113 lines
4.1 KiB
C#
113 lines
4.1 KiB
C#
using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// This class holds settings for the Waveform monitor.
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/// </summary>
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[Serializable]
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public sealed class WaveformMonitor : Monitor
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{
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/// <summary>
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/// The exposure multiplier applied to the waveform values.
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/// </summary>
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public float exposure = 0.12f;
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/// <summary>
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/// The height of the rendered waveform.
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/// </summary>
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/// <remarks>
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/// Waveforms display localized values so the width is dynamic and depends on the current
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/// aspect ratio.
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/// </remarks>
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public int height = 256;
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ComputeBuffer m_Data;
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const int k_ThreadGroupSize = 256;
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const int k_ThreadGroupSizeX = 16;
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const int k_ThreadGroupSizeY = 16;
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internal override void OnDisable()
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{
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base.OnDisable();
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if (m_Data != null)
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m_Data.Release();
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m_Data = null;
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}
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internal override bool NeedsHalfRes()
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{
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return true;
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}
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internal override bool ShaderResourcesAvailable(PostProcessRenderContext context)
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{
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return context.resources.computeShaders.waveform;
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}
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internal override void Render(PostProcessRenderContext context)
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{
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// Waveform show localized data, so width depends on the aspect ratio
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float ratio = (context.width / 2f) / (context.height / 2f);
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int width = Mathf.FloorToInt(height * ratio);
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CheckOutput(width, height);
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exposure = Mathf.Max(0f, exposure);
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int count = width * height;
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if (m_Data == null)
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{
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m_Data = new ComputeBuffer(count, sizeof(uint) << 2);
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}
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else if (m_Data.count < count)
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{
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m_Data.Release();
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m_Data = new ComputeBuffer(count, sizeof(uint) << 2);
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}
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var compute = context.resources.computeShaders.waveform;
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var cmd = context.command;
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cmd.BeginSample("Waveform");
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var parameters = new Vector4(
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width,
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height,
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RuntimeUtilities.isLinearColorSpace ? 1 : 0,
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0f
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);
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// Clear the buffer on every frame
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int kernel = compute.FindKernel("KWaveformClear");
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cmd.SetComputeBufferParam(compute, kernel, "_WaveformBuffer", m_Data);
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cmd.SetComputeVectorParam(compute, "_Params", parameters);
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cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(width / (float)k_ThreadGroupSizeX), Mathf.CeilToInt(height / (float)k_ThreadGroupSizeY), 1);
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// For performance reasons, especially on consoles, we'll just downscale the source
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// again to reduce VMEM stalls. Eventually the whole algorithm needs to be rewritten as
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// it's currently pretty naive.
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cmd.GetTemporaryRT(ShaderIDs.WaveformSource, width, height, 0, FilterMode.Bilinear, context.sourceFormat);
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cmd.BlitFullscreenTriangle(ShaderIDs.HalfResFinalCopy, ShaderIDs.WaveformSource);
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// Gather all pixels and fill in our waveform
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kernel = compute.FindKernel("KWaveformGather");
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cmd.SetComputeBufferParam(compute, kernel, "_WaveformBuffer", m_Data);
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cmd.SetComputeTextureParam(compute, kernel, "_Source", ShaderIDs.WaveformSource);
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cmd.SetComputeVectorParam(compute, "_Params", parameters);
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cmd.DispatchCompute(compute, kernel, width, Mathf.CeilToInt(height / (float)k_ThreadGroupSize), 1);
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cmd.ReleaseTemporaryRT(ShaderIDs.WaveformSource);
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// Generate the waveform texture
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var sheet = context.propertySheets.Get(context.resources.shaders.waveform);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(width, height, exposure, 0f));
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sheet.properties.SetBuffer(ShaderIDs.WaveformBuffer, m_Data);
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cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, output, sheet, 0);
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cmd.EndSample("Waveform");
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}
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}
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}
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