b486678290
Library -Artifacts
387 lines
16 KiB
C#
387 lines
16 KiB
C#
using System;
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using UnityEngine.InputSystem.Utilities;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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////REVIEW: Can we change this into a setup where the buffering depth isn't fixed to 2 but rather
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//// can be set on a per device basis?
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namespace UnityEngine.InputSystem.LowLevel
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{
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// The raw memory blocks which are indexed by InputStateBlocks.
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//
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// Internally, we perform only a single combined unmanaged allocation for all state
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// buffers needed by the system. Externally, we expose them as if they are each separate
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// buffers.
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internal unsafe struct InputStateBuffers
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{
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// State buffers are set up in a double buffering scheme where the "back buffer"
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// represents the previous state of devices and the "front buffer" represents
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// the current state.
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//
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// Edit mode and play mode each get their own double buffering. Updates to them
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// are tied to focus and only one mode will actually receive state events while the
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// other mode is dormant. In the player, we only get play mode buffers, of course.
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////TODO: need to clear the current buffers when switching between edit and play mode
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//// (i.e. if you click an editor window while in play mode, the play mode
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//// device states will all go back to default)
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//// actually, if we really reset on mode change, can't we just keep a single set buffers?
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public uint sizePerBuffer;
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public uint totalSize;
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/// <summary>
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/// Buffer that has state for each device initialized with default values.
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/// </summary>
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public void* defaultStateBuffer;
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/// <summary>
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/// Buffer that contains a bit mask that masks out all noisy controls.
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/// </summary>
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public void* noiseMaskBuffer;
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/// <summary>
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/// Buffer that contains a bit mask that masks out all dontReset controls.
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/// </summary>
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public void* resetMaskBuffer;
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// Secretly we perform only a single allocation.
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// This allocation also contains the device-to-state mappings.
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private void* m_AllBuffers;
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// Contains information about a double buffer setup.
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[Serializable]
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internal struct DoubleBuffers
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{
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////REVIEW: store timestamps along with each device-to-buffer mapping?
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// An array of pointers that maps devices to their respective
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// front and back buffer. Mapping is [deviceIndex*2] is front
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// buffer and [deviceIndex*2+1] is back buffer. Each device
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// has its buffers swapped individually with SwapDeviceBuffers().
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public void** deviceToBufferMapping;
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public bool valid => deviceToBufferMapping != null;
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public void SetFrontBuffer(int deviceIndex, void* ptr)
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{
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deviceToBufferMapping[deviceIndex * 2] = ptr;
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}
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public void SetBackBuffer(int deviceIndex, void* ptr)
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{
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deviceToBufferMapping[deviceIndex * 2 + 1] = ptr;
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}
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public void* GetFrontBuffer(int deviceIndex)
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{
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return deviceToBufferMapping[deviceIndex * 2];
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}
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public void* GetBackBuffer(int deviceIndex)
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{
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return deviceToBufferMapping[deviceIndex * 2 + 1];
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}
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public void SwapBuffers(int deviceIndex)
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{
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// Ignore if the double buffer set has not been initialized.
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// Means the respective update type is disabled.
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if (!valid)
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return;
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var front = GetFrontBuffer(deviceIndex);
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var back = GetBackBuffer(deviceIndex);
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SetFrontBuffer(deviceIndex, back);
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SetBackBuffer(deviceIndex, front);
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}
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}
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internal DoubleBuffers m_PlayerStateBuffers;
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#if UNITY_EDITOR
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internal DoubleBuffers m_EditorStateBuffers;
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#endif
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public DoubleBuffers GetDoubleBuffersFor(InputUpdateType updateType)
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{
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switch (updateType)
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{
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case InputUpdateType.BeforeRender:
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case InputUpdateType.Fixed:
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case InputUpdateType.Dynamic:
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case InputUpdateType.Manual:
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return m_PlayerStateBuffers;
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#if UNITY_EDITOR
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case InputUpdateType.Editor:
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return m_EditorStateBuffers;
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#endif
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}
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throw new ArgumentException("Unrecognized InputUpdateType: " + updateType, nameof(updateType));
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}
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internal static void* s_DefaultStateBuffer;
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internal static void* s_NoiseMaskBuffer;
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internal static void* s_ResetMaskBuffer;
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internal static DoubleBuffers s_CurrentBuffers;
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public static void* GetFrontBufferForDevice(int deviceIndex)
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{
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return s_CurrentBuffers.GetFrontBuffer(deviceIndex);
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}
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public static void* GetBackBufferForDevice(int deviceIndex)
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{
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return s_CurrentBuffers.GetBackBuffer(deviceIndex);
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}
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// Switch the current set of buffers used by the system.
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public static void SwitchTo(InputStateBuffers buffers, InputUpdateType update)
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{
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s_CurrentBuffers = buffers.GetDoubleBuffersFor(update);
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}
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// Allocates all buffers to serve the given updates and comes up with a spot
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// for the state block of each device. Returns the new state blocks for the
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// devices (it will *NOT* install them on the devices).
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public void AllocateAll(InputDevice[] devices, int deviceCount)
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{
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sizePerBuffer = ComputeSizeOfSingleStateBuffer(devices, deviceCount);
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if (sizePerBuffer == 0)
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return;
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sizePerBuffer = sizePerBuffer.AlignToMultipleOf(4);
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// Determine how much memory we need.
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var mappingTableSizePerBuffer = (uint)(deviceCount * sizeof(void*) * 2);
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totalSize = 0;
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totalSize += sizePerBuffer * 2;
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totalSize += mappingTableSizePerBuffer;
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#if UNITY_EDITOR
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totalSize += sizePerBuffer * 2;
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totalSize += mappingTableSizePerBuffer;
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#endif
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// Plus 3 more buffers (one for default states, one for noise masks, and one for dontReset masks).
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totalSize += sizePerBuffer * 3;
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// Allocate.
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m_AllBuffers = UnsafeUtility.Malloc(totalSize, 4, Allocator.Persistent);
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UnsafeUtility.MemClear(m_AllBuffers, totalSize);
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// Set up device to buffer mappings.
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var ptr = (byte*)m_AllBuffers;
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m_PlayerStateBuffers =
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SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer,
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mappingTableSizePerBuffer);
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#if UNITY_EDITOR
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m_EditorStateBuffers =
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SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer, mappingTableSizePerBuffer);
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#endif
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// Default state and noise filter buffers go last.
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defaultStateBuffer = ptr;
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noiseMaskBuffer = ptr + sizePerBuffer;
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resetMaskBuffer = ptr + sizePerBuffer * 2;
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}
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private static DoubleBuffers SetUpDeviceToBufferMappings(int deviceCount, ref byte* bufferPtr, uint sizePerBuffer, uint mappingTableSizePerBuffer)
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{
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var front = bufferPtr;
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var back = bufferPtr + sizePerBuffer;
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var mappings = (void**)(bufferPtr + sizePerBuffer * 2); // Put mapping table at end.
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bufferPtr += sizePerBuffer * 2 + mappingTableSizePerBuffer;
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var buffers = new DoubleBuffers {deviceToBufferMapping = mappings};
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for (var i = 0; i < deviceCount; ++i)
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{
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var deviceIndex = i;
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buffers.SetFrontBuffer(deviceIndex, front);
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buffers.SetBackBuffer(deviceIndex, back);
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}
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return buffers;
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}
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public void FreeAll()
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{
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if (m_AllBuffers != null)
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{
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UnsafeUtility.Free(m_AllBuffers, Allocator.Persistent);
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m_AllBuffers = null;
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}
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m_PlayerStateBuffers = new DoubleBuffers();
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#if UNITY_EDITOR
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m_EditorStateBuffers = new DoubleBuffers();
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#endif
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s_CurrentBuffers = new DoubleBuffers();
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if (s_DefaultStateBuffer == defaultStateBuffer)
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s_DefaultStateBuffer = null;
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defaultStateBuffer = null;
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if (s_NoiseMaskBuffer == noiseMaskBuffer)
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s_NoiseMaskBuffer = null;
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if (s_ResetMaskBuffer == resetMaskBuffer)
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s_ResetMaskBuffer = null;
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noiseMaskBuffer = null;
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resetMaskBuffer = null;
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totalSize = 0;
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sizePerBuffer = 0;
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}
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// Migrate state data for all devices from a previous set of buffers to the current set of buffers.
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// Copies all state from their old locations to their new locations and bakes the new offsets into
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// the control hierarchies of the given devices.
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// NOTE: When having oldBuffers, this method only works properly if the only alteration compared to the
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// new buffers is that either devices have been removed or devices have been added. Cannot be
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// a mix of the two. Also, new devices MUST be added to the end and cannot be inserted in the middle.
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// NOTE: Also, state formats MUST not change from before. A device that has changed its format must
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// be treated as a newly device that didn't exist before.
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public void MigrateAll(InputDevice[] devices, int deviceCount, InputStateBuffers oldBuffers)
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{
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// If we have old data, perform migration.
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if (oldBuffers.totalSize > 0)
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{
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MigrateDoubleBuffer(m_PlayerStateBuffers, devices, deviceCount, oldBuffers.m_PlayerStateBuffers);
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#if UNITY_EDITOR
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MigrateDoubleBuffer(m_EditorStateBuffers, devices, deviceCount, oldBuffers.m_EditorStateBuffers);
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#endif
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MigrateSingleBuffer(defaultStateBuffer, devices, deviceCount, oldBuffers.defaultStateBuffer);
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MigrateSingleBuffer(noiseMaskBuffer, devices, deviceCount, oldBuffers.noiseMaskBuffer);
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MigrateSingleBuffer(resetMaskBuffer, devices, deviceCount, oldBuffers.resetMaskBuffer);
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}
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// Assign state blocks. This is where devices will receive their updates state offsets. Up
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// until now we've left any previous m_StateBlocks alone.
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var newOffset = 0u;
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for (var i = 0; i < deviceCount; ++i)
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{
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var device = devices[i];
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var oldOffset = device.m_StateBlock.byteOffset;
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if (oldOffset == InputStateBlock.InvalidOffset)
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{
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// Device is new and has no offset yet baked into it.
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device.m_StateBlock.byteOffset = 0;
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if (newOffset != 0)
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device.BakeOffsetIntoStateBlockRecursive(newOffset);
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}
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else
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{
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// Device is not new and still has its old offset baked into it. We could first unbake the old offset
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// and then bake the new one but instead just bake a relative offset.
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var delta = newOffset - oldOffset;
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if (delta != 0)
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device.BakeOffsetIntoStateBlockRecursive(delta);
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}
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Debug.Assert(device.m_StateBlock.byteOffset == newOffset, "Device state offset not set correctly");
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newOffset = NextDeviceOffset(newOffset, device);
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}
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}
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private static void MigrateDoubleBuffer(DoubleBuffers newBuffer, InputDevice[] devices, int deviceCount, DoubleBuffers oldBuffer)
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{
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// Nothing to migrate if we no longer keep a buffer of the corresponding type.
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if (!newBuffer.valid)
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return;
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// We do the same if we don't had a corresponding buffer before.
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if (!oldBuffer.valid)
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return;
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// Migrate every device that has allocated state blocks.
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var newStateBlockOffset = 0u;
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for (var i = 0; i < deviceCount; ++i)
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{
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var device = devices[i];
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// Stop as soon as we're hitting a new device. Newly added devices *must* be *appended* to the
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// array as otherwise our computing of offsets into the old buffer may be wrong.
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// NOTE: This also means that device indices of
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if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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for (var n = i + 1; n < deviceCount; ++n)
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Debug.Assert(devices[n].m_StateBlock.byteOffset == InputStateBlock.InvalidOffset,
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"New devices must be appended to the array; found an old device coming in the array after a newly added device");
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#endif
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break;
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}
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var oldDeviceIndex = device.m_DeviceIndex;
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var newDeviceIndex = i;
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var numBytes = device.m_StateBlock.alignedSizeInBytes;
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var oldFrontPtr = (byte*)oldBuffer.GetFrontBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset; // m_StateBlock still refers to oldBuffer.
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var oldBackPtr = (byte*)oldBuffer.GetBackBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset;
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var newFrontPtr = (byte*)newBuffer.GetFrontBuffer(newDeviceIndex) + (int)newStateBlockOffset;
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var newBackPtr = (byte*)newBuffer.GetBackBuffer(newDeviceIndex) + (int)newStateBlockOffset;
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// Copy state.
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UnsafeUtility.MemCpy(newFrontPtr, oldFrontPtr, numBytes);
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UnsafeUtility.MemCpy(newBackPtr, oldBackPtr, numBytes);
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newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device);
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}
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}
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private static void MigrateSingleBuffer(void* newBuffer, InputDevice[] devices, int deviceCount, void* oldBuffer)
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{
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// Migrate every device that has allocated state blocks.
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var newDeviceCount = deviceCount;
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var newStateBlockOffset = 0u;
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for (var i = 0; i < newDeviceCount; ++i)
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{
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var device = devices[i];
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// Stop if we've reached newly added devices.
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if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset)
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break;
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var numBytes = device.m_StateBlock.alignedSizeInBytes;
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var oldStatePtr = (byte*)oldBuffer + (int)device.m_StateBlock.byteOffset;
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var newStatePtr = (byte*)newBuffer + (int)newStateBlockOffset;
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UnsafeUtility.MemCpy(newStatePtr, oldStatePtr, numBytes);
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newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device);
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}
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}
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private static uint ComputeSizeOfSingleStateBuffer(InputDevice[] devices, int deviceCount)
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{
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var sizeInBytes = 0u;
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for (var i = 0; i < deviceCount; ++i)
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sizeInBytes = NextDeviceOffset(sizeInBytes, devices[i]);
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return sizeInBytes;
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}
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private static uint NextDeviceOffset(uint currentOffset, InputDevice device)
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{
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var sizeOfDevice = device.m_StateBlock.alignedSizeInBytes;
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if (sizeOfDevice == 0) // Shouldn't happen as we don't allow empty layouts but make sure we catch this if something slips through.
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throw new ArgumentException($"Device '{device}' has a zero-size state buffer", nameof(device));
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return currentOffset + sizeOfDevice.AlignToMultipleOf(4);
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}
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}
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}
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