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ShaderGraph Fullscreen Target #6943

Merged
merged 128 commits into from
Feb 18, 2022
Merged

ShaderGraph Fullscreen Target #6943

merged 128 commits into from
Feb 18, 2022

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@jessebarker
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I'm concerned that there are changes in here for the built-in target, but I don' t see any tests to support updates to the built-in target (possible I missed something with all of the changes).

@esmelusina
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I'm concerned that there are changes in here for the built-in target, but I don' t see any tests to support updates to the built-in target (possible I missed something with all of the changes).

To add on to that, I was under the impression that built-in support was getting dropped?

@alelievr
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@esmelusina @jessebarker Thanks there were some remaining bits that I needed to revert for builtin. And yes we decided to remove the builtin implementation, for now, we'll see if we add it back later in a 2nd PR

# Conflicts:
#	TestProjects/HDRP_Tests/Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset
#	com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md
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@TomasKiniulis TomasKiniulis left a comment

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Testing status:

  • Verified the leftover logged issues
  • Validated with Antoine that CRT actually works correctly when texture is initialized
  • Tested fullscreen test project builds on Xbox and @JMargevics tested PS4. Xbox works correctly
    PS4 freezes on some scenes. Need to investigate freezes a bit to be sure this is not caused by the fullscreen target.

@esmelusina
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@esmelusina @jessebarker Thanks there were some remaining bits that I needed to revert for builtin. And yes we decided to remove the builtin implementation, for now, we'll see if we add it back later in a 2nd PR

I'm under the impression that it will not need to be added back in at all, though please verify with us beforehand to save any extra trouble there.

@TomasKiniulis
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Testing status:
Verified the leftover logged issues
Validated with Antoine that CRT actually works correctly when texture is initialized
Tested fullscreen test project builds on Xbox and @JMargevics tested PS4. Xbox works correctly
PS4 freezes on some scenes. Need to investigate freezes a bit to be sure this is not caused by the fullscreen target.

Jans rechecked PS4. Freezes are unrelated - caused missing script component. However I'm running into a new issue where displaying result of Custom Color Buffer stretches the view when Planar Probe is in view.

2022-02-17.17-15-15.mp4

@esmelusina esmelusina self-requested a review February 17, 2022 17:27
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@esmelusina esmelusina left a comment

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Looks good; any details on the manual testing coverage going on forward?

@@ -49,6 +49,9 @@ public partial class HDRenderPipeline
// Be careful, ComputePackedMipChainInfo needs the render texture size and not the viewport size. Otherwise it would compute the wrong size.
hdCamera.depthBufferMipChainInfo.ComputePackedMipChainInfo(RTHandles.rtHandleProperties.currentRenderTargetSize);

// Bind the depth pyramid offset info for the HDSceneDepth node in ShaderGraph. This can be used by users in custom passes.
commandBuffer.SetGlobalBuffer(HDShaderIDs._DepthPyramidMipLevelOffsets, hdCamera.depthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer));
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@JulienIgnace-Unity for awareness

@alelievr
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@sebastienlagarde sebastienlagarde merged commit 9d186e5 into master Feb 18, 2022
@sebastienlagarde sebastienlagarde deleted the sg/fullscreen-target branch February 18, 2022 14:29
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6 participants