Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /CopyDepthPass.cs
| using System; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal.Internal | |
| { | |
| /// <summary> | |
| /// 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. | |
| /// </summary> | |
| public class CopyDepthPass : ScriptableRenderPass | |
| { | |
| private RTHandle source { get; set; } | |
| private RTHandle destination { get; set; } | |
| // TODO RENDERGRAPH: The Render method overwrites this property with -1 before doing anything else. It should only be used in Compatibility Mode! | |
| internal int MssaSamples { get; set; } | |
| // In some cases (Scene view, XR and etc.) we actually want to output to depth buffer | |
| // So this variable needs to be set to true to enable the correct copy shader semantic | |
| internal bool CopyToDepth { get; set; } | |
| // In XR CopyDepth, we need a special workaround to handle dummy color issue in RenderGraph. | |
| internal bool CopyToDepthXR { get; set; } | |
| // We need to know if we're copying to the backbuffer in order to handle y-flip correctly | |
| internal bool CopyToBackbuffer { get; set; } | |
| Material m_CopyDepthMaterial; | |
| internal bool m_CopyResolvedDepth; | |
| internal bool m_ShouldClear; | |
| private PassData m_PassData; | |
| /// <summary> | |
| /// Shader resource ids used to communicate with the shader implementation | |
| /// </summary> | |
| static class ShaderConstants | |
| { | |
| public static readonly int _CameraDepthAttachment = Shader.PropertyToID("_CameraDepthAttachment"); | |
| public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); | |
| public static readonly int _ZWriteShaderHandle = Shader.PropertyToID("_ZWrite"); | |
| } | |
| /// <summary> | |
| /// Creates a new <c>CopyDepthPass</c> instance. | |
| /// </summary> | |
| /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> | |
| /// <param name="copyDepthShader">The <c>Shader</c> to use for copying the depth.</param> | |
| /// <param name="shouldClear">Controls whether it should do a clear before copying the depth.</param> | |
| /// <param name="copyToDepth">Controls whether it should do a copy to a depth format target.</param> | |
| /// <param name="copyResolvedDepth">Set to true if the source depth is MSAA resolved.</param> | |
| /// <param name="customPassName">An optional custom profiling name to disambiguate multiple copy passes.</param> | |
| /// <seealso cref="RenderPassEvent"/> | |
| public CopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false, string customPassName = null) | |
| { | |
| profilingSampler = customPassName != null ? new ProfilingSampler(customPassName) : ProfilingSampler.Get(URPProfileId.CopyDepth); | |
| m_PassData = new PassData(); | |
| CopyToDepth = copyToDepth; | |
| m_CopyDepthMaterial = copyDepthShader != null ? CoreUtils.CreateEngineMaterial(copyDepthShader) : null; | |
| renderPassEvent = evt; | |
| m_CopyResolvedDepth = copyResolvedDepth; | |
| m_ShouldClear = shouldClear; | |
| CopyToDepthXR = false; | |
| CopyToBackbuffer = false; | |
| } | |
| /// <summary> | |
| /// Configure the pass with the source and destination to execute on. | |
| /// </summary> | |
| /// <param name="source">Source Render Target</param> | |
| /// <param name="destination">Destination Render Target</param> | |
| public void Setup(RTHandle source, RTHandle destination) | |
| { | |
| this.source = source; | |
| this.destination = destination; | |
| this.MssaSamples = -1; | |
| } | |
| /// <summary> | |
| /// Cleans up resources used by the pass. | |
| /// </summary> | |
| public void Dispose() | |
| { | |
| CoreUtils.Destroy(m_CopyDepthMaterial); | |
| } | |
| /// <inheritdoc /> | |
| [] | |
| public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| // Disable obsolete warning for internal usage | |
| // This is a temporary workaround for Editor as not setting any depth here | |
| // would lead to overwriting depth in certain scenarios (reproducable while running DX11 tests) | |
| if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11) | |
| ConfigureTarget(destination, destination); | |
| else | |
| ConfigureTarget(destination); | |
| if (m_ShouldClear) | |
| ConfigureClear(ClearFlag.All, Color.black); | |
| } | |
| private class PassData | |
| { | |
| internal TextureHandle source; | |
| internal UniversalCameraData cameraData; | |
| internal Material copyDepthMaterial; | |
| internal int msaaSamples; | |
| internal bool copyResolvedDepth; | |
| internal bool copyToDepth; | |
| internal bool isDstBackbuffer; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| var cameraData = renderingData.frameData.Get<UniversalCameraData>(); | |
| m_PassData.copyDepthMaterial = m_CopyDepthMaterial; | |
| m_PassData.msaaSamples = MssaSamples; | |
| m_PassData.copyResolvedDepth = m_CopyResolvedDepth; | |
| m_PassData.copyToDepth = CopyToDepth || CopyToDepthXR; | |
| m_PassData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR; | |
| m_PassData.cameraData = cameraData; | |
| var cmd = renderingData.commandBuffer; | |
| cmd.SetGlobalTexture(ShaderConstants._CameraDepthAttachment, source.nameID); | |
| if (m_PassData.cameraData.xr.enabled) | |
| { | |
| if (m_PassData.cameraData.xr.supportsFoveatedRendering) | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled); | |
| } | |
| ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_PassData, this.source); | |
| } | |
| private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHandle source) | |
| { | |
| var copyDepthMaterial = passData.copyDepthMaterial; | |
| var msaaSamples = passData.msaaSamples; | |
| var copyResolvedDepth = passData.copyResolvedDepth; | |
| var copyToDepth = passData.copyToDepth; | |
| if (copyDepthMaterial == null) | |
| { | |
| Debug.LogErrorFormat("Missing {0}. Copy Depth render pass will not execute. Check for missing reference in the renderer resources.", copyDepthMaterial); | |
| return; | |
| } | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth))) | |
| { | |
| int cameraSamples = 0; | |
| if (msaaSamples == -1) | |
| { | |
| RTHandle sourceTex = source; | |
| cameraSamples = sourceTex.rt.antiAliasing; | |
| } | |
| else | |
| cameraSamples = msaaSamples; | |
| // When depth resolve is supported or multisampled texture is not supported, set camera samples to 1 | |
| if (SystemInfo.supportsMultisampledTextures == 0 || copyResolvedDepth) | |
| cameraSamples = 1; | |
| switch (cameraSamples) | |
| { | |
| case 8: | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, true); | |
| break; | |
| case 4: | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, true); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false); | |
| break; | |
| case 2: | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, true); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false); | |
| break; | |
| // MSAA disabled, auto resolve supported or ms textures not supported | |
| default: | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false); | |
| break; | |
| } | |
| cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, copyToDepth); | |
| // We must perform a yflip if we're rendering into the backbuffer and we have a flipped source texture. | |
| bool yflip = passData.cameraData.IsHandleYFlipped(source) && passData.isDstBackbuffer; | |
| Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Vector4 scaleBias = yflip ? new Vector4(viewportScale.x, -viewportScale.y, 0, viewportScale.y) : new Vector4(viewportScale.x, viewportScale.y, 0, 0); | |
| // When we render to the backbuffer, we update the viewport to cover the entire screen just in case it hasn't been updated already. | |
| if (passData.isDstBackbuffer) | |
| cmd.SetViewport(passData.cameraData.pixelRect); | |
| copyDepthMaterial.SetTexture(ShaderConstants._CameraDepthAttachment, source); | |
| copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, copyToDepth ? 1.0f : 0.0f); | |
| Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0); | |
| } | |
| } | |
| /// <inheritdoc/> | |
| public override void OnCameraCleanup(CommandBuffer cmd) | |
| { | |
| if (cmd == null) | |
| throw new ArgumentNullException("cmd"); | |
| // Disable obsolete warning for internal usage | |
| destination = k_CameraTarget; | |
| } | |
| /// <summary> | |
| /// Sets up the Copy Depth pass for RenderGraph execution | |
| /// </summary> | |
| /// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param> | |
| /// <param name="frameData">The renderer settings containing rendering data of the current frame.</param> | |
| /// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param> | |
| /// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param> | |
| /// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param> | |
| /// <param name="passName">The pass name used for debug and identifying the pass.</param> | |
| public void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle destination, TextureHandle source, bool bindAsCameraDepth = false, string passName = "Copy Depth") | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| Render(renderGraph, destination, source, resourceData, cameraData, bindAsCameraDepth, passName); | |
| } | |
| /// <summary> | |
| /// Sets up the Copy Depth pass for RenderGraph execution | |
| /// </summary> | |
| /// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param> | |
| /// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param> | |
| /// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param> | |
| /// <param name="resourceData">URP texture handles for the current frame.</param> | |
| /// <param name="cameraData">Camera settings for the current frame.</param> | |
| /// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param> | |
| /// <param name="passName">The pass name used for debug and identifying the pass.</param> | |
| public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHandle source, UniversalResourceData resourceData, UniversalCameraData cameraData, bool bindAsCameraDepth = false, string passName = "Copy Depth") | |
| { | |
| // TODO RENDERGRAPH: should call the equivalent of Setup() to initialise everything correctly | |
| MssaSamples = -1; | |
| //Having a different pass name than profilingSampler.name is bad practice but this method was public before we cleaned up this naming | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| passData.copyDepthMaterial = m_CopyDepthMaterial; | |
| passData.msaaSamples = MssaSamples; | |
| passData.cameraData = cameraData; | |
| passData.copyResolvedDepth = m_CopyResolvedDepth; | |
| passData.copyToDepth = CopyToDepth || CopyToDepthXR; | |
| passData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR; | |
| if (CopyToDepth) | |
| { | |
| // Writes depth using custom depth output | |
| builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll); | |
| // binding a dummy color target as a workaround to an OSX issue in Editor scene view (UUM-47698). | |
| // Also required for preview camera rendering for grid drawn with builtin RP (UUM-55171). | |
| if (cameraData.isSceneViewCamera || cameraData.isPreviewCamera) | |
| builder.SetRenderAttachment(resourceData.activeColorTexture, 0); | |
| } | |
| else if (CopyToDepthXR) | |
| { | |
| // Writes depth using custom depth output | |
| builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll); | |
| // binding a dummy color target as a workaround to NRP depth only rendering limitation: | |
| // "Attempting to render to a depth only surface with no dummy color attachment" | |
| if (cameraData.xr.enabled && cameraData.xr.copyDepth) | |
| { | |
| RenderTargetInfo backBufferDesc = renderGraph.GetRenderTargetInfo(resourceData.backBufferColor); | |
| // In the case where MSAA is enabled, we have to bind a different dummy texture | |
| // This is to ensure that we don't render black in the resolve result of the color backbuffer | |
| // This also makes this pass unmergeable in this case, potentially impacting performance | |
| if (backBufferDesc.msaaSamples > 1) | |
| { | |
| TextureHandle dummyXRRenderTarget = renderGraph.CreateTexture(new TextureDesc(backBufferDesc.width, backBufferDesc.height, false, true) | |
| { | |
| name = "XR Copy Depth Dummy Render Target", | |
| slices = backBufferDesc.volumeDepth, | |
| format = backBufferDesc.format, | |
| msaaSamples = (MSAASamples)backBufferDesc.msaaSamples, | |
| clearBuffer = false, | |
| bindTextureMS = backBufferDesc.bindMS | |
| }); | |
| builder.SetRenderAttachment(dummyXRRenderTarget, 0); | |
| } | |
| else | |
| builder.SetRenderAttachment(resourceData.backBufferColor, 0); | |
| } | |
| } | |
| else | |
| { | |
| // Writes depth as "grayscale color" output | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.WriteAll); | |
| } | |
| passData.source = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| if (bindAsCameraDepth && destination.IsValid()) | |
| builder.SetGlobalTextureAfterPass(destination, ShaderConstants._CameraDepthTexture); | |
| // TODO RENDERGRAPH: culling? force culling off for testing | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => | |
| { | |
| ExecutePass(context.cmd, data, data.source); | |
| }); | |
| } | |
| } | |
| } | |
| } | |