using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
#if ENABLE_VR && ENABLE_XR_MODULE
using UnityEngine.XR;
#endif
namespace UnityEngine.Experimental.Rendering
{
///
/// Used by render pipelines to communicate with XR SDK.
///
public static class XRSystem
{
// Keep track of only one XR layout
static XRLayout s_Layout = new XRLayout();
// Delegate allocations of XRPass to the render pipeline
static Func s_PassAllocator = null;
#if ENABLE_VR && ENABLE_XR_MODULE
static List s_DisplayList = new List();
static XRDisplaySubsystem s_Display;
///
/// Returns the active XR display.
///
static public XRDisplaySubsystem GetActiveDisplay()
{
return s_Display;
}
#endif
// MSAA level (number of samples per pixel) shared by all XR displays
static MSAASamples s_MSAASamples = MSAASamples.None;
// Internal resources used by XR rendering
static Material s_OcclusionMeshMaterial;
static Material s_MirrorViewMaterial;
// Ability to override the default XR layout
static Action s_LayoutOverride = null;
///
/// Returns true if a XR device is connected and running.
///
static public bool displayActive
{
#if ENABLE_VR && ENABLE_XR_MODULE
get => (s_Display != null) ? s_Display.running : false;
#else
get => false;
#endif
}
///
/// Valid empty pass when a camera is not using XR.
///
public static readonly XRPass emptyPass = new XRPass();
///
/// If true, the system will try to create a layout compatible with single-pass rendering.
///
static public bool singlePassAllowed { get; set; } = true;
///
/// Cached value of SystemInfo.foveatedRenderingCaps.
///
static public FoveatedRenderingCaps foveatedRenderingCaps { get; set; }
///
/// If true, the system will log some information about the layout to the console.
///
static public bool dumpDebugInfo { get; set; } = false;
///
/// Use this method to assign the shaders that will be used to render occlusion mesh for each XRPass and the final mirror view.
///
///
///
///
public static void Initialize(Func passAllocator, Shader occlusionMeshPS, Shader mirrorViewPS)
{
if (passAllocator == null)
throw new ArgumentNullException("passCreator");
s_PassAllocator = passAllocator;
RefreshDeviceInfo();
foveatedRenderingCaps = SystemInfo.foveatedRenderingCaps;
if (occlusionMeshPS != null && s_OcclusionMeshMaterial == null)
s_OcclusionMeshMaterial = CoreUtils.CreateEngineMaterial(occlusionMeshPS);
if (mirrorViewPS != null && s_MirrorViewMaterial == null)
s_MirrorViewMaterial = CoreUtils.CreateEngineMaterial(mirrorViewPS);
if (XRGraphicsAutomatedTests.enabled)
SetLayoutOverride(XRGraphicsAutomatedTests.OverrideLayout);
}
///
/// Used by the render pipeline to communicate to the XR device how many samples are used by MSAA.
///
///
public static void SetDisplayMSAASamples(MSAASamples msaaSamples)
{
if (s_MSAASamples == msaaSamples)
return;
s_MSAASamples = msaaSamples;
#if ENABLE_VR && ENABLE_XR_MODULE
SubsystemManager.GetInstances(s_DisplayList);
foreach (var display in s_DisplayList)
display.SetMSAALevel((int)s_MSAASamples);
#endif
}
///
/// Returns the number of samples (MSAA) currently configured on the XR device.
///
///
public static MSAASamples GetDisplayMSAASamples()
{
return s_MSAASamples;
}
///
/// Used by the render pipeline to scale the render target on the XR device.
///
/// A value of 1.0f represents 100% of the original resolution.
public static void SetRenderScale(float renderScale)
{
#if ENABLE_VR && ENABLE_XR_MODULE
SubsystemManager.GetInstances(s_DisplayList);
foreach (var display in s_DisplayList)
display.scaleOfAllRenderTargets = renderScale;
#endif
}
///
/// Used by the render pipeline to initiate a new rendering frame through a XR layout.
///
///
public static XRLayout NewLayout()
{
RefreshDeviceInfo();
if (s_Layout.GetActivePasses().Count > 0)
{
Debug.LogWarning("Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.");
EndLayout();
}
return s_Layout;
}
///
/// Used by the render pipeline to complete the XR layout at the end of the frame.
///
public static void EndLayout()
{
if (dumpDebugInfo)
s_Layout.LogDebugInfo();
s_Layout.Clear();
}
///
/// Used by the render pipeline to render the mirror view to the gameview, as configured by the XR device.
///
///
///
public static void RenderMirrorView(CommandBuffer cmd, Camera camera)
{
#if ENABLE_VR && ENABLE_XR_MODULE
XRMirrorView.RenderMirrorView(cmd, camera, s_MirrorViewMaterial, s_Display);
#endif
}
///
/// Free up resources used by the system.
///
public static void Dispose()
{
if (s_OcclusionMeshMaterial != null)
{
CoreUtils.Destroy(s_OcclusionMeshMaterial);
s_OcclusionMeshMaterial = null;
}
if (s_MirrorViewMaterial != null)
{
CoreUtils.Destroy(s_MirrorViewMaterial);
s_MirrorViewMaterial = null;
}
}
// Used by the render pipeline to communicate to the XR device the range of the depth buffer.
internal static void SetDisplayZRange(float zNear, float zFar)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (s_Display != null)
{
s_Display.zNear = zNear;
s_Display.zFar = zFar;
}
#endif
}
// XRTODO : expose as public API
static void SetLayoutOverride(Action action)
{
s_LayoutOverride = action;
}
// Disable legacy VR system before rendering first frame
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
static void XRSystemInit()
{
if (GraphicsSettings.currentRenderPipeline != null)
{
RefreshDeviceInfo();
}
}
static void RefreshDeviceInfo()
{
#if ENABLE_VR && ENABLE_XR_MODULE
SubsystemManager.GetInstances(s_DisplayList);
if (s_DisplayList.Count > 0)
{
if (s_DisplayList.Count > 1)
throw new NotImplementedException("Only one XR display is supported!");
s_Display = s_DisplayList[0];
s_Display.disableLegacyRenderer = true;
s_Display.sRGB = QualitySettings.activeColorSpace == ColorSpace.Linear;
// XRTODO : discuss this code and UI implications
s_Display.textureLayout = XRDisplaySubsystem.TextureLayout.Texture2DArray;
// XRTODO : replace by API from XR SDK, assume we have 2 views max for now
TextureXR.maxViews = Math.Max(TextureXR.slices, 2);
}
else
{
s_Display = null;
}
#endif
}
// Setup the layout to use multi-pass or single-pass based on the runtime caps
internal static void CreateDefaultLayout(Camera camera)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (s_Display == null)
throw new NullReferenceException(nameof(s_Display));
for (int renderPassIndex = 0; renderPassIndex < s_Display.GetRenderPassCount(); ++renderPassIndex)
{
s_Display.GetRenderPass(renderPassIndex, out var renderPass);
s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
if (CanUseSinglePass(camera, renderPass))
{
var xrPass = s_PassAllocator(BuildPass(renderPass, cullingParams));
for (int renderParamIndex = 0; renderParamIndex < renderPass.GetRenderParameterCount(); ++renderParamIndex)
{
renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
xrPass.AddView(BuildView(renderPass, renderParam));
}
s_Layout.AddPass(camera, xrPass);
}
else
{
for (int renderParamIndex = 0; renderParamIndex < renderPass.GetRenderParameterCount(); ++renderParamIndex)
{
renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
var xrPass = s_PassAllocator(BuildPass(renderPass, cullingParams));
xrPass.AddView(BuildView(renderPass, renderParam));
s_Layout.AddPass(camera, xrPass);
}
}
}
if (s_LayoutOverride != null)
s_LayoutOverride.Invoke(s_Layout, camera);
#endif
}
// Update the parameters of one pass with a different camera
internal static void ReconfigurePass(XRPass xrPass, Camera camera)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xrPass.enabled && s_Display != null)
{
s_Display.GetRenderPass(xrPass.multipassId, out var renderPass);
Debug.Assert(xrPass.singlePassEnabled || renderPass.GetRenderParameterCount() == 1);
s_Display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams);
xrPass.AssignCullingParams(renderPass.cullingPassIndex, cullingParams);
for (int renderParamIndex = 0; renderParamIndex < renderPass.GetRenderParameterCount(); ++renderParamIndex)
{
renderPass.GetRenderParameter(camera, renderParamIndex, out var renderParam);
xrPass.AssignView(renderParamIndex, BuildView(renderPass, renderParam));
}
if (s_LayoutOverride != null)
s_LayoutOverride.Invoke(s_Layout, camera);
}
#endif
}
#if ENABLE_VR && ENABLE_XR_MODULE
static bool CanUseSinglePass(Camera camera, XRDisplaySubsystem.XRRenderPass renderPass)
{
if (!singlePassAllowed)
return false;
if (renderPass.renderTargetDesc.dimension != TextureDimension.Tex2DArray)
return false;
if (renderPass.GetRenderParameterCount() != 2 || renderPass.renderTargetDesc.volumeDepth != 2)
return false;
renderPass.GetRenderParameter(camera, 0, out var renderParam0);
renderPass.GetRenderParameter(camera, 1, out var renderParam1);
if (renderParam0.textureArraySlice != 0 || renderParam1.textureArraySlice != 1)
return false;
if (renderParam0.viewport != renderParam1.viewport)
return false;
return true;
}
static XRView BuildView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySubsystem.XRRenderParameter renderParameter)
{
// Convert viewport from normalized to screen space
Rect viewport = renderParameter.viewport;
viewport.x *= renderPass.renderTargetDesc.width;
viewport.width *= renderPass.renderTargetDesc.width;
viewport.y *= renderPass.renderTargetDesc.height;
viewport.height *= renderPass.renderTargetDesc.height;
// XRTODO : remove this line and use XRSettings.useOcclusionMesh instead when it's fixed
Mesh occlusionMesh = XRGraphicsAutomatedTests.running ? null : renderParameter.occlusionMesh;
return new XRView(renderParameter.projection, renderParameter.view, viewport, occlusionMesh, renderParameter.textureArraySlice);
}
static XRPassCreateInfo BuildPass(XRDisplaySubsystem.XRRenderPass xrRenderPass, ScriptableCullingParameters cullingParameters)
{
// We can't use descriptor directly because y-flip is forced
// XRTODO : fix root problem
RenderTextureDescriptor xrDesc = xrRenderPass.renderTargetDesc;
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(xrDesc.width, xrDesc.height, xrDesc.colorFormat, xrDesc.depthBufferBits, xrDesc.mipCount);
rtDesc.dimension = xrRenderPass.renderTargetDesc.dimension;
rtDesc.volumeDepth = xrRenderPass.renderTargetDesc.volumeDepth;
rtDesc.vrUsage = xrRenderPass.renderTargetDesc.vrUsage;
rtDesc.sRGB = xrRenderPass.renderTargetDesc.sRGB;
XRPassCreateInfo passInfo = new XRPassCreateInfo
{
renderTarget = xrRenderPass.renderTarget,
renderTargetDesc = rtDesc,
cullingParameters = cullingParameters,
occlusionMeshMaterial = s_OcclusionMeshMaterial,
foveatedRenderingInfo = xrRenderPass.foveatedRenderingInfo,
multipassId = s_Layout.GetActivePasses().Count,
cullingPassId = xrRenderPass.cullingPassIndex,
copyDepth = xrRenderPass.shouldFillOutDepth,
xrSdkRenderPass = xrRenderPass
};
return passInfo;
}
#endif
}
}