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- using System;
- using System.Collections.Generic;
- using UnityEditor;
- using UnityEngine.Rendering;
-
- namespace UnityEngine.Experimental.Rendering
- {
- /// <summary>
- /// Set of data used to create a XRPass object.
- /// </summary>
- public struct XRPassCreateInfo
- {
- internal RenderTargetIdentifier renderTarget;
- internal RenderTextureDescriptor renderTargetDesc;
- internal RenderTargetIdentifier motionVectorRenderTarget;
- internal RenderTextureDescriptor motionVectorRenderTargetDesc;
- internal ScriptableCullingParameters cullingParameters;
- internal Material occlusionMeshMaterial;
- internal float occlusionMeshScale;
- internal IntPtr foveatedRenderingInfo;
- internal int multipassId;
- internal int cullingPassId;
- internal bool copyDepth;
- internal bool hasMotionVectorPass;
-
- #if ENABLE_VR && ENABLE_XR_MODULE
- internal UnityEngine.XR.XRDisplaySubsystem.XRRenderPass xrSdkRenderPass;
- #endif
- }
-
- /// <summary>
- /// XRPass holds the render target information and a list of XRView.
- /// XRView contains the parameters required to render (projection and view matrices, viewport, etc)
- /// When a pass has 2 views or more, single-pass will be active if the platform supports it.
- /// To avoid allocating every frame, XRView is a struct and XRPass is pooled.
- /// </summary>
- public class XRPass
- {
- readonly List<XRView> m_Views;
- readonly XROcclusionMesh m_OcclusionMesh;
-
- /// <summary>
- /// Parameterless constructor.
- /// Note: in order to avoid GC, the render pipeline should use XRPass.Create instead of this method.
- /// </summary>
- public XRPass()
- {
- m_Views = new List<XRView>(2);
- m_OcclusionMesh = new XROcclusionMesh(this);
- }
-
- /// <summary>
- /// Default allocator method for XRPass.
- /// </summary>
- /// <param name="createInfo"> A descriptor used to create and initialize the XRPass. </param>
- /// <returns> Default XRPass created from createInfo descriptor. </returns>
- public static XRPass CreateDefault(XRPassCreateInfo createInfo)
- {
- XRPass pass = GenericPool<XRPass>.Get();
- pass.InitBase(createInfo);
- return pass;
- }
-
- /// <summary>
- /// Default release method. Can be overridden by render pipelines.
- /// </summary>
- virtual public void Release()
- {
- GenericPool<XRPass>.Release(this);
- }
-
- /// <summary>
- /// Returns true if the pass contains at least one view.
- /// </summary>
- public bool enabled
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- get => viewCount > 0;
- #else
- get => false;
- #endif
- }
-
- /// <summary>
- /// Returns true if the pass can use foveated rendering commands.
- /// </summary>
- public bool supportsFoveatedRendering
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- get => enabled && foveatedRenderingInfo != IntPtr.Zero && XRSystem.foveatedRenderingCaps != FoveatedRenderingCaps.None;
- #else
- get => false;
- #endif
- }
-
- /// <summary>
- /// If true, the render pipeline is expected to output a valid depth buffer to the renderTarget.
- /// </summary>
- public bool copyDepth { get; private set; }
-
- /// <summary>
- /// If true, the render pipeline is expected to generate motion data and output to the motionVectorRenderTarget.
- /// </summary>
- public bool hasMotionVectorPass { get; private set; }
-
- /// <summary>
- /// If true, is the first pass of a xr camera
- /// </summary>
- public bool isFirstCameraPass => multipassId == 0;
-
- /// <summary>
- /// If true, is the last pass of a xr camera
- /// </summary>
- public bool isLastCameraPass => (multipassId == 0 && viewCount <= 1) || (multipassId == 1 && viewCount > 1);
-
- /// <summary>
- /// Index of the pass inside the frame.
- /// </summary>
- public int multipassId { get; private set; }
-
- /// <summary>
- /// Index used for culling. It can be shared between multiple passes.
- /// </summary>
- public int cullingPassId { get; private set; }
-
- /// <summary>
- /// Destination render target.
- /// </summary>
- public RenderTargetIdentifier renderTarget { get; private set; }
-
- /// <summary>
- /// Destination render target descriptor.
- /// </summary>
- public RenderTextureDescriptor renderTargetDesc { get; private set; }
-
- /// <summary>
- /// Destination render target for motion vectors
- /// </summary>
- public RenderTargetIdentifier motionVectorRenderTarget { get; private set; }
-
- /// <summary>
- /// Destination render target descriptor for motion vectors.
- /// </summary>
- public RenderTextureDescriptor motionVectorRenderTargetDesc { get; private set; }
-
- /// <summary>
- /// Parameters used for culling.
- /// </summary>
- public ScriptableCullingParameters cullingParams { get; private set; }
-
- /// <summary>
- /// Returns the number of views inside this pass.
- /// </summary>
- public int viewCount { get => m_Views.Count; }
-
- /// <summary>
- /// If true, the render pipeline is expected to use single-pass techniques to save CPU time.
- /// </summary>
- public bool singlePassEnabled { get => viewCount > 1; }
-
- /// <summary>
- /// Native pointer from the XR plugin to be consumed by ConfigureFoveatedRendering.
- /// </summary>
- public IntPtr foveatedRenderingInfo { get; private set; }
-
- /// <summary>
- /// Returns true when the active display has HDR enabled.
- /// </summary>
- public bool isHDRDisplayOutputActive
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- get => XRSystem.GetActiveDisplay().hdrOutputSettings?.active ?? false;
- #else
- get => false;
- #endif
- }
-
- /// <summary>
- /// Returns color gamut of the active HDR display.
- /// </summary>
- public ColorGamut hdrDisplayOutputColorGamut
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- get => XRSystem.GetActiveDisplay().hdrOutputSettings?.displayColorGamut ?? ColorGamut.sRGB;
- #else
- get => ColorGamut.sRGB;
- #endif
- }
-
- /// <summary>
- /// Returns HDR display information of the active HDR display.
- /// </summary>
- public HDROutputUtils.HDRDisplayInformation hdrDisplayOutputInformation
- {
- #if ENABLE_VR && ENABLE_XR_MODULE
- get => new HDROutputUtils.HDRDisplayInformation(
- XRSystem.GetActiveDisplay().hdrOutputSettings?.maxFullFrameToneMapLuminance ?? -1,
- XRSystem.GetActiveDisplay().hdrOutputSettings?.maxToneMapLuminance ?? -1,
- XRSystem.GetActiveDisplay().hdrOutputSettings?.minToneMapLuminance ?? -1,
- XRSystem.GetActiveDisplay().hdrOutputSettings?.paperWhiteNits ?? 160.0f
- );
- #else
- get => new HDROutputUtils.HDRDisplayInformation(-1, -1, -1, 160.0f);
- #endif
- }
-
- /// <summary>
- /// Scaling factor used when drawing the occlusion mesh.
- /// </summary>
- public float occlusionMeshScale { get; private set; }
-
- /// <summary>
- /// Returns the projection matrix for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> XR projection matrix for the specified XRView. </returns>
- public Matrix4x4 GetProjMatrix(int viewIndex = 0)
- {
- return m_Views[viewIndex].projMatrix;
- }
-
- /// <summary>
- /// Returns the view matrix for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> XR view matrix for the specified XRView. </returns>
- public Matrix4x4 GetViewMatrix(int viewIndex = 0)
- {
- return m_Views[viewIndex].viewMatrix;
- }
-
- /// <summary>
- /// Returns true if the previous frame view matrix for a given view is valid.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> Boolean describing if previous frame view matrix for a given view is valid. </returns>
- public bool GetPrevViewValid(int viewIndex = 0)
- {
- return m_Views[viewIndex].isPrevViewMatrixValid;
- }
-
- /// <summary>
- /// Returns the previous frame view matrix for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> Previous frame XR view matrix for the specified XRView. </returns>
- public Matrix4x4 GetPrevViewMatrix(int viewIndex = 0)
- {
- return m_Views[viewIndex].prevViewMatrix;
- }
-
- /// <summary>
- /// Returns the viewport for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> XR viewport rect for the specified XRView. </returns>
- public Rect GetViewport(int viewIndex = 0)
- {
- return m_Views[viewIndex].viewport;
- }
-
- /// <summary>
- /// Returns the occlusion mesh for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> XR occlusion mesh for the specified XRView. </returns>
- public Mesh GetOcclusionMesh(int viewIndex = 0)
- {
- return m_Views[viewIndex].occlusionMesh;
- }
-
- /// <summary>
- /// Returns the destination slice index (for texture array) for a given view.
- /// </summary>
- /// <param name="viewIndex"> Index of XRView to retrieve the data from. </param>
- /// <returns> XR target slice index for the specified XRView. </returns>
- public int GetTextureArraySlice(int viewIndex = 0)
- {
- return m_Views[viewIndex].textureArraySlice;
- }
-
- /// <summary>
- /// Queue up render commands to enable single-pass techniques.
- /// Note: depending on the platform and settings, either single-pass instancing or the multiview extension will be used.
- /// </summary>
- /// <param name="cmd">CommandBuffer to modify</param>
- public void StartSinglePass(CommandBuffer cmd)
- {
- if (enabled)
- {
- if (singlePassEnabled)
- {
- if (viewCount <= TextureXR.slices)
- {
- if (SystemInfo.supportsMultiview)
- {
- cmd.EnableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON);
- }
- else
- {
- cmd.EnableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON);
- cmd.SetInstanceMultiplier((uint)viewCount);
- }
- }
- else
- {
- throw new NotImplementedException($"Invalid XR setup for single-pass, trying to render too many views! Max supported: {TextureXR.slices}");
- }
- }
- }
- }
-
- /// <summary>
- /// Queue up render commands to disable single-pass techniques.
- /// </summary>
- /// <param name="cmd">IRasterCommandBuffer compatible command buffer to modify (This can be a RasterCommandBuffer or an UnsafeCommandBuffer)</param>
- public void StartSinglePass(IRasterCommandBuffer cmd)
- {
- StartSinglePass((cmd as BaseCommandBuffer).m_WrappedCommandBuffer);
- }
-
- /// <summary>
- /// Queue up render commands to disable single-pass techniques.
- /// </summary>
- /// <param name="cmd">CommandBuffer to modify.</param>
- public void StopSinglePass(CommandBuffer cmd)
- {
- if (enabled)
- {
- if (singlePassEnabled)
- {
- if (SystemInfo.supportsMultiview)
- {
- cmd.DisableKeyword(SinglepassKeywords.STEREO_MULTIVIEW_ON);
- }
- else
- {
- cmd.DisableKeyword(SinglepassKeywords.STEREO_INSTANCING_ON);
- cmd.SetInstanceMultiplier(1);
- }
- }
- }
- }
-
-
- /// <summary>
- /// Queue up render commands to disable single-pass techniques.
- /// </summary>
- /// <param name="cmd">BaseCommandBuffer to modify</param>
- public void StopSinglePass(BaseCommandBuffer cmd)
- {
- StopSinglePass(cmd.m_WrappedCommandBuffer);
- }
-
- /// <summary>
- /// Returns true if the pass was setup with expected mesh and material.
- /// </summary>
- public bool hasValidOcclusionMesh { get => m_OcclusionMesh.hasValidOcclusionMesh; }
-
- /// <summary>
- /// Generate commands to render the occlusion mesh for this pass.
- /// In single-pass mode : the meshes for all views are combined into one mesh,
- /// where the corresponding view index is encoded into each vertex. The keyword
- /// "XR_OCCLUSION_MESH_COMBINED" is also enabled when rendering the combined mesh.
- /// </summary>
- /// <param name="cmd">CommandBuffer to modify</param>
- /// <param name="renderIntoTexture">Set to true when rendering into a render texture. Used for handling Unity yflip.</param>
- public void RenderOcclusionMesh(CommandBuffer cmd, bool renderIntoTexture = false)
- {
- if(occlusionMeshScale > 0)
- m_OcclusionMesh.RenderOcclusionMesh(cmd, occlusionMeshScale, renderIntoTexture);
- }
-
- /// <summary>
- /// Generate commands to render the occlusion mesh for this pass.
- /// In single-pass mode : the meshes for all views are combined into one mesh,
- /// where the corresponding view index is encoded into each vertex. The keyword
- /// "XR_OCCLUSION_MESH_COMBINED" is also enabled when rendering the combined mesh.
- /// </summary>
- /// <param name="cmd">RasterCommandBuffer to modify</param>
- /// <param name="renderIntoTexture">Set to true when rendering into a render texture. Used for handling Unity yflip.</param>
- public void RenderOcclusionMesh(RasterCommandBuffer cmd, bool renderIntoTexture = false)
- {
- if (occlusionMeshScale > 0)
- m_OcclusionMesh.RenderOcclusionMesh(cmd.m_WrappedCommandBuffer, occlusionMeshScale, renderIntoTexture);
- }
-
- /// <summary>
- /// Draw debug line for all XR views.
- /// </summary>
- public void RenderDebugXRViewsFrustum()
- {
- for(int i = 0; i < m_Views.Count; i++)
- {
- const float k_DebugVeiwsFrustumDepthZ = 10.0f;
- var view = m_Views[i];
- var corners = CoreUtils.CalculateViewSpaceCorners(view.projMatrix, k_DebugVeiwsFrustumDepthZ);
-
- // Get world space camera pos
- Vector3 worldSpaceCameraPos = -(view.viewMatrix).GetColumn(3);
- for(int j = 0; j < 4; j++)
- Debug.DrawLine(worldSpaceCameraPos, view.viewMatrix.MultiplyPoint(corners[j]), i == 0 ? Color.green : Color.red);
- }
- }
-
- /// <summary>
- /// Take a point that is center-relative (0.5, 0.5) and modify it to be placed relative to the view's center instead, respecting the asymmetric FOV (if it is used)
- /// </summary>
- /// <param name="center"> Center relative point for symmetric FOV. </param>
- /// <returns> View center relative points. First view center is stored in x,y components and second view center is stored in z,w components. </returns>
- public Vector4 ApplyXRViewCenterOffset(Vector2 center)
- {
- Vector4 result = Vector4.zero;
- float centerDeltaX = 0.5f - center.x;
- float centerDeltaY = 0.5f - center.y;
-
- result.x = m_Views[0].eyeCenterUV.x - centerDeltaX;
- result.y = m_Views[0].eyeCenterUV.y - centerDeltaY;
- if (singlePassEnabled)
- {
- // With single-pass XR, we need to add the data for the 2nd view
- result.z = m_Views[1].eyeCenterUV.x - centerDeltaX;
- result.w = m_Views[1].eyeCenterUV.y - centerDeltaY;
- }
-
- return result;
- }
-
- internal void AssignView(int viewId, XRView xrView)
- {
- if (viewId < 0 || viewId >= m_Views.Count)
- throw new ArgumentOutOfRangeException(nameof(viewId));
-
- m_Views[viewId] = xrView;
- }
-
- internal void AssignCullingParams(int cullingPassId, ScriptableCullingParameters cullingParams)
- {
- // Disable legacy stereo culling path
- cullingParams.cullingOptions &= ~CullingOptions.Stereo;
-
- this.cullingPassId = cullingPassId;
- this.cullingParams = cullingParams;
- }
-
- internal void UpdateCombinedOcclusionMesh()
- {
- m_OcclusionMesh.UpdateCombinedMesh();
- }
-
- /// <summary>
- /// Initialize the base class fields.
- /// </summary>
- /// <param name="createInfo"> A descriptor used to create and initialize the XRPass. </param>
- public void InitBase(XRPassCreateInfo createInfo)
- {
- m_Views.Clear();
- copyDepth = createInfo.copyDepth;
- multipassId = createInfo.multipassId;
- AssignCullingParams(createInfo.cullingPassId, createInfo.cullingParameters);
- renderTarget = new RenderTargetIdentifier(createInfo.renderTarget, 0, CubemapFace.Unknown, -1);
- renderTargetDesc = createInfo.renderTargetDesc;
- motionVectorRenderTarget = new RenderTargetIdentifier(createInfo.motionVectorRenderTarget, 0, CubemapFace.Unknown, -1);
- motionVectorRenderTargetDesc = createInfo.motionVectorRenderTargetDesc;
- hasMotionVectorPass = createInfo.hasMotionVectorPass;
- m_OcclusionMesh.SetMaterial(createInfo.occlusionMeshMaterial);
- occlusionMeshScale = createInfo.occlusionMeshScale;
- foveatedRenderingInfo = createInfo.foveatedRenderingInfo;
- }
-
- internal void AddView(XRView xrView)
- {
- if (m_Views.Count < TextureXR.slices)
- {
- m_Views.Add(xrView);
- }
- else
- {
- throw new NotImplementedException($"Invalid XR setup for single-pass, trying to add too many views! Max supported: {TextureXR.slices}");
- }
- }
- }
- }
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