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#include "UnityPrefix.h"
#include "ImageFilters.h"
#include "Renderable.h"
#include "Runtime/Graphics/RenderTexture.h"
#include "Runtime/Shaders/GraphicsCaps.h"
#include "Runtime/Shaders/Material.h"
#include "CameraUtil.h"
#include "Runtime/Graphics/RenderBufferManager.h"
#include "Runtime/Graphics/RenderSurface.h"
#include "Runtime/GfxDevice/GfxDevice.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/Math/Matrix4x4.h"
#include "Runtime/Shaders/Shader.h"
#include "Runtime/Shaders/ShaderNameRegistry.h"
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Profiler/ExternalGraphicsProfiler.h"
PROFILER_INFORMATION(gImageFxProfile, "Camera.ImageEffects", kProfilerRender);
PROFILER_INFORMATION(gGraphicsBlitProfile, "Graphics.Blit", kProfilerRender);
namespace ImageFilters_Static
{
static SHADERPROP(MainTex);
} // namespace ImageFilters_Static
static bool s_InsideFilterChain = false;
static RenderTexture* s_CurrentSrcRT;
static RenderTexture* s_CurrentFinalRT;
// -----------------------------------------------------------------------------
static int GetImageFilterSortIndex (Unity::Component* component)
{
GameObject* go = component->GetGameObjectPtr();
int count = go ? go->GetComponentCount() : 0;
for (int i = 0; i < count; ++i)
{
if (&go->GetComponentAtIndex(i) == component)
return i;
}
return -1;
}
void ImageFilters::AddImageFilter (const ImageFilter& filter)
{
// When importing a package over a live image filter, it does not get removed.
// So remove them explicitly instead of adding it multiple times.
#if UNITY_EDITOR
RemoveImageFilter (filter);
#endif
Filters& filters = filter.afterOpaque ? m_AfterOpaque : m_AfterEverything;
// Insert the image filter by sort index.
// Search backwards because in most cases the filters are added in sorted order.
int insertIndex = GetImageFilterSortIndex(filter.component);
for( int i = filters.size()-1; i >= 0; --i )
{
if (insertIndex >= GetImageFilterSortIndex(filters[i].component))
{
Filters::iterator insertion = filters.begin() + i + 1;
filters.insert (insertion, filter);
return;
}
}
filters.insert (filters.begin(), filter);
}
void ImageFilters::RemoveImageFilter (const ImageFilter& filter)
{
for (Filters::iterator i = m_AfterOpaque.begin(); i != m_AfterOpaque.end(); /**/)
{
if (*i == filter)
i = m_AfterOpaque.erase (i);
else
++i;
}
for (Filters::iterator i = m_AfterEverything.begin(); i != m_AfterEverything.end(); /**/)
{
if (*i == filter)
i = m_AfterEverything.erase (i);
else
++i;
}
}
RenderTexture* ImageFilters::GetTargetBeforeOpaque ()
{
return m_FirstTargetTexture;
}
RenderTexture* ImageFilters::GetTargetAfterOpaque (bool forceIntoRT, bool usingScreenToComposite)
{
if (m_AfterOpaque.empty())
return m_FirstTargetTexture;
if (m_AfterEverything.empty() && !forceIntoRT)
return m_FirstTargetTexture;
if (usingScreenToComposite && !forceIntoRT)
return m_FirstTargetTexture;
return m_SecondTargetTexture;
}
RenderTexture* ImageFilters::GetTargetFinal ()
{
return m_FinalTargetTexture;
}
static RenderTexture* GetTemporaryRT (bool depthBuffer, bool requestHDR = false, bool requestLinear = false, int antiAliasing = 1)
{
RenderBufferManager& rbm = GetRenderBufferManager ();
RenderTexture* rt = rbm.GetTempBuffer (
RenderBufferManager::kFullSize,
RenderBufferManager::kFullSize,
depthBuffer ? kDepthFormat24 : kDepthFormatNone,
// by gl/gles spec blitting won't work if dst have components missing from src
// which is the case often on mobiles
requestHDR ? GetGfxDevice().GetDefaultHDRRTFormat() : GetGfxDevice().GetDefaultRTFormat(),
0,
(requestLinear && !requestHDR) ? kRTReadWriteSRGB : kRTReadWriteLinear,
antiAliasing);
if (rt) rt->CorrectVerticalTexelSize(true);
return rt;
}
RenderTexture* ImageFilters::SwitchTargetToLDR (RenderTexture* oldRt, bool requestLinear)
{
if(!oldRt)
return NULL;
RenderTexture* newRt = GetTemporaryRT (false, false, requestLinear);
if (oldRt == m_FirstTargetTexture) {
GetRenderBufferManager().ReleaseTempBuffer (oldRt);
m_FirstTargetTexture = newRt;
}
else if (oldRt == m_SecondTargetTexture) {
GetRenderBufferManager().ReleaseTempBuffer (oldRt);
m_SecondTargetTexture = newRt;
}
else {
GetRenderBufferManager().ReleaseTempBuffer (oldRt);
}
return newRt;
}
void ImageFilters::ReleaseTargetForLDR (RenderTexture** oldRt)
{
if(!(*oldRt))
return;
RenderTexture* rt = *oldRt;
GetRenderBufferManager().ReleaseTempBuffer (rt);
if(rt == m_FirstTargetTexture)
m_FirstTargetTexture = NULL;
if(rt == m_SecondTargetTexture)
m_SecondTargetTexture = NULL;
*oldRt = NULL;
}
void ImageFilters::Prepare (bool forceIntoRT, bool hdr, int antiAliasing)
{
Assert (!m_FirstTargetTexture && !m_SecondTargetTexture);
// Nothing to do if we have no image filters
if (!HasImageFilter() && !forceIntoRT)
return;
// Ignore image filters if we can't use them
if (!RenderTexture::IsEnabled() || (gGraphicsCaps.npotRT == kNPOTNone))
{
static bool errorShown = false;
if( !errorShown )
{
ErrorString("can't use image filters (npot-RT are not supported or RT are disabled completely)");
errorShown = true;
}
return;
}
bool linearColorSpace = GetActiveColorSpace() == kLinearColorSpace;
m_FirstTargetTexture = GetTemporaryRT (true, hdr, linearColorSpace, antiAliasing);
// find out if we're still rendering HDR after opaque
bool hdrAfterOpaque = hdr;
Filters& filters = m_AfterOpaque;
size_t n = filters.size();
for (size_t i = 0; i < n; ++i)
if (filters[i].transformsToLDR)
hdrAfterOpaque = false;
// we need second target only if have both after-opaque
//if (!m_AfterOpaque.empty())
m_SecondTargetTexture = GetTemporaryRT (false, hdrAfterOpaque, linearColorSpace, antiAliasing);
}
static void GetDestRenderTargetSurfaces (RenderTexture* dest, RenderSurfaceHandle& outColor, RenderSurfaceHandle& outDepth)
{
if (dest && !dest->IsCreated())
dest->Create();
// Ugly hack: when we have image filters that are between opaque & transparent geometry,
// we really want to share the depth buffer for before/after rendering of that. However
// the current scripting API does not allow doing that!
//
// So try to detect this situation: if we're inside of image filters loop and destination
// is not the first target: use depth from the first one.
if (s_InsideFilterChain && dest && s_CurrentSrcRT != NULL && dest == s_CurrentFinalRT && dest->GetWidth()==s_CurrentSrcRT->GetWidth() && dest->GetHeight()==s_CurrentSrcRT->GetHeight())
{
// one more ugly hack (do we even need to mark ugly hacks?)
// RenderBufferManager returns non-created RT, so at this point we can end up with non-created s_CurrentSrcRT
// e.g. first run of image filters
// so create it before getting depth surface
if(!s_CurrentSrcRT->IsCreated())
s_CurrentSrcRT->Create();
outColor = dest->GetColorSurfaceHandle();
outDepth = s_CurrentSrcRT->GetDepthSurfaceHandle();
}
else if (dest)
{
outColor = dest->GetColorSurfaceHandle();
outDepth = dest->GetDepthSurfaceHandle();
}
else
{
outColor = GetGfxDevice().GetBackBufferColorSurface();
outDepth = GetGfxDevice().GetBackBufferDepthSurface();
}
}
void ImageFilters::DoRender (RenderTexture* finalRT, bool forceIntoRT, bool afterOpaque, bool usingScreenToComposite, bool hdr)
{
// Ignore image filters if we can't use them
if (!RenderTexture::IsEnabled() || (gGraphicsCaps.npotRT == kNPOTNone))
return;
PROFILER_AUTO_GFX(gImageFxProfile, NULL)
GPU_AUTO_SECTION(kGPUSectionPostProcess);
bool buffersInHDR = hdr;
bool linearColorSpace = GetActiveColorSpace() == kLinearColorSpace;
RenderBufferManager& rbm = GetRenderBufferManager();
RenderTexture* srcRT = NULL;
RenderTexture* dstRT = NULL;
m_FinalTargetTexture = GetGfxDevice().GetActiveRenderTexture();
if (afterOpaque)
{
srcRT = m_FirstTargetTexture;
if ((!m_AfterEverything.empty() && !usingScreenToComposite) || forceIntoRT)
finalRT = m_SecondTargetTexture;
}
else
{
srcRT = GetTargetAfterOpaque(forceIntoRT, usingScreenToComposite);
}
// store current values of global state (to make re-entrancy work)
bool oldInside = s_InsideFilterChain;
RenderTexture *oldSrcRT = s_CurrentSrcRT;
RenderTexture *oldFinalRT = s_CurrentFinalRT;
s_InsideFilterChain = false;
s_CurrentSrcRT = srcRT;
s_CurrentFinalRT = finalRT;
GfxDevice& device = GetGfxDevice();
Filters& filters = afterOpaque ? m_AfterOpaque : m_AfterEverything;
size_t n = filters.size();
for (size_t i = 0; i < n; ++i)
{
RenderTexture* dst;
if (i == n-1)
dst = finalRT;
else
{
if (filters[i].transformsToLDR && buffersInHDR) {
buffersInHDR = false;
dstRT = SwitchTargetToLDR(dstRT, linearColorSpace);
}
if (!dstRT)
{
dstRT = GetTemporaryRT(false, buffersInHDR, linearColorSpace);
}
dst = dstRT;
}
// Render one image effect
s_InsideFilterChain = true;
PROFILER_AUTO_GFX(gImageFxProfile, filters[i].component);
// Discard any destination RT contents before rendering the effect into it
// NB: do not discard back buffer here
RenderSurfaceHandle dstRsColor, dstRsDepth;
GetDestRenderTargetSurfaces (dst, dstRsColor, dstRsDepth);
if(!dstRsColor.object->backBuffer)
device.DiscardContents (dstRsColor);
// However, do not discard depth if we're in the opaque image effects
// stage and it's our final destination depth - we will still need
// it for later alpha rendering.
if (dstRsDepth != s_CurrentSrcRT->GetDepthSurfaceHandle() && !dstRsDepth.object->backBuffer)
device.DiscardContents (dstRsDepth);
else
device.IgnoreNextUnresolveOnRS (dstRsDepth); // we'll have to un-resolve it, so silence up the warning
// Invoke actual image effect function
filters[i].renderFunc (filters[i].component, srcRT, dst);
s_InsideFilterChain = false;
// if we have just converted to LDR, we need to completely switch to LDR, so let's release src
if (filters[i].transformsToLDR && hdr && !buffersInHDR) {
//srcRT = SwitchTargetToLDR(srcRT, linearColorSpace);
if(srcRT)
ReleaseTargetForLDR(&srcRT);
}
// We are ping-ponging between textures when there are more than 2 image filters.
// If the very first one was AA-resolved, it's upside down flip is already handled.
if (srcRT) srcRT->CorrectVerticalTexelSize(true);
std::swap (srcRT, dstRT);
}
bool needsBlitIntoFinalRT = !afterOpaque && forceIntoRT && filters.empty();
if (needsBlitIntoFinalRT)
{
ImageFilters::Blit (srcRT, finalRT);
}
if (n > 0 || needsBlitIntoFinalRT)
{
// we actually rendered into finalRT
m_FinalTargetTexture = finalRT;
}
if (dstRT && dstRT != m_FirstTargetTexture && dstRT != m_SecondTargetTexture)
rbm.ReleaseTempBuffer (dstRT);
if (srcRT && srcRT != m_FirstTargetTexture && srcRT != m_SecondTargetTexture)
rbm.ReleaseTempBuffer (srcRT);
if (!afterOpaque)
{
if (m_FirstTargetTexture)
{
rbm.ReleaseTempBuffer (m_FirstTargetTexture);
m_FirstTargetTexture = NULL;
}
if (m_SecondTargetTexture)
{
rbm.ReleaseTempBuffer (m_SecondTargetTexture);
if (m_SecondTargetTexture == m_FinalTargetTexture)
m_FinalTargetTexture = NULL;
m_SecondTargetTexture = NULL;
}
}
GetGfxDevice().SetSRGBWrite(false);
// resstore old values of global state
s_InsideFilterChain = oldInside;
s_CurrentSrcRT = oldSrcRT;
s_CurrentFinalRT = oldFinalRT;
}
// -----------------------------------------------------------------------------
void ImageFilters::Blit (Texture* source, RenderTexture* dest)
{
static Material* s_BlitMaterial = NULL;
if (!s_BlitMaterial){
Shader* shader = GetScriptMapper().FindShader ("Hidden/BlitCopy");
s_BlitMaterial = Material::CreateMaterial (*shader, Object::kHideAndDontSave);
}
Blit (source, dest, s_BlitMaterial, -1, true);
}
void ImageFilters::DrawQuadNoGPUTimestamp (GfxDevice& device, bool invertY, float uvX, float uvY)
{
device.ImmediateBegin (kPrimitiveQuads);
float y1, y2;
if (invertY) {
y1 = uvY; y2 = 0.0f;
} else {
y1 = 0.0f; y2 = uvY;
}
// set the vertex color to white, otherwise shader doing the blit might get some random color
device.ImmediateColor(1.0f, 1.0f, 1.0f, 1.0f);
device.ImmediateTexCoordAll (0.0f, y1, 0.0f); device.ImmediateVertex (0.0f, 0.0f, 0.1f);
device.ImmediateTexCoordAll (0.0f, y2, 0.0f); device.ImmediateVertex (0.0f, 1.0f, 0.1f);
device.ImmediateTexCoordAll (uvX, y2, 0.0f); device.ImmediateVertex (1.0f, 1.0f, 0.1f);
device.ImmediateTexCoordAll (uvX, y1, 0.0f); device.ImmediateVertex (1.0f, 0.0f, 0.1f);
device.ImmediateEnd ();
}
void ImageFilters::DrawQuad (GfxDevice& device, bool invertY, float uvX, float uvY)
{
DrawQuadNoGPUTimestamp(device, invertY, uvX, uvY);
GPU_TIMESTAMP();
}
static void SetMultiTapTexCoords (GfxDevice& device, float invSourceSizeX, float invSourceSizeY, float x, float y, bool invertY, int count, const Vector2f* offsets)
{
for (int i = 0; i < count; ++i)
{
Vector2f offset = offsets[i];
if (invertY)
offset.y = -offset.y;
offset.x *= invSourceSizeX;
offset.y *= invSourceSizeY;
device.ImmediateTexCoord (i, x + offset.x, y + offset.y, 0.0f);
}
}
void ImageFilters::SetCurrentRenderTarget (RenderTexture* dest, UInt32 flags)
{
RenderSurfaceHandle rsColor, rsDepth;
GetDestRenderTargetSurfaces (dest, rsColor, rsDepth);
RenderTexture::SetActive (1, &rsColor, rsDepth, dest, 0, kCubeFaceUnknown, flags);
RenderTexture::FindAndSetSRGBWrite (dest);
}
static bool IsActiveRenderTextureMSAA ()
{
RenderTexture* rt = RenderTexture::GetActive();
return (rt && rt->IsAntiAliased());
}
void ImageFilters::Blit (Texture* source, RenderTexture* dest, Unity::Material* mat, int pass, bool setRT)
{
using namespace ImageFilters_Static;
PROFILER_AUTO(gGraphicsBlitProfile, mat->GetShader())
GfxDevice& device = GetGfxDevice();
UInt32 rtFlags = 0;
#if UNITY_XENON
// Xbox 360 must resolve a render target before using it as a texture.
if (source == dest)
{
rtFlags |= RenderTexture::kFlagForceResolve;
}
else if (!setRT)
{
// Render target was set previously. Get it and compare.
if (source == device.GetActiveRenderTexture())
{
setRT = true;
rtFlags |= RenderTexture::kFlagForceResolve;
}
}
#endif
// MSAA render targets must be resolved before they are used.
if (IsActiveRenderTextureMSAA())
{
setRT = true;
rtFlags |= RenderTexture::kFlagForceResolve;
}
if (setRT)
SetCurrentRenderTarget (dest, rtFlags);
bool setTexture = source && mat->HasProperty(kSLPropMainTex);
if (setTexture)
mat->SetTexture (kSLPropMainTex, source);
bool invertY = source && source->GetTexelSizeY() < 0.0f;
float uvX = 1.0f, uvY = 1.0f;
#if GFX_EMULATES_NPOT_RENDERTEXTURES
if (source)
{
int texWidth = source->GetGLWidth();
int texHeight = source->GetGLHeight();
uvX = (float)texWidth / (float)NextPowerOfTwo(texWidth);
uvY = (float)texHeight / (float)NextPowerOfTwo(texHeight);
}
#endif
DeviceMVPMatricesState preserveMVP;
LoadFullScreenOrthoMatrix();
int npasses = mat->GetPassCount ();
if (pass == -1)
{
for (int i = 0; i < npasses; ++i)
{
mat->SetPass (i);
DrawQuad (device, invertY, uvX, uvY);
}
}
else
{
if (pass >= 0 && pass < npasses)
{
mat->SetPass (pass);
DrawQuad (device, invertY, uvX, uvY);
}
else
{
ErrorString ("Invalid pass number for Graphics.Blit");
}
}
if (setTexture)
mat->SetTexture (kSLPropMainTex, NULL);
}
void ImageFilters::BlitMultiTap (Texture* source, RenderTexture* dest, Material* mat, int count, const Vector2f* offsets)
{
using namespace ImageFilters_Static;
PROFILER_AUTO(gGraphicsBlitProfile, mat->GetShader())
UInt32 rtFlags = 0;
#if UNITY_XENON
// Xbox 360 must resolve a render target before using it as a texture.
// MSAA render targets also need to be resolved before they are used.
if (source == dest)
rtFlags |= RenderTexture::kFlagForceResolve;
#endif
// MSAA render targets must be resolved before they are used.
if (IsActiveRenderTextureMSAA())
{
rtFlags |= RenderTexture::kFlagForceResolve;
}
SetCurrentRenderTarget (dest, rtFlags);
bool setTexture = source && mat->HasProperty(kSLPropMainTex);
if (setTexture)
mat->SetTexture (kSLPropMainTex, source);
bool invertY = source && source->GetTexelSizeY() < 0.0f;
float uvX = 1.0f, uvY = 1.0f;
int texWidth = 0, texHeight = 0;
if (source)
{
texWidth = source->GetGLWidth();
texHeight = source->GetGLHeight();
#if GFX_EMULATES_NPOT_RENDERTEXTURES
int potWidth = NextPowerOfTwo(texWidth);
int potHeight = NextPowerOfTwo(texHeight);
uvX = (float)texWidth / (float)potWidth;
uvY = (float)texHeight / (float)potHeight;
texWidth = potWidth;
texHeight = potHeight;
#endif
}
GfxDevice& device = GetGfxDevice();
DeviceMVPMatricesState preserveMVP;
LoadFullScreenOrthoMatrix();
int npasses = mat->GetPassCount ();
for (int i = 0; i < npasses; ++i)
{
float y1, y2;
if (invertY)
{
y1 = uvY; y2 = 0.0f;
}
else
{
y1 = 0.0f; y2 = uvY;
}
float invSizeX = source ? 1.0f / texWidth : 0.0f;
float invSizeY = source ? 1.0f / texHeight : 0.0f;
mat->SetColor(ShaderLab::Property("_BlurOffsets"), ColorRGBAf(offsets[0].x, offsets[0].y, 0.0f, y1));
mat->SetPass (i);
device.ImmediateBegin (kPrimitiveQuads);
SetMultiTapTexCoords( device, invSizeX, invSizeY, 0.0f, y1, invertY, count, offsets );
device.ImmediateVertex (0.0f, 0.0f, 0.1f);
SetMultiTapTexCoords( device, invSizeX, invSizeY, 0.0f, y2, invertY, count, offsets );
device.ImmediateVertex (0.0f, 1.0f, 0.1f);
SetMultiTapTexCoords( device, invSizeX, invSizeY, uvX, y2, invertY, count, offsets );
device.ImmediateVertex (1.0f, 1.0f, 0.1f);
SetMultiTapTexCoords( device, invSizeX, invSizeY, uvX, y1, invertY, count, offsets );
device.ImmediateVertex (1.0f, 0.0f, 0.1f);
device.ImmediateEnd ();
GPU_TIMESTAMP();
}
if (setTexture)
mat->SetTexture (kSLPropMainTex, NULL);
}
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