using System; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.RenderGraphModule { /// <summary> /// Common base interface for the different render graph builders. These functions are supported on all builders. /// </summary> [MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")] public interface IBaseRenderGraphBuilder : IDisposable { /// <summary> /// Declare that this pass uses the input texture. /// </summary> /// <param name="input">The texture resource to use during the pass.</param> /// <param name="flags">A combination of flags indicating how the resource will be used during the pass. Default value is set to AccessFlag.Read </param> public void UseTexture(in TextureHandle input, AccessFlags flags = AccessFlags.Read); /// <summary> /// Declare that this pass uses the texture assigned to the global texture slot. The actual texture referenced is indirectly specified here it depends /// on the value previous passes that were added to the graph set for the global texture slot. If no previous pass set a texture to the global slot an /// exception will be raised. /// </summary> /// <param name="propertyId">The global texture slot read by shaders in this pass. Use Shader.PropertyToID to generate these ids.</param> /// <param name="flags">A combination of flags indicating how the resource will be used during the pass. Default value is set to AccessFlag.Read </param> public void UseGlobalTexture(int propertyId, AccessFlags flags = AccessFlags.Read); /// <summary> /// Indicate that this pass will reference all textures in global texture slots known to the graph. The default setting is false. /// It is highly recommended if you know which globals you pass will access to use UseTexture(glboalTextureSlotId) with individual texture slots instead of /// UseAllGlobalTextures(true) to ensure the graph can maximally optimize resource use and lifetimes. /// /// This function should only be used in cases where it is difficult/impossible to know which globals a pass will access. This is for example true if your pass /// renders objects in the scene (e.g. using CommandBuffer.DrawRendererList) that might be using arbitrary shaders which in turn may access arbitrary global textures. /// To avoid having to do a UseAllGlobalTextures(true) in this situation, you will either have to ensure *all* shaders are well behaved and do not access spurious /// globals our make sure your renderer list filters allow only shaders that are known to be well behaved to pass. /// </summary> /// <param name="enable">If true the pass from which this is called will reference all global textures.</param> public void UseAllGlobalTextures(bool enable); /// <summary> /// Make this pass set a global texture slot *at the end* of this pass. During this pass the global texture will still have it's /// old value. Only after this pass the global texture slot will take on the new value specified. /// Generally this pass will also do a UseTexture(write) on this texture handle to indicate it is generating this texture, but this is not really a requirement /// you can have a pass that simply sets up a new value in a global texture slot but doesn't write it. /// Although counter-intuitive at first, this call doesn't actually have a dependency on the passed in texture handle. It's only when a subsequent pass has /// a dependency on the global texture slot that subsequent pass will get a dependency on the currently set global texture for that slot. This means /// globals slots can be set without overhead if you're unsure if a resource will be used or not, the graph will still maintain the correct lifetimes. /// /// NOTE: When the `RENDER_GRAPH_CLEAR_GLOBALS` define is set, all shader bindings set through this function will be cleared once graph execution completes. /// </summary> /// <param name="input">The texture value to set in the global texture slot. This can be an null handle to clear the global texture slot.</param> /// <param name="propertyId">The global texture slot to set the value for. Use Shader.PropertyToID to generate the id.</param> public void SetGlobalTextureAfterPass(in TextureHandle input, int propertyId); /// <summary> /// Declare that this pass uses the input compute buffer. /// </summary> /// <param name="input">The compute buffer resource to use during the pass.</param> /// <param name="flags">A combination of flags indicating how the resource will be used during the pass. Default value is set to AccessFlag.Read </param> /// <returns>The value passed to 'input'. You should not use the returned value it will be removed in the future.</returns> public BufferHandle UseBuffer(in BufferHandle input, AccessFlags flags = AccessFlags.Read); /// <summary> /// Create a new Render Graph Texture resource. /// This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. /// </summary> /// <param name="desc">Texture descriptor.</param> /// <returns>A new transient TextureHandle.</returns> public TextureHandle CreateTransientTexture(in TextureDesc desc); /// <summary> /// Create a new Render Graph Texture resource using the descriptor from another texture. /// This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. /// </summary> /// <param name="texture">Texture from which the descriptor should be used.</param> /// <returns>A new transient TextureHandle.</returns> public TextureHandle CreateTransientTexture(in TextureHandle texture); /// <summary> /// Create a new Render Graph Graphics Buffer resource. /// This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. /// </summary> /// <param name="desc">Compute Buffer descriptor.</param> /// <returns>A new transient BufferHandle.</returns> public BufferHandle CreateTransientBuffer(in BufferDesc desc); /// <summary> /// Create a new Render Graph Graphics Buffer resource using the descriptor from another Graphics Buffer. /// This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. /// </summary> /// <param name="computebuffer">Graphics Buffer from which the descriptor should be used.</param> /// <returns>A new transient BufferHandle.</returns> public BufferHandle CreateTransientBuffer(in BufferHandle computebuffer); /// <summary> /// This pass will read from this renderer list. RendererLists are always read-only in the graph so have no access flags. /// </summary> /// <param name="input">The Renderer List resource to use during the pass.</param> public void UseRendererList(in RendererListHandle input); /// <summary> /// Enable asynchronous compute for this pass. /// </summary> /// <param name="value">Set to true to enable asynchronous compute.</param> public void EnableAsyncCompute(bool value); /// <summary> /// Allow or not pass culling. /// By default all passes can be culled out if the render graph detects it's not actually used. /// In some cases, a pass may not write or read any texture but rather do something with side effects (like setting a global texture parameter for example). /// This function can be used to tell the system that it should not cull this pass. /// </summary> /// <param name="value">True to allow pass culling.</param> public void AllowPassCulling(bool value); /// <summary> /// Allow commands in the command buffer to modify global state. This will introduce a render graph sync-point in the frame and cause all passes after this pass to never be /// reordered before this pass. This may nave negative impact on performance and memory use if not used carefully so it is recommended to only allow this in specific use cases. /// This will also set AllowPassCulling to false. /// </summary> /// <param name="value">True to allow global state modification.</param> public void AllowGlobalStateModification(bool value); /// <summary> /// Enable foveated rendering for this pass. /// </summary> /// <param name="value">True to enable foveated rendering.</param> public void EnableFoveatedRasterization(bool value); } /// <summary> /// A builder for a compute render pass /// <see cref="RenderGraph.AddComputePass"/> /// </summary> [MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")] public interface IComputeRenderGraphBuilder : IBaseRenderGraphBuilder { /// <summary> /// Specify the render function to use for this pass. /// A call to this is mandatory for the pass to be valid. /// </summary> /// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam> /// <param name="renderFunc">Render function for the pass.</param> public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, ComputeGraphContext> renderFunc) where PassData : class, new(); } /// <summary> /// A builder for an unsafe render pass. /// <see cref="RenderGraph.AddUnsafePass"/> /// </summary> [MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")] public interface IUnsafeRenderGraphBuilder : IBaseRenderGraphBuilder { /// <summary> /// Specify the render function to use for this pass. /// A call to this is mandatory for the pass to be valid. /// </summary> /// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam> /// <param name="renderFunc">Render function for the pass.</param> public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, UnsafeGraphContext> renderFunc) where PassData : class, new(); } /// <summary> /// A builder for a raster render pass /// <see cref="RenderGraph.AddRasterRenderPass"/> /// </summary> [MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")] public interface IRasterRenderGraphBuilder : IBaseRenderGraphBuilder { /// <summary> /// Use the texture as an rendertarget attachment. /// /// Writing: /// Indicate this pass will write a texture through rendertarget rasterization writes. /// The graph will automatically bind the texture as an MRT output on the indicated index slot. /// Write in shader as float4 out : SV_Target{index} = value; This texture always needs to be written as an /// render target (SV_Targetx) writing using other methods (like `operator[] =` ) may not work even if /// using the current fragment+sampleIdx pos. When using operator[] please use the UseTexture function instead. /// Reading: /// Indicates this pass will read a texture on the current fragment position but not unnecessarily modify it. Although not explicitly visible in shader code /// Reading may happen depending on the rasterization state, e.g. Blending (read and write) or Z-Testing (read only) may read the buffer. /// /// Note: The rendergraph does not know what content will be rendered in the bound texture. By default it assumes only partial data /// is written (e.g. a small rectangle is drawn on the screen) so it will preserve the existing rendertarget content (e.g. behind/around the triangle) /// if you know you will write the full screen the AccessFlags.WriteAll should be used instead as it will give better performance. /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture.</param> /// <param name="flags">How this pass will access the texture. Default value is set to AccessFlag.Write </param> void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags = AccessFlags.Write) { SetRenderAttachment(tex, index, flags, 0, -1); } /// <summary> /// Use the texture as an rendertarget attachment. /// /// Writing: /// Indicate this pass will write a texture through rendertarget rasterization writes. /// The graph will automatically bind the texture as an MRT output on the indicated index slot. /// Write in shader as float4 out : SV_Target{index} = value; This texture always needs to be written as an /// render target (SV_Targetx) writing using other methods (like `operator[] =` ) may not work even if /// using the current fragment+sampleIdx pos. When using operator[] please use the UseTexture function instead. /// Reading: /// Indicates this pass will read a texture on the current fragment position but not unnecessarily modify it. Although not explicitly visible in shader code /// Reading may happen depending on the rasterization state, e.g. Blending (read and write) or Z-Testing (read only) may read the buffer. /// /// Note: The rendergraph does not know what content will be rendered in the bound texture. By default it assumes only partial data /// is written (e.g. a small rectangle is drawn on the screen) so it will preserve the existing rendertarget content (e.g. behind/around the triangle) /// if you know you will write the full screen the AccessFlags.WriteAll should be used instead as it will give better performance. /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture.</param> /// <param name="flags">How this pass will access the texture. </param> /// <param name="mipLevel">Selects which mip map to used.</param> /// <param name="depthSlice">Used to index into a texture array. Use -1 to use bind all slices.</param> void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice); /// <summary> /// Use the texture as an input attachment. /// /// This informs the graph that any shaders in pass will only read from this texture at the current fragment position using the /// LOAD_FRAMEBUFFER_INPUT(idx)/LOAD_FRAMEBUFFER_INPUT_MS(idx,sampleIdx) macros. The index passed to LOAD_FRAMEBUFFER_INPUT needs /// to match the index passed to SetInputAttachment for this texture. /// /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture.</param> /// <param name="flags">How this pass will access the texture. Default value is set to AccessFlag.Read. Writing is currently not supported on any platform. </param> void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags = AccessFlags.Read) { SetInputAttachment(tex, index, flags, 0, -1); } /// <summary> /// Use the texture as an input attachment. /// /// This informs the graph that any shaders in pass will only read from this texture at the current fragment position using the /// LOAD_FRAMEBUFFER_INPUT(idx)/LOAD_FRAMEBUFFER_INPUT_MS(idx,sampleIdx) macros. The index passed to LOAD_FRAMEBUFFER_INPUT needs /// to match the index passed to SetInputAttachment for this texture. /// /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture.</param> /// <param name="flags">How this pass will access the texture. Writing is currently not supported on any platform. </param> /// <param name="mipLevel">Selects which mip map to used.</param> /// <param name="depthSlice">Used to index into a texture array. Use -1 to use bind all slices.</param> void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice); /// <summary> /// Use the texture as a depth buffer for the Z-Buffer hardware. Note you can only test-against and write-to a single depth texture in a pass. /// If you want to write depth to more than one texture you will need to register the second texture as SetRenderAttachment and manually calculate /// and write the depth value in the shader. /// Calling SetRenderAttachmentDepth twice on the same builder is an error. /// Write: /// Indicate a texture will be written with the current fragment depth by the ROPs (but not for depth reading (i.e. z-test == always)). /// Read: /// Indicate a texture will be used as an input for the depth testing unit. /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="flags">How this pass will access the texture. Default value is set to AccessFlag.Write </param> void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags = AccessFlags.Write) { SetRenderAttachmentDepth(tex, flags, 0, -1); } /// <summary> /// Use the texture as a depth buffer for the Z-Buffer hardware. Note you can only test-against and write-to a single depth texture in a pass. /// If you want to write depth to more than one texture you will need to register the second texture as SetRenderAttachment and manually calculate /// and write the depth value in the shader. /// Calling SetRenderAttachmentDepth twice on the same builder is an error. /// Write: /// Indicate a texture will be written with the current fragment depth by the ROPs (but not for depth reading (i.e. z-test == always)). /// Read: /// Indicate a texture will be used as an input for the depth testing unit. /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="flags">How this pass will access the texture.</param> /// <param name="mipLevel">Selects which mip map to used.</param> /// <param name="depthSlice">Used to index into a texture array. Use -1 to use bind all slices.</param> void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags, int mipLevel, int depthSlice); /// <summary> /// Use the texture as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Image" in Vulkan. /// /// This informs the graph that any shaders in the pass will access the texture as a random access attachment through RWTexture2d<T>, RWTexture3d<T>,... /// The texture can then be read/written by regular HLSL commands (including atomics, etc.). /// /// As in other parts of the Unity graphics APIs random access textures share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details. /// </summary> /// <param name="tex">Texture to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture. This is set in the shader through the `register(ux)` keyword.</param> /// <param name="flags">How this pass will access the texture. Default value is set to AccessFlag.ReadWrite.</param> /// <returns>The value passed to 'input'. You should not use the returned value it will be removed in the future.</returns> TextureHandle SetRandomAccessAttachment(TextureHandle tex, int index, AccessFlags flags = AccessFlags.ReadWrite); /// <summary> /// Use the buffer as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Buffer" in Vulkan. /// /// This informs the graph that any shaders in the pass will access the buffer as a random access attachment through RWStructuredBuffer, RWByteAddressBuffer,... /// The buffer can then be read/written by regular HLSL commands (including atomics, etc.). /// /// As in other parts of the Unity graphics APIs random access buffers share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details. /// </summary> /// <param name="tex">Buffer to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture. This is set in the shader through the `register(ux)` keyword.</param> /// <param name="flags">How this pass will access the buffer. Default value is set to AccessFlag.Read.</param> /// <returns>The value passed to 'input'. You should not use the returned value it will be removed in the future.</returns> BufferHandle UseBufferRandomAccess(BufferHandle tex, int index, AccessFlags flags = AccessFlags.Read); /// <summary> /// Use the buffer as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Buffer" in Vulkan. /// /// This informs the graph that any shaders in the pass will access the buffer as a random access attachment through RWStructuredBuffer, RWByteAddressBuffer,... /// The buffer can then be read/written by regular HLSL commands (including atomics, etc.). /// /// As in other parts of the Unity graphics APIs random access buffers share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details. /// </summary> /// <param name="tex">Buffer to use during this pass.</param> /// <param name="index">Index the shader will use to access this texture. This is set in the shader through the `register(ux)` keyword.</param> /// <param name="preserveCounterValue">Whether to leave the append/consume counter value unchanged. The default is to preserve the value.</param> /// <param name="flags">How this pass will access the buffer. Default value is set to AccessFlag.Read.</param> /// <returns>The value passed to 'input'. You should not use the returned value it will be removed in the future.</returns> BufferHandle UseBufferRandomAccess(BufferHandle tex, int index, bool preserveCounterValue, AccessFlags flags = AccessFlags.Read); /// <summary> /// Specify the render function to use for this pass. /// A call to this is mandatory for the pass to be valid. /// </summary> /// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam> /// <param name="renderFunc">Render function for the pass.</param> public void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext> renderFunc) where PassData : class, new(); } }