155 lines
5.9 KiB
C#
155 lines
5.9 KiB
C#
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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internal struct LayerBatch
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{
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public int startLayerID;
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public int endLayerValue;
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public SortingLayerRange layerRange;
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public LightStats lightStats;
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private unsafe fixed int renderTargetIds[4];
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private unsafe fixed bool renderTargetUsed[4];
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public void InitRTIds(int index)
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{
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for (var i = 0; i < 4; i++)
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{
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unsafe
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{
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renderTargetUsed[i] = false;
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renderTargetIds[i] = Shader.PropertyToID($"_LightTexture_{index}_{i}");
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}
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}
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}
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public RenderTargetIdentifier GetRTId(CommandBuffer cmd, RenderTextureDescriptor desc, int index)
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{
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unsafe
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{
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if (!renderTargetUsed[index])
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{
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cmd.GetTemporaryRT(renderTargetIds[index], desc, FilterMode.Bilinear);
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renderTargetUsed[index] = true;
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}
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return new RenderTargetIdentifier(renderTargetIds[index]);
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}
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}
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public void ReleaseRT(CommandBuffer cmd)
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{
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for (var i = 0; i < 4; i++)
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{
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unsafe
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{
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if (!renderTargetUsed[i])
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continue;
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cmd.ReleaseTemporaryRT(renderTargetIds[i]);
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renderTargetUsed[i] = false;
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}
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}
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}
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}
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internal static class LayerUtility
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{
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private static LayerBatch[] s_LayerBatches;
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public static uint maxTextureCount { get; private set; }
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public static void InitializeBudget(uint maxTextureCount)
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{
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LayerUtility.maxTextureCount = math.max(4, maxTextureCount);
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}
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private static bool CanBatchLightsInLayer(int layerIndex1, int layerIndex2, SortingLayer[] sortingLayers, ILight2DCullResult lightCullResult)
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{
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var layerId1 = sortingLayers[layerIndex1].id;
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var layerId2 = sortingLayers[layerIndex2].id;
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foreach (var light in lightCullResult.visibleLights)
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{
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// If the lit layers are different, or if they are lit but this is a shadow casting light then don't batch.
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bool lightCastsShadows = (light.lightType != Light2D.LightType.Global && light.shadowsEnabled);
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if ((light.IsLitLayer(layerId1) != light.IsLitLayer(layerId2)) || (light.IsLitLayer(layerId1) && lightCastsShadows))
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return false;
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}
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return true;
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}
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private static int FindUpperBoundInBatch(int startLayerIndex, SortingLayer[] sortingLayers, ILight2DCullResult lightCullResult)
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{
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// start checking at the next layer
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for (var i = startLayerIndex + 1; i < sortingLayers.Length; i++)
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{
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if (!CanBatchLightsInLayer(startLayerIndex, i, sortingLayers, lightCullResult))
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return i - 1;
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}
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return sortingLayers.Length - 1;
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}
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private static void InitializeBatchInfos(SortingLayer[] cachedSortingLayers)
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{
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var count = cachedSortingLayers.Length;
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var needInit = s_LayerBatches == null;
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if (s_LayerBatches is null)
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{
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s_LayerBatches = new LayerBatch[count];
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}
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#if UNITY_EDITOR
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// we should fix. Make a non allocating version of this
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if (!Application.isPlaying && s_LayerBatches.Length != count)
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{
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s_LayerBatches = new LayerBatch[count];
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needInit = true;
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}
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#endif
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if (needInit)
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{
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for (var i = 0; i < s_LayerBatches.Length; i++)
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{
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ref var layerBatch = ref s_LayerBatches[i];
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layerBatch.InitRTIds(i);
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}
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}
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}
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public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, out int batchCount)
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{
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var cachedSortingLayers = Light2DManager.GetCachedSortingLayer();
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InitializeBatchInfos(cachedSortingLayers);
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batchCount = 0;
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for (var i = 0; i < cachedSortingLayers.Length;)
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{
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var layerToRender = cachedSortingLayers[i].id;
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var lightStats = lightCullResult.GetLightStatsByLayer(layerToRender);
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ref var layerBatch = ref s_LayerBatches[batchCount++];
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// Find the highest layer that share the same set of lights as this layer.
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var upperLayerInBatch = FindUpperBoundInBatch(i, cachedSortingLayers, lightCullResult);
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// Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
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// When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
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// Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
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var startLayerValue = (short)cachedSortingLayers[i].value;
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var lowerBound = (i == 0) ? short.MinValue : startLayerValue;
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var endLayerValue = (short)cachedSortingLayers[upperLayerInBatch].value;
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var upperBound = (upperLayerInBatch == cachedSortingLayers.Length - 1) ? short.MaxValue : endLayerValue;
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// Renderer within this range share the same set of lights so they should be rendered together.
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var sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);
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layerBatch.startLayerID = layerToRender;
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layerBatch.endLayerValue = endLayerValue;
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layerBatch.layerRange = sortingLayerRange;
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layerBatch.lightStats = lightStats;
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i = upperLayerInBatch + 1;
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}
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return s_LayerBatches;
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}
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}
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}
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