172 lines
6.1 KiB
C#
172 lines
6.1 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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class DeferredShaderData : IDisposable
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{
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static DeferredShaderData m_Instance = null;
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struct ComputeBufferInfo
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{
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public uint frameUsed;
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public ComputeBufferType type; // There is no interface to retrieve the type of a ComputeBuffer, so we must save it on our side
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}
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// Precomputed tiles (for each tiler).
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NativeArray<PreTile>[] m_PreTiles = null;
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// Structured buffers and constant buffers are all allocated from this array.
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ComputeBuffer[] m_Buffers = null;
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// We need to store extra info per ComputeBuffer.
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ComputeBufferInfo[] m_BufferInfos;
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// How many buffers have been created so far. This is <= than m_Buffers.Length.
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int m_BufferCount = 0;
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// Remember index of last buffer used. This optimizes the search for available buffer.
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int m_CachedBufferIndex = 0;
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// This counter is allowed to cycle back to 0.
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uint m_FrameIndex = 0;
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DeferredShaderData()
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{
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m_PreTiles = new NativeArray<PreTile>[DeferredConfig.kTilerDepth];
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m_Buffers = new ComputeBuffer[64];
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m_BufferInfos = new ComputeBufferInfo[64];
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}
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internal static DeferredShaderData instance
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{
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get
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{
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if (m_Instance == null)
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m_Instance = new DeferredShaderData();
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return m_Instance;
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}
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}
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public void Dispose()
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{
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DisposeNativeArrays(ref m_PreTiles);
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for (int i = 0; i < m_Buffers.Length; ++i)
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{
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if (m_Buffers[i] != null)
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{
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m_Buffers[i].Dispose();
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m_Buffers[i] = null;
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}
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}
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m_BufferCount = 0;
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}
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internal void ResetBuffers()
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{
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++m_FrameIndex; // Allowed to cycle back to 0.
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}
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internal NativeArray<PreTile> GetPreTiles(int level, int count)
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{
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return GetOrUpdateNativeArray<PreTile>(ref m_PreTiles, level, count);
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}
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internal ComputeBuffer ReserveBuffer<T>(int count, bool asCBuffer) where T : struct
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{
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int stride = Marshal.SizeOf<T>();
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int paddedCount = asCBuffer ? Align(stride * count, 16) / stride : count;
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return GetOrUpdateBuffer(paddedCount, stride, asCBuffer);
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}
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NativeArray<T> GetOrUpdateNativeArray<T>(ref NativeArray<T>[] nativeArrays, int level, int count) where T : struct
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{
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if (!nativeArrays[level].IsCreated)
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{
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nativeArrays[level] = new NativeArray<T>(count, Allocator.Persistent);
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}
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else if (count > nativeArrays[level].Length)
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{
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nativeArrays[level].Dispose();
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nativeArrays[level] = new NativeArray<T>(count, Allocator.Persistent);
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}
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return nativeArrays[level];
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}
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void DisposeNativeArrays<T>(ref NativeArray<T>[] nativeArrays) where T : struct
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{
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for (int i = 0; i < nativeArrays.Length; ++i)
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{
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if (nativeArrays[i].IsCreated)
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nativeArrays[i].Dispose();
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}
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}
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ComputeBuffer GetOrUpdateBuffer(int count, int stride, bool isConstantBuffer)
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{
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ComputeBufferType type = isConstantBuffer ? ComputeBufferType.Constant : ComputeBufferType.Structured;
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int maxQueuedFrames = QualitySettings.maxQueuedFrames;
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Assertions.Assert.IsTrue(maxQueuedFrames >= 1, "invalid QualitySettings.maxQueuedFrames");
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for (int i = 0; i < m_BufferCount; ++i)
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{
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int bufferIndex = (m_CachedBufferIndex + i + 1) % m_BufferCount;
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if (IsLessCircular(m_BufferInfos[bufferIndex].frameUsed + (uint)maxQueuedFrames, m_FrameIndex)
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&& m_BufferInfos[bufferIndex].type == type && m_Buffers[bufferIndex].count == count && m_Buffers[bufferIndex].stride == stride)
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{
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m_BufferInfos[bufferIndex].frameUsed = m_FrameIndex;
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m_CachedBufferIndex = bufferIndex;
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return m_Buffers[bufferIndex];
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}
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}
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if (m_BufferCount == m_Buffers.Length) // If all buffers used: allocate more space.
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{
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ComputeBuffer[] newBuffers = new ComputeBuffer[m_BufferCount * 2];
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for (int i = 0; i < m_BufferCount; ++i)
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newBuffers[i] = m_Buffers[i];
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m_Buffers = newBuffers;
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ComputeBufferInfo[] newBufferInfos = new ComputeBufferInfo[m_BufferCount * 2];
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for (int i = 0; i < m_BufferCount; ++i)
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newBufferInfos[i] = m_BufferInfos[i];
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m_BufferInfos = newBufferInfos;
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}
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// Create new buffer.
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m_Buffers[m_BufferCount] = new ComputeBuffer(count, stride, type, ComputeBufferMode.Immutable);
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m_BufferInfos[m_BufferCount].frameUsed = m_FrameIndex;
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m_BufferInfos[m_BufferCount].type = type;
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m_CachedBufferIndex = m_BufferCount;
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return m_Buffers[m_BufferCount++];
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}
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void DisposeBuffers(ComputeBuffer[,] buffers)
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{
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for (int i = 0; i < buffers.GetLength(0); ++i)
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{
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for (int j = 0; j < buffers.GetLength(1); ++j)
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{
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if (buffers[i, j] != null)
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{
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buffers[i, j].Dispose();
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buffers[i, j] = null;
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}
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}
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}
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}
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static bool IsLessCircular(uint a, uint b)
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{
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return a != b ? (b - a) < 0x80000000 : false;
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}
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static int Align(int s, int alignment)
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{
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return ((s + alignment - 1) / alignment) * alignment;
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}
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}
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}
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