forked from BilalY/Rasagar
211 lines
8.9 KiB
C#
211 lines
8.9 KiB
C#
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine.Profiling;
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using Unity.Mathematics;
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using UnityEngine.Assertions;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering
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{
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internal partial class GPUResidentBatcher : IDisposable
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{
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private RenderersBatchersContext m_BatchersContext;
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private GPUDrivenProcessor m_GPUDrivenProcessor;
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private GPUDrivenRendererDataCallback m_UpdateRendererDataCallback;
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internal RenderersBatchersContext batchersContext { get => m_BatchersContext; }
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internal OcclusionCullingCommon occlusionCullingCommon { get => m_BatchersContext.occlusionCullingCommon; }
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internal InstanceCullingBatcher instanceCullingBatcher { get => m_InstanceCullingBatcher; }
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private InstanceCullingBatcher m_InstanceCullingBatcher = null;
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public GPUResidentBatcher(
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RenderersBatchersContext batcherContext,
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InstanceCullingBatcherDesc instanceCullerBatcherDesc,
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GPUDrivenProcessor gpuDrivenProcessor)
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{
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m_BatchersContext = batcherContext;
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m_GPUDrivenProcessor = gpuDrivenProcessor;
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m_UpdateRendererDataCallback = UpdateRendererData;
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m_InstanceCullingBatcher = new InstanceCullingBatcher(batcherContext, instanceCullerBatcherDesc, OnFinishedCulling);
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}
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public void Dispose()
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{
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m_GPUDrivenProcessor.ClearMaterialFilters();
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m_InstanceCullingBatcher.Dispose();
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if (m_ProcessedThisFrameTreeBits.IsCreated)
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m_ProcessedThisFrameTreeBits.Dispose();
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}
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public void OnBeginContextRendering()
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{
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if (m_ProcessedThisFrameTreeBits.IsCreated)
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m_ProcessedThisFrameTreeBits.Dispose();
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}
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public void OnEndContextRendering()
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{
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m_InstanceCullingBatcher?.OnEndContextRendering();
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}
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public void OnBeginCameraRendering(Camera camera)
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{
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m_InstanceCullingBatcher?.OnBeginCameraRendering(camera);
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}
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public void OnEndCameraRendering(Camera camera)
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{
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m_InstanceCullingBatcher?.OnEndCameraRendering(camera);
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}
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public void UpdateFrame()
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{
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m_InstanceCullingBatcher.UpdateFrame();
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m_BatchersContext.UpdateFrame();
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}
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public void DestroyMaterials(NativeArray<int> destroyedMaterials)
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{
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m_InstanceCullingBatcher.DestroyMaterials(destroyedMaterials);
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}
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public void DestroyInstances(NativeArray<InstanceHandle> instances)
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{
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m_InstanceCullingBatcher.DestroyInstances(instances);
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}
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public void DestroyMeshes(NativeArray<int> destroyedMeshes)
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{
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m_InstanceCullingBatcher.DestroyMeshes(destroyedMeshes);
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}
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internal void FreeRendererGroupInstances(NativeArray<int> rendererGroupIDs)
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{
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if (rendererGroupIDs.Length == 0)
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return;
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var instances = new NativeList<InstanceHandle>(rendererGroupIDs.Length, Allocator.TempJob);
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m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererGroupIDs, instances).Complete();
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DestroyInstances(instances.AsArray());
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instances.Dispose();
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m_BatchersContext.FreeRendererGroupInstances(rendererGroupIDs);
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}
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public void InstanceOcclusionTest(RenderGraph renderGraph, in OcclusionCullingSettings settings, ReadOnlySpan<SubviewOcclusionTest> subviewOcclusionTests)
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{
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if (!m_BatchersContext.hasBoundingSpheres)
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return;
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m_InstanceCullingBatcher.culler.InstanceOcclusionTest(renderGraph, settings, subviewOcclusionTests, m_BatchersContext);
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}
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public void UpdateInstanceOccluders(RenderGraph renderGraph, in OccluderParameters occluderParams, ReadOnlySpan<OccluderSubviewUpdate> occluderSubviewUpdates)
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{
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if (!m_BatchersContext.hasBoundingSpheres)
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return;
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m_BatchersContext.occlusionCullingCommon.UpdateInstanceOccluders(renderGraph, occluderParams, occluderSubviewUpdates);
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}
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public void UpdateRenderers(NativeArray<int> renderersID)
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{
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if (renderersID.Length == 0)
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return;
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m_GPUDrivenProcessor.enablePartialRendering = false;
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m_GPUDrivenProcessor.EnableGPUDrivenRenderingAndDispatchRendererData(renderersID, m_UpdateRendererDataCallback);
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m_GPUDrivenProcessor.enablePartialRendering = false;
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}
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#if UNITY_EDITOR
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public void UpdateSelectedRenderers(NativeArray<int> renderersID)
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{
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var instances = new NativeArray<InstanceHandle>(renderersID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(renderersID, instances).Complete();
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m_BatchersContext.UpdateSelectedInstances(instances);
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instances.Dispose();
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}
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#endif
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public void PostCullBeginCameraRendering(RenderRequestBatcherContext context)
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{
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m_InstanceCullingBatcher.PostCullBeginCameraRendering(context);
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}
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public void OnSetupAmbientProbe()
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{
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m_BatchersContext.UpdateAmbientProbeAndGpuBuffer(forceUpdate: false);
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}
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private void UpdateRendererData(in GPUDrivenRendererGroupData rendererData, IList<Mesh> meshes, IList<Material> materials)
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{
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FreeRendererGroupInstances(rendererData.invalidRendererGroupID);
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if (rendererData.rendererGroupID.Length == 0)
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return;
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Profiler.BeginSample("GPUResidentInstanceBatcher.UpdateRendererData");
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{
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// --------------------------------------------------------------------------------------------------------------------------------------
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// Allocate and Update CPU instance data
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// --------------------------------------------------------------------------------------------------------------------------------------
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var instances = new NativeArray<InstanceHandle>(rendererData.localToWorldMatrix.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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Profiler.BeginSample("AllocateInstanceData");
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{
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m_BatchersContext.ReallocateAndGetInstances(rendererData, instances);
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var updateInstanceDataJob = m_BatchersContext.ScheduleUpdateInstanceDataJob(instances, rendererData);
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GPUInstanceDataBufferUploader uploader = m_BatchersContext.CreateDataBufferUploader(instances.Length, InstanceType.MeshRenderer);
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uploader.AllocateUploadHandles(instances.Length);
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JobHandle writeJobHandle = default;
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writeJobHandle = uploader.WriteInstanceDataJob(m_BatchersContext.renderersParameters.lightmapScale.index, rendererData.lightmapScaleOffset, rendererData.rendererGroupIndex);
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writeJobHandle.Complete();
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m_BatchersContext.SubmitToGpu(instances, ref uploader, submitOnlyWrittenParams: true);
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m_BatchersContext.ChangeInstanceBufferVersion();
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uploader.Dispose();
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// --------------------------------------------------------------------------------------------------------------------------------------
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// Update and Upload Transform data to GPU
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// ----------------------------------------------------------------------------------------------------------------------------------
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updateInstanceDataJob.Complete();
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m_BatchersContext.InitializeInstanceTransforms(instances, rendererData.localToWorldMatrix, rendererData.prevLocalToWorldMatrix);
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}
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Profiler.EndSample();
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// --------------------------------------------------------------------------------------------------------------------------------------
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// Instance culling batcher
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// --------------------------------------------------------------------------------------------------------------------------------------
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Profiler.BeginSample("InstanceCullingBatcher.BuildBatch");
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{
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m_InstanceCullingBatcher.BuildBatch(
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instances,
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rendererData.materialID,
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rendererData.meshID,
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rendererData);
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}
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Profiler.EndSample();
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instances.Dispose();
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}
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Profiler.EndSample();
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}
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private void OnFinishedCulling(IntPtr customCullingResult)
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{
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ProcessTrees();
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m_InstanceCullingBatcher.OnFinishedCulling(customCullingResult);
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}
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}
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}
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