254 lines
12 KiB
C#
254 lines
12 KiB
C#
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Utility class providing default textures compatible in any XR setup.
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/// </summary>
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public static class TextureXR
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{
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// Property set by XRSystem
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private static int m_MaxViews = 1;
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/// <summary>
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/// Maximum number of views handled by the XR system.
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/// </summary>
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public static int maxViews
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{
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set
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{
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m_MaxViews = value;
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}
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}
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// Property accessed when allocating a render target
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/// <summary>
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/// Number of slices used by the XR system.
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/// </summary>
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public static int slices { get => m_MaxViews; }
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// Must be in sync with shader define in TextureXR.hlsl
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/// <summary>
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/// Returns true if the XR system uses texture arrays.
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/// </summary>
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public static bool useTexArray
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{
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get
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{
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switch (SystemInfo.graphicsDeviceType)
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{
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case GraphicsDeviceType.Direct3D11:
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case GraphicsDeviceType.Direct3D12:
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case GraphicsDeviceType.PlayStation4:
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case GraphicsDeviceType.PlayStation5:
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case GraphicsDeviceType.PlayStation5NGGC:
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case GraphicsDeviceType.Vulkan:
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case GraphicsDeviceType.Metal:
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return true;
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default:
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return false;
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}
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}
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}
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/// <summary>
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/// Dimension of XR textures.
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/// </summary>
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public static TextureDimension dimension
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{
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get
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{
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// TEXTURE2D_X macros will now expand to TEXTURE2D or TEXTURE2D_ARRAY
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return useTexArray ? TextureDimension.Tex2DArray : TextureDimension.Tex2D;
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}
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}
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// Need to keep both the Texture and the RTHandle in order to be able to track lifetime properly.
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static Texture m_BlackUIntTexture2DArray;
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static Texture m_BlackUIntTexture;
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static RTHandle m_BlackUIntTexture2DArrayRTH;
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static RTHandle m_BlackUIntTextureRTH;
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/// <summary>
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/// Default black unsigned integer texture.
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/// </summary>
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/// <returns>The default black unsigned integer texture.</returns>
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public static RTHandle GetBlackUIntTexture() { return useTexArray ? m_BlackUIntTexture2DArrayRTH : m_BlackUIntTextureRTH; }
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static Texture2DArray m_ClearTexture2DArray;
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static Texture2D m_ClearTexture;
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static RTHandle m_ClearTexture2DArrayRTH;
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static RTHandle m_ClearTextureRTH;
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/// <summary>
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/// Default clear color (0, 0, 0, 1) texture.
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/// </summary>
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/// <returns>The default clear color texture.</returns>
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public static RTHandle GetClearTexture() { return useTexArray ? m_ClearTexture2DArrayRTH : m_ClearTextureRTH; }
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static Texture2DArray m_MagentaTexture2DArray;
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static Texture2D m_MagentaTexture;
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static RTHandle m_MagentaTexture2DArrayRTH;
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static RTHandle m_MagentaTextureRTH;
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/// <summary>
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/// Default magenta texture.
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/// </summary>
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/// <returns>The default magenta texture.</returns>
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public static RTHandle GetMagentaTexture() { return useTexArray ? m_MagentaTexture2DArrayRTH : m_MagentaTextureRTH; }
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static Texture2D m_BlackTexture;
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static Texture3D m_BlackTexture3D;
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static Texture2DArray m_BlackTexture2DArray;
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static RTHandle m_BlackTexture2DArrayRTH;
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static RTHandle m_BlackTextureRTH;
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static RTHandle m_BlackTexture3DRTH;
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/// <summary>
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/// Default black texture.
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/// </summary>
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/// <returns>The default black texture.</returns>
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public static RTHandle GetBlackTexture() { return useTexArray ? m_BlackTexture2DArrayRTH : m_BlackTextureRTH; }
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/// <summary>
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/// Default black texture array.
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/// </summary>
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/// <returns>The default black texture array.</returns>
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public static RTHandle GetBlackTextureArray() { return m_BlackTexture2DArrayRTH; }
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/// <summary>
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/// Default black texture 3D.
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/// </summary>
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/// <returns>The default black texture 3D.</returns>
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public static RTHandle GetBlackTexture3D() { return m_BlackTexture3DRTH; }
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static Texture2DArray m_WhiteTexture2DArray;
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static RTHandle m_WhiteTexture2DArrayRTH;
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static RTHandle m_WhiteTextureRTH;
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/// <summary>
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/// Default white texture.
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/// </summary>
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/// <returns>The default white texture.</returns>
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public static RTHandle GetWhiteTexture() { return useTexArray ? m_WhiteTexture2DArrayRTH : m_WhiteTextureRTH; }
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/// <summary>
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/// Initialize XR textures. Must be called at least once.
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/// </summary>
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/// <param name="cmd">Command Buffer used to initialize textures.</param>
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/// <param name="clearR32_UIntShader">Compute shader used to intitialize unsigned integer textures.</param>
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public static void Initialize(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
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{
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if (m_BlackUIntTexture2DArray == null) // We assume that everything is invalid if one is invalid.
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{
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// Black UINT
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RTHandles.Release(m_BlackUIntTexture2DArrayRTH);
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m_BlackUIntTexture2DArray = CreateBlackUIntTextureArray(cmd, clearR32_UIntShader);
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m_BlackUIntTexture2DArrayRTH = RTHandles.Alloc(m_BlackUIntTexture2DArray);
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RTHandles.Release(m_BlackUIntTextureRTH);
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m_BlackUIntTexture = CreateBlackUintTexture(cmd, clearR32_UIntShader);
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m_BlackUIntTextureRTH = RTHandles.Alloc(m_BlackUIntTexture);
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// Clear
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RTHandles.Release(m_ClearTextureRTH);
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m_ClearTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Clear Texture" };
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m_ClearTexture.SetPixel(0, 0, Color.clear);
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m_ClearTexture.Apply();
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m_ClearTextureRTH = RTHandles.Alloc(m_ClearTexture);
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RTHandles.Release(m_ClearTexture2DArrayRTH);
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m_ClearTexture2DArray = CreateTexture2DArrayFromTexture2D(m_ClearTexture, "Clear Texture2DArray");
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m_ClearTexture2DArrayRTH = RTHandles.Alloc(m_ClearTexture2DArray);
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// Magenta
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RTHandles.Release(m_MagentaTextureRTH);
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m_MagentaTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Magenta Texture" };
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m_MagentaTexture.SetPixel(0, 0, Color.magenta);
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m_MagentaTexture.Apply();
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m_MagentaTextureRTH = RTHandles.Alloc(m_MagentaTexture);
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RTHandles.Release(m_MagentaTexture2DArrayRTH);
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m_MagentaTexture2DArray = CreateTexture2DArrayFromTexture2D(m_MagentaTexture, "Magenta Texture2DArray");
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m_MagentaTexture2DArrayRTH = RTHandles.Alloc(m_MagentaTexture2DArray);
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// Black
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RTHandles.Release(m_BlackTextureRTH);
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m_BlackTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Black Texture" };
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m_BlackTexture.SetPixel(0, 0, Color.black);
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m_BlackTexture.Apply();
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m_BlackTextureRTH = RTHandles.Alloc(m_BlackTexture);
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RTHandles.Release(m_BlackTexture2DArrayRTH);
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m_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(m_BlackTexture, "Black Texture2DArray");
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m_BlackTexture2DArrayRTH = RTHandles.Alloc(m_BlackTexture2DArray);
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RTHandles.Release(m_BlackTexture3DRTH);
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m_BlackTexture3D = CreateBlackTexture3D("Black Texture3D");
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m_BlackTexture3DRTH = RTHandles.Alloc(m_BlackTexture3D);
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// White
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RTHandles.Release(m_WhiteTextureRTH);
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m_WhiteTextureRTH = RTHandles.Alloc(Texture2D.whiteTexture);
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RTHandles.Release(m_WhiteTexture2DArrayRTH);
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m_WhiteTexture2DArray = CreateTexture2DArrayFromTexture2D(Texture2D.whiteTexture, "White Texture2DArray");
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m_WhiteTexture2DArrayRTH = RTHandles.Alloc(m_WhiteTexture2DArray);
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}
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}
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static Texture2DArray CreateTexture2DArrayFromTexture2D(Texture2D source, string name)
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{
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Texture2DArray texArray = new Texture2DArray(source.width, source.height, slices, source.format, false) { name = name };
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for (int i = 0; i < slices; ++i)
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Graphics.CopyTexture(source, 0, 0, texArray, i, 0);
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return texArray;
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}
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static Texture CreateBlackUIntTextureArray(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
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{
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RenderTexture blackUIntTexture2DArray = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
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{
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dimension = TextureDimension.Tex2DArray,
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volumeDepth = slices,
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useMipMap = false,
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autoGenerateMips = false,
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enableRandomWrite = true,
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name = "Black UInt Texture Array"
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};
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blackUIntTexture2DArray.Create();
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// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
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// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
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// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
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int kernel = clearR32_UIntShader.FindKernel("ClearUIntTextureArray");
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cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_TargetArray", blackUIntTexture2DArray);
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cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
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return blackUIntTexture2DArray as Texture;
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}
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static Texture CreateBlackUintTexture(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
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{
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RenderTexture blackUIntTexture2D = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
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{
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dimension = TextureDimension.Tex2D,
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volumeDepth = slices,
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useMipMap = false,
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autoGenerateMips = false,
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enableRandomWrite = true,
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name = "Black UInt Texture Array"
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};
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blackUIntTexture2D.Create();
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// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
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// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
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// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
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int kernel = clearR32_UIntShader.FindKernel("ClearUIntTexture");
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cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_Target", blackUIntTexture2D);
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cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
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return blackUIntTexture2D as Texture;
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}
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static Texture3D CreateBlackTexture3D(string name)
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{
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Texture3D texture3D = new Texture3D(width: 1, height: 1, depth: 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None);
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texture3D.name = name;
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texture3D.SetPixel(0, 0, 0, Color.black, 0);
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texture3D.Apply(updateMipmaps: false);
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return texture3D;
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}
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}
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}
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