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using Unity.Mathematics;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal class HardwareRayTracingShader : IRayTracingShader
{
readonly RayTracingShader m_Shader;
readonly string m_ShaderDispatchFuncName;
internal HardwareRayTracingShader(RayTracingShader shader, string dispatchFuncName, GraphicsBuffer unused)
{
m_Shader = shader;
m_ShaderDispatchFuncName = dispatchFuncName;
}
public uint3 GetThreadGroupSizes()
{
return new uint3(1, 1, 1);
}
public void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(accelStruct, nameof(accelStruct));
cmd.SetRayTracingShaderPass(m_Shader, "RayTracing");
var hwAccelStruct = accelStruct as HardwareRayTracingAccelStruct;
Debug.Assert(hwAccelStruct != null);
cmd.SetRayTracingAccelerationStructure(m_Shader, Shader.PropertyToID(name+"accelStruct"), hwAccelStruct.accelStruct);
}
public void SetIntParam(CommandBuffer cmd, int nameID, int val)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.SetRayTracingIntParam(m_Shader, nameID, val);
}
public void SetFloatParam(CommandBuffer cmd, int nameID, float val)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.SetRayTracingFloatParam(m_Shader, nameID, val);
}
public void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.SetRayTracingVectorParam(m_Shader, nameID, val);
}
public void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.SetRayTracingMatrixParam(m_Shader, nameID, val);
}
public void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.SetRayTracingTextureParam(m_Shader, nameID, rt);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(buffer, nameof(buffer));
cmd.SetRayTracingBufferParam(m_Shader, nameID, buffer);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(buffer, nameof(buffer));
cmd.SetRayTracingBufferParam(m_Shader, nameID, buffer);
}
public void SetConstantBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer, int offset, int size)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(buffer, nameof(buffer));
cmd.SetRayTracingConstantBufferParam(m_Shader, nameID, buffer, offset, size);
}
public void SetConstantBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer, int offset, int size)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(buffer, nameof(buffer));
cmd.SetRayTracingConstantBufferParam(m_Shader, nameID, buffer, offset, size);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
cmd.DispatchRays(m_Shader, m_ShaderDispatchFuncName, width, height, depth, null);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer)
{
Utils.CheckArgIsNotNull(cmd, nameof(cmd));
Utils.CheckArgIsNotNull(argsBuffer, nameof(argsBuffer));
GraphicsBuffer.Target requiredFlags = GraphicsBuffer.Target.IndirectArguments | GraphicsBuffer.Target.Structured;
Utils.CheckArg((argsBuffer.target & requiredFlags) == requiredFlags, "argsBuffer.target must have both Target.IndirectArguments and Target.Structured set");
cmd.DispatchRays(m_Shader, m_ShaderDispatchFuncName, argsBuffer, 0);
}
public ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth)
{
return 0;
}
}
}