forked from BilalY/Rasagar
204 lines
9.0 KiB
C#
204 lines
9.0 KiB
C#
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using System;
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using System.Text;
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using System.Diagnostics;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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// a customized version of RenderGraphResourcePool from SRP core
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internal class RTHandleResourcePool
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{
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// Dictionary tracks resources by hash and stores resources with same hash in a List (list instead of a stack because we need to be able to remove stale allocations, potentially in the middle of the stack).
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// The list needs to be sorted otherwise you could get inconsistent resource usage from one frame to another.
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protected Dictionary<int, SortedList<int, (RTHandle resource, int frameIndex)>> m_ResourcePool = new Dictionary<int, SortedList<int, (RTHandle resource, int frameIndex)>>();
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protected List<int> m_RemoveList = new List<int>(32); // Used to remove stale resources as there is no RemoveAll on SortedLists
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protected static int s_CurrentStaleResourceCount = 0;
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// Keep stale resources alive for 3 frames
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protected static int s_StaleResourceLifetime = 3;
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// Store max 32 rtHandles
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// 1080p * 32bpp * 32 = 265.4mb
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protected static int s_StaleResourceMaxCapacity = 32;
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/// <summary>
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/// Controls the resource pool's max stale resource capacity.
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/// Increasing the capacity may have a negative impact on the memory usage.
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/// Increasing the capacity may reduce the runtime RTHandle realloc cost in multi view/multi camera setup.
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/// Setting capacity will purge the current pool. It is recommended to setup the capacity upfront and not changing it during the runtime.
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/// Setting capacity won't do anything if new capacity is the same to the current capacity.
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/// </summary>
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internal int staleResourceCapacity
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{
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get { return s_StaleResourceMaxCapacity; }
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set {
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if (s_StaleResourceMaxCapacity != value)
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{
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s_StaleResourceMaxCapacity = value;
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Cleanup();
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}
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}
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}
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// Add no longer used resouce to pool
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// Return true if resource is added to pool successfully, return false otherwise.
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internal bool AddResourceToPool(in TextureDesc texDesc, RTHandle resource, int currentFrameIndex)
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{
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if (s_CurrentStaleResourceCount >= s_StaleResourceMaxCapacity)
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return false;
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int hashCode = GetHashCodeWithNameHash(texDesc);
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if (!m_ResourcePool.TryGetValue(hashCode, out var list))
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{
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// Init list with max capacity to avoid runtime GC.Alloc when calling list.Add(resize list)
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list = new SortedList<int, (RTHandle resource, int frameIndex)>(s_StaleResourceMaxCapacity);
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m_ResourcePool.Add(hashCode, list);
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}
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list.Add(resource.GetInstanceID(), (resource, currentFrameIndex));
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s_CurrentStaleResourceCount++;
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return true;
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}
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// Get resource from the pool using TextureDesc as key
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// Return true if resource successfully retried resource from the pool, return false otherwise.
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internal bool TryGetResource(in TextureDesc texDesc, out RTHandle resource, bool usepool = true)
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{
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int hashCode = GetHashCodeWithNameHash(texDesc);
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if (usepool && m_ResourcePool.TryGetValue(hashCode, out SortedList<int, (RTHandle resource, int frameIndex)> list) && list.Count > 0)
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{
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resource = list.Values[list.Count - 1].resource;
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list.RemoveAt(list.Count - 1); // O(1) since it's the last element.
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s_CurrentStaleResourceCount--;
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return true;
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}
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resource = null;
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return false;
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}
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// Release all resources in pool.
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internal void Cleanup()
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{
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foreach (var kvp in m_ResourcePool)
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{
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foreach (var res in kvp.Value)
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{
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res.Value.resource.Release();
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}
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}
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m_ResourcePool.Clear();
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s_CurrentStaleResourceCount = 0;
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}
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static protected bool ShouldReleaseResource(int lastUsedFrameIndex, int currentFrameIndex)
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{
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// We need to have a delay of a few frames before releasing resources for good.
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// Indeed, when having multiple off-screen cameras, they are rendered in a separate SRP render call and thus with a different frame index than main camera
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// This causes texture to be deallocated/reallocated every frame if the two cameras don't need the same buffers.
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return (lastUsedFrameIndex + s_StaleResourceLifetime) < currentFrameIndex;
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}
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// Release resources that are not used in last couple frames.
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internal void PurgeUnusedResources(int currentFrameIndex)
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{
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// Update the frame index for the lambda. Static because we don't want to capture.
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m_RemoveList.Clear();
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foreach (var kvp in m_ResourcePool)
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{
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// WARNING: No foreach here. Sorted list GetEnumerator generates garbage...
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var list = kvp.Value;
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var keys = list.Keys;
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var values = list.Values;
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for (int i = 0; i < list.Count; ++i)
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{
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var value = values[i];
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if (ShouldReleaseResource(value.frameIndex, currentFrameIndex))
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{
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value.resource.Release();
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m_RemoveList.Add(keys[i]);
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s_CurrentStaleResourceCount--;
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}
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}
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foreach (var key in m_RemoveList)
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list.Remove(key);
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}
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}
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internal void LogDebugInfo()
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{
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var sb = new StringBuilder();
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sb.AppendFormat("RTHandleResourcePool for frame {0}, Total stale resources {1}", Time.frameCount, s_CurrentStaleResourceCount);
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sb.AppendLine();
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foreach (var kvp in m_ResourcePool)
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{
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var list = kvp.Value;
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var keys = list.Keys;
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var values = list.Values;
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for (int i = 0; i < list.Count; ++i)
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{
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var value = values[i];
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sb.AppendFormat("Resrouce in pool: Name {0} Last active frame index {1} Size {2} x {3} x {4}",
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value.resource.name,
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value.frameIndex,
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value.resource.rt.descriptor.width,
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value.resource.rt.descriptor.height,
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value.resource.rt.descriptor.volumeDepth
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);
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sb.AppendLine();
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}
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}
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Debug.Log(sb);
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}
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// NOTE: Only allow reusing resource with the same name.
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// This is because some URP code uses texture name as key to bind input texture (GBUFFER_2). Different name will result in URP bind texture to different shader input slot.
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// Ideally if URP code uses shaderPropertyID(instead of name string), we can relax the restriction here.
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internal int GetHashCodeWithNameHash(in TextureDesc texDesc)
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{
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int hashCode = texDesc.GetHashCode();
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hashCode = hashCode * 23 + texDesc.name.GetHashCode();
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return hashCode;
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}
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internal static TextureDesc CreateTextureDesc(RenderTextureDescriptor desc,
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TextureSizeMode textureSizeMode = TextureSizeMode.Explicit, int anisoLevel = 1, float mipMapBias = 0,
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FilterMode filterMode = FilterMode.Point, TextureWrapMode wrapMode = TextureWrapMode.Clamp, string name = "")
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{
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TextureDesc rgDesc = new TextureDesc(desc.width, desc.height);
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rgDesc.sizeMode = textureSizeMode;
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rgDesc.slices = desc.volumeDepth;
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rgDesc.depthBufferBits = (DepthBits)desc.depthBufferBits;
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rgDesc.colorFormat = desc.graphicsFormat;
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rgDesc.filterMode = filterMode;
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rgDesc.wrapMode = wrapMode;
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rgDesc.dimension = desc.dimension;
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rgDesc.enableRandomWrite = desc.enableRandomWrite;
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rgDesc.useMipMap = desc.useMipMap;
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rgDesc.autoGenerateMips = desc.autoGenerateMips;
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rgDesc.isShadowMap = desc.shadowSamplingMode != ShadowSamplingMode.None;
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rgDesc.anisoLevel = anisoLevel;
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rgDesc.mipMapBias = mipMapBias;
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rgDesc.msaaSamples = (MSAASamples)desc.msaaSamples;
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rgDesc.bindTextureMS = desc.bindMS;
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rgDesc.useDynamicScale = desc.useDynamicScale;
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rgDesc.memoryless = RenderTextureMemoryless.None;
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rgDesc.vrUsage = VRTextureUsage.None;
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rgDesc.name = name;
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return rgDesc;
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}
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}
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}
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