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@JulienIgnace-Unity JulienIgnace-Unity commented Jun 18, 2020

Purpose of this PR

The goal of this PR is to make Compute Buffers behave the same as texture in Render Graph.

  • Refactor of resource management to share all the code bewteen compute buffers and textures.
  • Used the new compute buffer APIs to port existing code (LightList build, Coarse stencil and Decal property mask)

There is no change in features, only implementation so current test suite should be enough.


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)

Reduced error message spam when encountering an execution error.
Fixed a number of pass pruning issues.
This reverts commit 76a7c00.
# Conflicts:
#	com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
…Graphics into HDRP/rg-create-computebuffer

# Conflicts:
#	.yamato/hdrp-linux-vulkan.yml
#	.yamato/hdrp-osx-metal.yml
#	.yamato/hdrp-win-dx11.yml
#	.yamato/hdrp-win-dx12.yml
#	.yamato/hdrp-win-vulkan.yml
#	com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
…ecessary to keep track of validity of the handles internally)
@JulienIgnace-Unity JulienIgnace-Unity marked this pull request as ready for review June 18, 2020 10:18
…Graphics into HDRP/rg-create-computebuffer

# Conflicts:
#	com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
@sebastienlagarde sebastienlagarde merged commit cb8a7f3 into HDRP/staging Jun 19, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/rg-create-computebuffer branch June 19, 2020 10:09
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4 participants