229 lines
8.4 KiB
C#
229 lines
8.4 KiB
C#
using System;
|
|
using System.Diagnostics;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
|
|
{
|
|
/// <summary>
|
|
/// Compute Buffer resource handle.
|
|
/// </summary>
|
|
[DebuggerDisplay("ComputeBuffer ({handle.index})")]
|
|
public struct ComputeBufferHandle
|
|
{
|
|
private static ComputeBufferHandle s_NullHandle = new ComputeBufferHandle();
|
|
|
|
/// <summary>
|
|
/// Returns a null compute buffer handle
|
|
/// </summary>
|
|
/// <returns>A null compute buffer handle.</returns>
|
|
public static ComputeBufferHandle nullHandle { get { return s_NullHandle; } }
|
|
|
|
internal ResourceHandle handle;
|
|
|
|
internal ComputeBufferHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.ComputeBuffer, shared); }
|
|
|
|
/// <summary>
|
|
/// Cast to ComputeBuffer
|
|
/// </summary>
|
|
/// <param name="buffer">Input ComputeBufferHandle</param>
|
|
/// <returns>Resource as a Compute Buffer.</returns>
|
|
public static implicit operator ComputeBuffer(ComputeBufferHandle buffer) => buffer.IsValid() ? RenderGraphResourceRegistry.current.GetComputeBuffer(buffer) : null;
|
|
|
|
/// <summary>
|
|
/// Return true if the handle is valid.
|
|
/// </summary>
|
|
/// <returns>True if the handle is valid.</returns>
|
|
public bool IsValid() => handle.IsValid();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Descriptor used to create compute buffer resources
|
|
/// </summary>
|
|
public struct ComputeBufferDesc
|
|
{
|
|
///<summary>Number of elements in the buffer..</summary>
|
|
public int count;
|
|
///<summary>Size of one element in the buffer. Has to match size of buffer type in the shader.</summary>
|
|
public int stride;
|
|
///<summary>Type of the buffer, default is ComputeBufferType.Default (structured buffer).</summary>
|
|
public ComputeBufferType type;
|
|
/// <summary>Compute Buffer name.</summary>
|
|
public string name;
|
|
|
|
/// <summary>
|
|
/// ComputeBufferDesc constructor.
|
|
/// </summary>
|
|
/// <param name="count">Number of elements in the buffer.</param>
|
|
/// <param name="stride">Size of one element in the buffer.</param>
|
|
public ComputeBufferDesc(int count, int stride)
|
|
: this()
|
|
{
|
|
this.count = count;
|
|
this.stride = stride;
|
|
type = ComputeBufferType.Default;
|
|
}
|
|
|
|
/// <summary>
|
|
/// ComputeBufferDesc constructor.
|
|
/// </summary>
|
|
/// <param name="count">Number of elements in the buffer.</param>
|
|
/// <param name="stride">Size of one element in the buffer.</param>
|
|
/// <param name="type">Type of the buffer.</param>
|
|
public ComputeBufferDesc(int count, int stride, ComputeBufferType type)
|
|
: this()
|
|
{
|
|
this.count = count;
|
|
this.stride = stride;
|
|
this.type = type;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hash function
|
|
/// </summary>
|
|
/// <returns>The texture descriptor hash.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
int hashCode = 17;
|
|
|
|
hashCode = hashCode * 23 + count;
|
|
hashCode = hashCode * 23 + stride;
|
|
hashCode = hashCode * 23 + (int)type;
|
|
|
|
return hashCode;
|
|
}
|
|
}
|
|
|
|
|
|
[DebuggerDisplay("ComputeBufferResource ({desc.name})")]
|
|
class ComputeBufferResource : RenderGraphResource<ComputeBufferDesc, ComputeBuffer>
|
|
{
|
|
public override string GetName()
|
|
{
|
|
if (imported)
|
|
return "ImportedComputeBuffer"; // No getter for compute buffer name.
|
|
else
|
|
return desc.name;
|
|
}
|
|
|
|
// NOTE:
|
|
// Next two functions should have been implemented in RenderGraphResource<DescType, ResType> but for some reason,
|
|
// when doing so, it's impossible to break in the Texture version of the virtual function (with VS2017 at least), making this completely un-debuggable.
|
|
// To work around this, we just copy/pasted the implementation in each final class...
|
|
public override void CreatePooledGraphicsResource()
|
|
{
|
|
Debug.Assert(m_Pool != null, "CreatePooledGraphicsResource should only be called for regular pooled resources");
|
|
|
|
int hashCode = desc.GetHashCode();
|
|
|
|
if (graphicsResource != null)
|
|
throw new InvalidOperationException(string.Format("Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName()));
|
|
|
|
var pool = m_Pool as ComputeBufferPool;
|
|
if (!pool.TryGetResource(hashCode, out graphicsResource))
|
|
{
|
|
CreateGraphicsResource();
|
|
}
|
|
|
|
cachedHash = hashCode;
|
|
pool.RegisterFrameAllocation(cachedHash, graphicsResource);
|
|
}
|
|
|
|
public override void ReleasePooledGraphicsResource(int frameIndex)
|
|
{
|
|
if (graphicsResource == null)
|
|
throw new InvalidOperationException($"Tried to release a resource ({GetName()}) that was never created. Check that there is at least one pass writing to it first.");
|
|
|
|
// Shared resources don't use the pool
|
|
var pool = m_Pool as ComputeBufferPool;
|
|
if (pool != null)
|
|
{
|
|
pool.ReleaseResource(cachedHash, graphicsResource, frameIndex);
|
|
pool.UnregisterFrameAllocation(cachedHash, graphicsResource);
|
|
}
|
|
|
|
Reset(null);
|
|
}
|
|
|
|
public override void CreateGraphicsResource(string name = "")
|
|
{
|
|
graphicsResource = new ComputeBuffer(desc.count, desc.stride, desc.type);
|
|
graphicsResource.name = name == "" ? $"RenderGraphComputeBuffer_{desc.count}_{desc.stride}_{desc.type}" : name;
|
|
}
|
|
|
|
public override void ReleaseGraphicsResource()
|
|
{
|
|
if (graphicsResource != null)
|
|
graphicsResource.Release();
|
|
base.ReleaseGraphicsResource();
|
|
}
|
|
|
|
public override void LogCreation(RenderGraphLogger logger)
|
|
{
|
|
logger.LogLine($"Created ComputeBuffer: {desc.name}");
|
|
}
|
|
|
|
public override void LogRelease(RenderGraphLogger logger)
|
|
{
|
|
logger.LogLine($"Released ComputeBuffer: {desc.name}");
|
|
}
|
|
}
|
|
|
|
class ComputeBufferPool : RenderGraphResourcePool<ComputeBuffer>
|
|
{
|
|
protected override void ReleaseInternalResource(ComputeBuffer res)
|
|
{
|
|
res.Release();
|
|
}
|
|
|
|
protected override string GetResourceName(ComputeBuffer res)
|
|
{
|
|
return "ComputeBufferNameNotAvailable"; // ComputeBuffer.name is a setter only :(
|
|
}
|
|
|
|
protected override long GetResourceSize(ComputeBuffer res)
|
|
{
|
|
return res.count * res.stride;
|
|
}
|
|
|
|
override protected string GetResourceTypeName()
|
|
{
|
|
return "ComputeBuffer";
|
|
}
|
|
|
|
override protected int GetSortIndex(ComputeBuffer res)
|
|
{
|
|
return res.GetHashCode();
|
|
}
|
|
|
|
// Another C# nicety.
|
|
// We need to re-implement the whole thing every time because:
|
|
// - obj.resource.Release is Type specific so it cannot be called on a generic (and there's no shared interface for resources like RTHandle, ComputeBuffers etc)
|
|
// - We can't use a virtual release function because it will capture this in the lambda for RemoveAll generating GCAlloc in the process.
|
|
override public void PurgeUnusedResources(int currentFrameIndex)
|
|
{
|
|
// Update the frame index for the lambda. Static because we don't want to capture.
|
|
s_CurrentFrameIndex = currentFrameIndex;
|
|
m_RemoveList.Clear();
|
|
|
|
foreach (var kvp in m_ResourcePool)
|
|
{
|
|
// WARNING: No foreach here. Sorted list GetEnumerator generates garbage...
|
|
var list = kvp.Value;
|
|
var keys = list.Keys;
|
|
var values = list.Values;
|
|
for (int i = 0; i < list.Count; ++i)
|
|
{
|
|
var value = values[i];
|
|
if (ShouldReleaseResource(value.frameIndex, s_CurrentFrameIndex))
|
|
{
|
|
value.resource.Release();
|
|
m_RemoveList.Add(keys[i]);
|
|
}
|
|
}
|
|
|
|
foreach (var key in m_RemoveList)
|
|
list.Remove(key);
|
|
}
|
|
}
|
|
}
|
|
}
|