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- using System;
- using System.Diagnostics;
- using UnityEngine.Experimental.Rendering;
-
- 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("Please finish building the previous pass first by disposing the pass builder object before adding a new pass.");
- }
- #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)
- {
- m_RenderPass.AllowPassCulling(value);
- }
-
- public void AllowGlobalStateModification(bool value)
- {
- m_RenderPass.AllowGlobalState(value);
- }
-
- /// <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);
- UseResource(result.handle, AccessFlags.Write | AccessFlags.Read, isTransient: true);
- return result;
- }
-
- public BufferHandle CreateTransientBuffer(in BufferHandle computebuffer)
- {
- var desc = m_Resources.GetBufferResourceDesc(computebuffer.handle);
- return CreateTransientBuffer(desc);
- }
-
- public TextureHandle CreateTransientTexture(in TextureDesc desc)
- {
- var result = m_Resources.CreateTexture(desc, m_RenderPass.index);
- UseResource(result.handle, AccessFlags.Write | AccessFlags.Read, isTransient: true);
- return result;
- }
-
- public TextureHandle CreateTransientTexture(in TextureHandle texture)
- {
- var desc = m_Resources.GetTextureResourceDesc(texture.handle);
- return CreateTransientTexture(desc);
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (m_Disposed)
- return;
-
- try
- {
-
- if (disposing)
- {
- // 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())
- {
- 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);
- }
-
- m_RenderGraph.OnPassAdded(m_RenderPass);
- }
- }
- 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 ValidateWriteTo(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($"Trying to write to a versioned resource handle. You can only write to unversioned resource handles to avoid branches in the resource history. (pass {m_RenderPass.name} resource{name}).");
- }
-
- if (m_RenderPass.IsWritten(handle))
- {
- // We bump the version and write count if you call USeResource with writing flags. So calling this several times
- // would lead to the side effect of new versions for every call to UseResource leading to incorrect versions.
- // In theory we could detect and ignore the second UseResource but we decided to just disallow is as it might also
- // Stem from user confusion.
- // It seems the most likely cause of such a situation would be something like:
- // TextureHandle b = a;
- // ...
- // much much code in between, user lost track that a=b
- // ...
- // builder.WriteTexture(a)
- // builder.WriteTexture(b)
- // > Get this error they were probably thinking they were writing two separate outputs... but they are just two versions of resource 'a'
- // where they can only differ between by careful management of versioned resources.
- var name = m_Resources.GetRenderGraphResourceName(handle);
- throw new InvalidOperationException($"Trying to write a resource twice in a pass. You can only write the same resource once within a pass (pass {m_RenderPass.name} resource{name}).");
- }
- }
- }
-
- private ResourceHandle UseResource(in ResourceHandle handle, AccessFlags flags, bool isTransient = false)
- {
- CheckResource(handle);
-
- // If we are not discarding the resource, add a "read" dependency on the current version
- // this "Read" is a bit of a misnomer it really means more like "Preserve existing content or read"
- if ((flags & AccessFlags.Discard) == 0)
- {
- ResourceHandle versioned;
- if (!handle.IsVersioned)
- {
- versioned = m_Resources.GetLatestVersionHandle(handle);
- }
- else
- {
- versioned = handle;
- }
-
- if (isTransient)
- {
- m_RenderPass.AddTransientResource(versioned);
- return GetLatestVersionHandle(handle);
- }
-
- m_RenderPass.AddResourceRead(versioned);
-
- if ((flags & AccessFlags.Read) == 0)
- {
- // Flag the resource as being an "implicit read" so that we can distinguish it from a user-specified read
- m_RenderPass.implicitReadsList.Add(versioned);
- }
- }
- else
- {
- // We are discarding it but we still read it, so we add a dependency on version "0" of this resource
- if ((flags & AccessFlags.Read) != 0)
- {
- m_RenderPass.AddResourceRead(m_Resources.GetZeroVersionedHandle(handle));
- }
- }
-
- if ((flags & AccessFlags.Write) != 0)
- {
- ValidateWriteTo(handle);
- m_RenderPass.AddResourceWrite(m_Resources.GetNewVersionedHandle(handle));
- m_Resources.IncrementWriteCount(handle);
- }
-
- return GetLatestVersionHandle(handle);
- }
-
- 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(TextureHandle tex)
- {
- if(RenderGraph.enableValidityChecks)
- {
- bool usedAsFragment = false;
- 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($"Trying to UseTexture on a texture that is already used through SetRenderAttachment. Consider updating your code. (pass {m_RenderPass.name} resource{name}).");
- }
- }
- }
-
- public void UseTexture(in TextureHandle input, AccessFlags flags)
- {
- CheckNotUseFragment(input);
- UseResource(input.handle, flags);
- }
-
- public void UseGlobalTexture(int propertyId, AccessFlags flags)
- {
- var h = m_RenderGraph.GetGlobal(propertyId);
- if (h.IsValid())
- {
- UseTexture(h, flags);
- }
- else
- {
- throw new ArgumentException("Trying to read global texture property {globalPropertyID} but no previous pass in the graph assigned a value to this global.");
- }
- }
-
- 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(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($"Trying to SetRenderAttachment on a texture that is already used through UseTexture/SetRenderAttachment. Consider updating your code. (pass '{m_RenderPass.name}' resource '{name}').");
- }
-
- m_Resources.GetRenderTargetInfo(tex.handle, out var info);
-
- // The old path is full of invalid uses that somehow work (or seemt to work) so we skip the tests if not using actual native renderpass
- if (m_RenderGraph.nativeRenderPassesEnabled)
- {
- if (isDepth)
- {
- if (!GraphicsFormatUtility.IsDepthFormat(info.format))
- {
- var name = m_Resources.GetRenderGraphResourceName(tex.handle);
- throw new InvalidOperationException($"Trying to SetRenderAttachmentDepth on a texture that has a color format {info.format}. Use a texture with a depth format instead. (pass '{m_RenderPass.name}' resource '{name}').");
- }
- }
- else
- {
- if (GraphicsFormatUtility.IsDepthFormat(info.format))
- {
- var name = m_Resources.GetRenderGraphResourceName(tex.handle);
- throw new InvalidOperationException($"Trying to SetRenderAttachment on a texture that has a depth format. Use a texture with a color format instead. (pass '{m_RenderPass.name}' resource '{name}').");
- }
- }
- }
-
- foreach (var globalTex in m_RenderPass.setGlobalsList)
- {
- if (globalTex.Item1.handle.index == tex.handle.index)
- {
- throw new InvalidOperationException($"Trying to SetRenderAttachment on a texture that is currently set on a global texture slot. Shaders might be using the texture using samplers. You should ensure textures are not set as globals when using them as fragment attachments.");
- }
- }
- }
- }
-
- public void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
- {
- CheckUseFragment(tex, false);
- ResourceHandle result = UseResource(tex.handle, flags);
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track of the handle->mrt index mapping
- var th = new TextureHandle();
- th.handle = result;
- m_RenderPass.SetColorBufferRaw(th, index, flags, mipLevel, depthSlice);
- }
-
- public void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
- {
- CheckUseFragment(tex, false);
- ResourceHandle result = UseResource(tex.handle, flags);
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track of the handle->mrt index mapping
- var th = new TextureHandle();
- th.handle = result;
- m_RenderPass.SetFragmentInputRaw(th, index, flags, mipLevel, depthSlice);
- }
-
- public void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags, int mipLevel, int depthSlice)
- {
- CheckUseFragment(tex, true);
- ResourceHandle result = UseResource(tex.handle, flags);
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track to bind this handle as a depth texture.
- var th = new TextureHandle();
- th.handle = result;
- m_RenderPass.SetDepthBufferRaw(th, flags, mipLevel, depthSlice);
- }
-
- public TextureHandle SetRandomAccessAttachment(TextureHandle input, int index, AccessFlags flags = AccessFlags.Read)
- {
- CheckNotUseFragment(input);
- ResourceHandle result = UseResource(input.handle, flags);
-
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track of the resources to bind before execution
- var th = new TextureHandle();
- th.handle = result;
- m_RenderPass.SetRandomWriteResourceRaw(th.handle, index, false, flags);
- return input;
- }
-
- public BufferHandle UseBufferRandomAccess(BufferHandle input, int index, AccessFlags flags = AccessFlags.Read)
- {
- var h = UseBuffer(input, flags);
-
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track of the resources to bind before execution
- 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);
-
- // Note the version for the attachments is a bit arbitrary so we just use the latest for now
- // it doesn't really matter as it's really the Read/Write lists that determine that
- // This is just to keep track of the resources to bind before execution
- 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);
- }
-
- private ResourceHandle GetLatestVersionHandle(in ResourceHandle handle)
- {
- // Transient resources can't be used outside the pass so can never be versioned
- if (m_Resources.GetRenderGraphResourceTransientIndex(handle) >= 0)
- {
- return handle;
- }
-
- return m_Resources.GetLatestVersionHandle(handle);
- }
-
- [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)
- {
- Debug.LogError($"Trying to read or write a transient resource at pass {m_RenderPass.name}.Transient resource are always assumed to be both read and written.");
- }
-
- if (transientIndex != -1 && transientIndex != m_RenderPass.index)
- {
- throw new ArgumentException($"Trying to use a transient {res.type} (pass index {transientIndex}) in a different pass (pass index {m_RenderPass.index}).");
- }
- }
- else
- {
- throw new ArgumentException($"Trying to use an invalid resource (pass {m_RenderPass.name}).");
- }
- }
- }
- }
- }
|