_DebugFontId); | |
| } | |
| builder.SetRenderFunc(static (DebugFinalValidationPassData data, RasterGraphContext context) => | |
| { | |
| UpdateShaderGlobalPropertiesForFinalValidationPass(context.cmd, data); | |
| }); | |
| } | |
| } | |
| class DebugSetupPassData | |
| { | |
| public bool isActiveForCamera; | |
| // NOTE: The settings are references. | |
| // It's assumed they're the same for the whole frame. Build timeline != execution timeline! | |
| // Ideally these would be copied without any allocs. | |
| public DebugDisplaySettingsMaterial materialSettings; | |
| public DebugDisplaySettingsRendering renderingSettings; | |
| public DebugDisplaySettingsLighting lightingSettings; | |
| } | |
| DebugSetupPassData InitDebugSetupPassData(DebugSetupPassData passData, bool isPreviewCamera) | |
| { | |
| passData.isActiveForCamera = IsActiveForCamera(isPreviewCamera); | |
| passData.materialSettings = MaterialSettings; | |
| passData.renderingSettings = RenderingSettings; | |
| passData.lightingSettings = LightingSettings; | |
| return passData; | |
| } | |
| [] | |
| static void Setup(RasterCommandBuffer cmd, DebugSetupPassData passData) | |
| { | |
| if (passData.isActiveForCamera) | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, true); | |
| // Material settings... | |
| cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)passData.materialSettings.materialDebugMode); | |
| cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)passData.materialSettings.vertexAttributeDebugMode); | |
| cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)passData.materialSettings.materialValidationMode); | |
| // Rendering settings... | |
| cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)passData.renderingSettings.mipInfoMode); | |
| cmd.SetGlobalInteger(k_DebugMipMapStatusModeId, (int)passData.renderingSettings.mipDebugStatusMode); | |
| cmd.SetGlobalInteger(k_DebugMipMapShowStatusCodeId, passData.renderingSettings.mipDebugStatusShowCode ? 1 : 0); | |
| cmd.SetGlobalFloat(k_DebugMipMapOpacityId, passData.renderingSettings.mipDebugOpacity); | |
| cmd.SetGlobalFloat(k_DebugMipMapRecentlyUpdatedCooldownId, passData.renderingSettings.mipDebugRecentUpdateCooldown); | |
| cmd.SetGlobalFloat(k_DebugMipMapTerrainTextureModeId, (int)passData.renderingSettings.mipDebugTerrainTexture); | |
| cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)passData.renderingSettings.sceneOverrideMode); | |
| cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)passData.renderingSettings.fullScreenDebugMode); | |
| cmd.SetGlobalInteger(k_DebugMaxPixelCost, (int)passData.renderingSettings.maxOverdrawCount); | |
| cmd.SetGlobalInteger(k_DebugValidationModeId, (int)passData.renderingSettings.validationMode); | |
| cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red); | |
| cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue); | |
| // Lighting settings... | |
| cmd.SetGlobalFloat(k_DebugLightingModeId, (int)passData.lightingSettings.lightingDebugMode); | |
| cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)passData.lightingSettings.lightingFeatureFlags); | |
| // Set-up any other persistent properties... | |
| cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red); | |
| cmd.SetGlobalFloat(k_DebugCurrentRealTimeId, (float)EditorApplication.timeSinceStartup); | |
| cmd.SetGlobalFloat(k_DebugCurrentRealTimeId, Time.realtimeSinceStartup); | |
| } | |
| else | |
| { | |
| cmd.SetKeyword(ShaderGlobalKeywords.DEBUG_DISPLAY, false); | |
| } | |
| } | |
| [] | |
| internal void Setup(CommandBuffer cmd, bool isPreviewCamera) | |
| { | |
| Setup(CommandBufferHelpers.GetRasterCommandBuffer(cmd), InitDebugSetupPassData(s_DebugSetupPassData, isPreviewCamera)); | |
| } | |
| [] | |
| internal void Setup(RenderGraph renderGraph, bool isPreviewCamera) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<DebugSetupPassData>(s_DebugSetupSampler.name, out var passData, s_DebugSetupSampler)) | |
| { | |
| InitDebugSetupPassData(passData, isPreviewCamera); | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc(static (DebugSetupPassData data, RasterGraphContext context) => | |
| { | |
| Setup(context.cmd, data); | |
| }); | |
| } | |
| } | |
| [] | |
| internal void Render(RenderGraph renderGraph, UniversalCameraData cameraData, TextureHandle srcColor, TextureHandle overlayTexture, TextureHandle dstColor) | |
| { | |
| if (IsActiveForCamera(cameraData.isPreviewCamera) && HDRDebugViewIsActive(cameraData.resolveFinalTarget)) | |
| { | |
| m_HDRDebugViewPass.RenderHDRDebug(renderGraph, cameraData, srcColor, overlayTexture, dstColor, LightingSettings.hdrDebugMode); | |
| } | |
| } | |
| internal DebugRendererLists CreateRendererListsWithDebugRenderState( | |
| ScriptableRenderContext context, | |
| ref CullingResults cullResults, | |
| ref DrawingSettings drawingSettings, | |
| ref FilteringSettings filteringSettings, | |
| ref RenderStateBlock renderStateBlock) | |
| { | |
| DebugRendererLists debug = new DebugRendererLists(this, filteringSettings); | |
| debug.CreateRendererListsWithDebugRenderState(context, ref cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock); | |
| return debug; | |
| } | |
| internal DebugRendererLists CreateRendererListsWithDebugRenderState( | |
| RenderGraph renderGraph, | |
| ref CullingResults cullResults, | |
| ref DrawingSettings drawingSettings, | |
| ref FilteringSettings filteringSettings, | |
| ref RenderStateBlock renderStateBlock) | |
| { | |
| DebugRendererLists debug = new DebugRendererLists(this, filteringSettings); | |
| debug.CreateRendererListsWithDebugRenderState(renderGraph, ref cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock); | |
| return debug; | |
| } | |
| } | |
| internal class DebugRendererLists | |
| { | |
| private readonly DebugHandler m_DebugHandler; | |
| readonly FilteringSettings m_FilteringSettings; | |
| List<DebugRenderSetup> m_DebugRenderSetups = new List<DebugRenderSetup>(2); | |
| List<RendererList> m_ActiveDebugRendererList = new List<RendererList>(2); | |
| List<RendererListHandle> m_ActiveDebugRendererListHdl = new List<RendererListHandle>(2); | |
| public DebugRendererLists(DebugHandler debugHandler, | |
| FilteringSettings filteringSettings) | |
| { | |
| m_DebugHandler = debugHandler; | |
| m_FilteringSettings = filteringSettings; | |
| } | |
| private void CreateDebugRenderSetups(FilteringSettings filteringSettings) | |
| { | |
| var sceneOverrideMode = m_DebugHandler.DebugDisplaySettings.renderingSettings.sceneOverrideMode; | |
| var numIterations = ((sceneOverrideMode == DebugSceneOverrideMode.SolidWireframe) || (sceneOverrideMode == DebugSceneOverrideMode.ShadedWireframe)) ? 2 : 1; | |
| for (var i = 0; i < numIterations; i++) | |
| m_DebugRenderSetups.Add(new DebugRenderSetup(m_DebugHandler, i, filteringSettings)); | |
| } | |
| void DisposeDebugRenderLists() | |
| { | |
| foreach (var debugRenderSetup in m_DebugRenderSetups) | |
| { | |
| debugRenderSetup.Dispose(); | |
| } | |
| m_DebugRenderSetups.Clear(); | |
| m_ActiveDebugRendererList.Clear(); | |
| m_ActiveDebugRendererListHdl.Clear(); | |
| } | |
| internal void CreateRendererListsWithDebugRenderState( | |
| ScriptableRenderContext context, | |
| ref CullingResults cullResults, | |
| ref DrawingSettings drawingSettings, | |
| ref FilteringSettings filteringSettings, | |
| ref RenderStateBlock renderStateBlock) | |
| { | |
| CreateDebugRenderSetups(filteringSettings); | |
| foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups) | |
| { | |
| DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings); | |
| RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock); | |
| RendererList rendererList = new RendererList(); | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref cullResults, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererList); | |
| m_ActiveDebugRendererList.Add((rendererList)); | |
| } | |
| } | |
| internal void CreateRendererListsWithDebugRenderState( | |
| RenderGraph renderGraph, | |
| ref CullingResults cullResults, | |
| ref DrawingSettings drawingSettings, | |
| ref FilteringSettings filteringSettings, | |
| ref RenderStateBlock renderStateBlock) | |
| { | |
| CreateDebugRenderSetups(filteringSettings); | |
| foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups) | |
| { | |
| DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings); | |
| RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock); | |
| RendererListHandle rendererListHdl = new RendererListHandle(); | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererListHdl); | |
| m_ActiveDebugRendererListHdl.Add((rendererListHdl)); | |
| } | |
| } | |
| internal void PrepareRendererListForRasterPass(IRasterRenderGraphBuilder builder) | |
| { | |
| foreach (RendererListHandle rendererListHdl in m_ActiveDebugRendererListHdl) | |
| { | |
| builder.UseRendererList(rendererListHdl); | |
| } | |
| } | |
| internal void DrawWithRendererList(RasterCommandBuffer cmd) | |
| { | |
| foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups) | |
| { | |
| debugRenderSetup.Begin(cmd); | |
| RendererList rendererList = new RendererList(); | |
| if (m_ActiveDebugRendererList.Count > 0) | |
| { | |
| rendererList = m_ActiveDebugRendererList[debugRenderSetup.GetIndex()]; | |
| } | |
| else if(m_ActiveDebugRendererListHdl.Count > 0) | |
| { | |
| rendererList = m_ActiveDebugRendererListHdl[debugRenderSetup.GetIndex()]; | |
| } | |
| debugRenderSetup.DrawWithRendererList(cmd, ref rendererList); | |
| debugRenderSetup.End(cmd); | |
| } | |
| DisposeDebugRenderLists(); | |
| } | |
| } | |
| } | |