b486678290
Library -Artifacts
62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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[StructLayout(LayoutKind.Sequential)]
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struct ZBin
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{
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public ushort minIndex;
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public ushort maxIndex;
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}
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[BurstCompile]
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unsafe struct ZBinningJob : IJobFor
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{
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// Do not use this for the innerloopBatchCount (use 1 for that). Use for dividing the arrayLength when scheduling.
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public const int batchCount = 64;
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[NativeDisableParallelForRestriction]
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public NativeArray<ZBin> bins;
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[ReadOnly]
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public NativeArray<LightMinMaxZ> minMaxZs;
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public int binOffset;
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public float zFactor;
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public void Execute(int index)
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{
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var binsStart = batchCount * index;
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var binsEnd = math.min(binsStart + batchCount, bins.Length) - 1;
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for (var i = binsStart; i <= binsEnd; i++)
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{
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bins[i] = new ZBin { minIndex = ushort.MaxValue, maxIndex = ushort.MaxValue };
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}
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for (var lightIndex = 0; lightIndex < minMaxZs.Length; lightIndex++)
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{
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var ushortLightIndex = (ushort)lightIndex;
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var minMax = minMaxZs[lightIndex];
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var minBin = math.max((int)(math.sqrt(minMax.minZ) * zFactor) - binOffset, binsStart);
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var maxBin = math.min((int)(math.sqrt(minMax.maxZ) * zFactor) - binOffset, binsEnd);
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for (var binIndex = minBin; binIndex <= maxBin; binIndex++)
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{
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var bin = bins[binIndex];
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bin.minIndex = Math.Min(bin.minIndex, ushortLightIndex);
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// This will always be the largest light index this bin has seen due to light iteration order.
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bin.maxIndex = ushortLightIndex;
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bins[binIndex] = bin;
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}
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}
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}
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}
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}
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