using Unity.Scripting.LifecycleManagement;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering
{
///
/// Utility class providing default textures compatible in any XR setup.
///
public static partial class TextureXR
{
[OnCodeInitializing]
static void ResetStaticsOnLoad()
{
Cleanup();
s_MaxViews = 1;
}
// Property set by XRSystem — manually reset alongside textures in Cleanup()
[NoAutoStaticsCleanup]
private static int s_MaxViews = 1;
///
/// Maximum number of views handled by the XR system.
///
public static int maxViews
{
set
{
s_MaxViews = value;
}
}
// Property accessed when allocating a render target
///
/// Number of slices used by the XR system.
///
public static int slices { get => s_MaxViews; }
// Must be in sync with shader define in TextureXR.hlsl
///
/// Returns true if the XR system uses texture arrays.
///
public static bool useTexArray
{
get
{
switch (SystemInfo.graphicsDeviceType)
{
case GraphicsDeviceType.Direct3D11:
case GraphicsDeviceType.Direct3D12:
case GraphicsDeviceType.PlayStation4:
case GraphicsDeviceType.PlayStation5:
case GraphicsDeviceType.PlayStation5NGGC:
case GraphicsDeviceType.Vulkan:
case GraphicsDeviceType.Metal:
case GraphicsDeviceType.OpenGLES3:
case GraphicsDeviceType.OpenGLCore:
return true;
default:
return false;
}
}
}
///
/// Dimension of XR textures.
///
public static TextureDimension dimension
{
get
{
// TEXTURE2D_X macros will now expand to TEXTURE2D or TEXTURE2D_ARRAY
return useTexArray ? TextureDimension.Tex2DArray : TextureDimension.Tex2D;
}
}
// Need to keep both the Texture and the RTHandle in order to be able to track lifetime properly.
// Manually cleaned up via Cleanup() which calls RTHandles.Release()
[NoAutoStaticsCleanup]
static Texture s_BlackUIntTexture2DArray;
[NoAutoStaticsCleanup]
static Texture s_BlackUIntTexture;
[NoAutoStaticsCleanup]
static RTHandle s_BlackUIntTexture2DArrayRTH;
[NoAutoStaticsCleanup]
static RTHandle s_BlackUIntTextureRTH;
///
/// Default black unsigned integer texture.
///
/// The default black unsigned integer texture.
public static RTHandle GetBlackUIntTexture() { return useTexArray ? s_BlackUIntTexture2DArrayRTH : s_BlackUIntTextureRTH; }
[NoAutoStaticsCleanup]
static Texture2DArray s_ClearTexture2DArray;
[NoAutoStaticsCleanup]
static Texture2D s_ClearTexture;
[NoAutoStaticsCleanup]
static RTHandle s_ClearTexture2DArrayRTH;
[NoAutoStaticsCleanup]
static RTHandle s_ClearTextureRTH;
///
/// Default clear color (0, 0, 0, 1) texture.
///
/// The default clear color texture.
public static RTHandle GetClearTexture() { return useTexArray ? s_ClearTexture2DArrayRTH : s_ClearTextureRTH; }
[NoAutoStaticsCleanup]
static Texture2DArray s_MagentaTexture2DArray;
[NoAutoStaticsCleanup]
static Texture2D s_MagentaTexture;
[NoAutoStaticsCleanup]
static RTHandle s_MagentaTexture2DArrayRTH;
[NoAutoStaticsCleanup]
static RTHandle s_MagentaTextureRTH;
///
/// Default magenta texture.
///
/// The default magenta texture.
public static RTHandle GetMagentaTexture() { return useTexArray ? s_MagentaTexture2DArrayRTH : s_MagentaTextureRTH; }
[NoAutoStaticsCleanup]
static Texture2D s_BlackTexture;
[NoAutoStaticsCleanup]
static Texture3D s_BlackTexture3D;
[NoAutoStaticsCleanup]
static Texture2DArray s_BlackTexture2DArray;
[NoAutoStaticsCleanup]
static RTHandle s_BlackTexture2DArrayRTH;
[NoAutoStaticsCleanup]
static RTHandle s_BlackTextureRTH;
[NoAutoStaticsCleanup]
static RTHandle s_BlackTexture3DRTH;
///
/// Default black texture.
///
/// The default black texture.
public static RTHandle GetBlackTexture() { return useTexArray ? s_BlackTexture2DArrayRTH : s_BlackTextureRTH; }
///
/// Default black texture array.
///
/// The default black texture array.
public static RTHandle GetBlackTextureArray() { return s_BlackTexture2DArrayRTH; }
///
/// Default black texture 3D.
///
/// The default black texture 3D.
public static RTHandle GetBlackTexture3D() { return s_BlackTexture3DRTH; }
[NoAutoStaticsCleanup]
static Texture2DArray s_WhiteTexture2DArray;
[NoAutoStaticsCleanup]
static RTHandle s_WhiteTexture2DArrayRTH;
[NoAutoStaticsCleanup]
static RTHandle s_WhiteTextureRTH;
///
/// Default white texture.
///
/// The default white texture.
public static RTHandle GetWhiteTexture() { return useTexArray ? s_WhiteTexture2DArrayRTH : s_WhiteTextureRTH; }
///
/// Is TextureXR initialized?
///
public static bool initialized => s_BlackUIntTexture2DArray != null; // We assume that everything is valid if one is valid.
///
/// Initialize XR textures. Must be called at least once.
///
/// Command Buffer used to initialize textures.
/// Compute shader used to intitialize unsigned integer textures.
public static void Initialize(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
if (initialized)
return;
// Black UINT
s_BlackUIntTexture2DArray = CreateBlackUIntTextureArray(cmd, clearR32_UIntShader);
s_BlackUIntTexture2DArrayRTH = RTHandles.Alloc(s_BlackUIntTexture2DArray);
s_BlackUIntTexture = CreateBlackUintTexture(cmd, clearR32_UIntShader);
s_BlackUIntTextureRTH = RTHandles.Alloc(s_BlackUIntTexture);
// Clear
s_ClearTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Clear Texture" };
s_ClearTexture.SetPixel(0, 0, Color.clear);
s_ClearTexture.Apply();
s_ClearTextureRTH = RTHandles.Alloc(s_ClearTexture);
s_ClearTexture2DArray = CreateTexture2DArrayFromTexture2D(s_ClearTexture, "Clear Texture2DArray");
s_ClearTexture2DArrayRTH = RTHandles.Alloc(s_ClearTexture2DArray);
// Magenta
s_MagentaTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Magenta Texture" };
s_MagentaTexture.SetPixel(0, 0, Color.magenta);
s_MagentaTexture.Apply();
s_MagentaTextureRTH = RTHandles.Alloc(s_MagentaTexture);
s_MagentaTexture2DArray = CreateTexture2DArrayFromTexture2D(s_MagentaTexture, "Magenta Texture2DArray");
s_MagentaTexture2DArrayRTH = RTHandles.Alloc(s_MagentaTexture2DArray);
// Black
s_BlackTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Black Texture" };
s_BlackTexture.SetPixel(0, 0, Color.black);
s_BlackTexture.Apply();
s_BlackTextureRTH = RTHandles.Alloc(s_BlackTexture);
s_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(s_BlackTexture, "Black Texture2DArray");
s_BlackTexture2DArrayRTH = RTHandles.Alloc(s_BlackTexture2DArray);
s_BlackTexture3D = CreateBlackTexture3D("Black Texture3D");
s_BlackTexture3DRTH = RTHandles.Alloc(s_BlackTexture3D);
// White
s_WhiteTextureRTH = RTHandles.Alloc(Texture2D.whiteTexture);
s_WhiteTexture2DArray = CreateTexture2DArrayFromTexture2D(Texture2D.whiteTexture, "White Texture2DArray");
s_WhiteTexture2DArrayRTH = RTHandles.Alloc(s_WhiteTexture2DArray);
}
///
/// Release XR textures. Must be called at when destroying a RenderPipeline using TextureXR
///
public static void Cleanup()
{
if (!initialized)
return;
// Black UINT
RTHandles.Release(s_BlackUIntTexture2DArrayRTH);
s_BlackUIntTexture2DArrayRTH = null;
CoreUtils.Destroy(s_BlackUIntTexture2DArray);
s_BlackUIntTexture2DArray = null;
RTHandles.Release(s_BlackUIntTextureRTH);
s_BlackUIntTextureRTH = null;
CoreUtils.Destroy(s_BlackUIntTexture);
s_BlackUIntTexture = null;
// Clear
RTHandles.Release(s_ClearTextureRTH);
s_ClearTextureRTH = null;
CoreUtils.Destroy(s_ClearTexture);
s_ClearTexture = null;
RTHandles.Release(s_ClearTexture2DArrayRTH);
s_ClearTexture2DArrayRTH = null;
CoreUtils.Destroy(s_ClearTexture2DArray);
s_ClearTexture2DArray = null;
// Magenta
RTHandles.Release(s_MagentaTextureRTH);
s_MagentaTextureRTH = null;
CoreUtils.Destroy(s_MagentaTexture);
s_MagentaTexture = null;
RTHandles.Release(s_MagentaTexture2DArrayRTH);
s_MagentaTexture2DArrayRTH = null;
CoreUtils.Destroy(s_MagentaTexture2DArray);
s_MagentaTexture2DArray = null;
// Black
RTHandles.Release(s_BlackTextureRTH);
s_BlackTextureRTH = null;
CoreUtils.Destroy(s_BlackTexture);
s_BlackTexture = null;
RTHandles.Release(s_BlackTexture2DArrayRTH);
s_BlackTexture2DArrayRTH = null;
CoreUtils.Destroy(s_BlackTexture2DArray);
s_BlackTexture2DArray = null;
RTHandles.Release(s_BlackTexture3DRTH);
s_BlackTexture3DRTH = null;
CoreUtils.Destroy(s_BlackTexture3D);
s_BlackTexture3D = null;
// White
RTHandles.Release(s_WhiteTextureRTH);
s_WhiteTextureRTH = null;
RTHandles.Release(s_WhiteTexture2DArrayRTH);
s_WhiteTexture2DArrayRTH = null;
CoreUtils.Destroy(s_WhiteTexture2DArray);
s_WhiteTexture2DArray = null;
}
static Texture2DArray CreateTexture2DArrayFromTexture2D(Texture2D source, string name)
{
Texture2DArray texArray = new Texture2DArray(source.width, source.height, slices, source.format, false) { name = name };
for (int i = 0; i < slices; ++i)
Graphics.CopyTexture(source, 0, 0, texArray, i, 0);
return texArray;
}
static Texture CreateBlackUIntTextureArray(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2DArray = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2DArray,
volumeDepth = slices,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture Array"
};
blackUIntTexture2DArray.Create();
// Workaround because we currently can't create a Texture2DArray using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTextureArray");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_TargetArray", blackUIntTexture2DArray);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, slices);
return blackUIntTexture2DArray as Texture;
}
static Texture CreateBlackUintTexture(CommandBuffer cmd, ComputeShader clearR32_UIntShader)
{
RenderTexture blackUIntTexture2D = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt)
{
dimension = TextureDimension.Tex2D,
volumeDepth = 1,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
name = "Black UInt Texture"
};
blackUIntTexture2D.Create();
// Workaround because we currently can't create a Texture2D using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
int kernel = clearR32_UIntShader.FindKernel("ClearUIntTexture");
cmd.SetComputeTextureParam(clearR32_UIntShader, kernel, "_Target", blackUIntTexture2D);
cmd.DispatchCompute(clearR32_UIntShader, kernel, 1, 1, 1);
return blackUIntTexture2D as Texture;
}
static Texture3D CreateBlackTexture3D(string name)
{
Texture3D texture3D = new Texture3D(width: 1, height: 1, depth: 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None);
texture3D.name = name;
texture3D.SetPixel(0, 0, 0, Color.black, 0);
texture3D.Apply(updateMipmaps: false);
return texture3D;
}
}
}