forked from BilalY/Rasagar
2311 lines
110 KiB
C#
2311 lines
110 KiB
C#
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using System;
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using System.Threading;
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using UnityEngine.Assertions;
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using Unity.Burst;
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using Unity.Burst.CompilerServices;
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using Unity.Mathematics;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using Unity.Jobs.LowLevel.Unsafe;
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using UnityEngine.SceneManagement;
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using UnityEngine.Rendering.RenderGraphModule;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Rendering;
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using UnityEditor.SceneManagement;
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#endif
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namespace UnityEngine.Rendering
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{
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internal struct RangeKey : IEquatable<RangeKey>
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{
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public byte layer;
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public uint renderingLayerMask;
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public MotionVectorGenerationMode motionMode;
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public ShadowCastingMode shadowCastingMode;
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public bool staticShadowCaster;
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public int rendererPriority;
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public bool supportsIndirect;
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public bool Equals(RangeKey other)
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{
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return
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layer == other.layer &&
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renderingLayerMask == other.renderingLayerMask &&
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motionMode == other.motionMode &&
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shadowCastingMode == other.shadowCastingMode &&
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staticShadowCaster == other.staticShadowCaster &&
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rendererPriority == other.rendererPriority &&
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supportsIndirect == other.supportsIndirect;
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}
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public override int GetHashCode()
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{
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int hash = 13;
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hash = (hash * 23) + layer;
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hash = (hash * 23) + (int)renderingLayerMask;
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hash = (hash * 23) + (int)motionMode;
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hash = (hash * 23) + (int)shadowCastingMode;
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hash = (hash * 23) + (staticShadowCaster ? 1 : 0);
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hash = (hash * 23) + rendererPriority;
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hash = (hash * 23) + (supportsIndirect ? 1 : 0);
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return hash;
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}
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}
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internal struct DrawRange
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{
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public RangeKey key;
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public int drawCount;
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public int drawOffset;
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}
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internal struct DrawKey : IEquatable<DrawKey>
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{
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public BatchMeshID meshID;
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public int submeshIndex;
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public BatchMaterialID materialID;
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public BatchDrawCommandFlags flags;
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public int transparentInstanceId; // non-zero for transparent instances, to ensure each instance has its own draw command (for sorting)
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public uint overridenComponents;
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public RangeKey range;
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public int lightmapIndex;
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public bool Equals(DrawKey other)
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{
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return
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meshID == other.meshID &&
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submeshIndex == other.submeshIndex &&
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materialID == other.materialID &&
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flags == other.flags &&
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transparentInstanceId == other.transparentInstanceId &&
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overridenComponents == other.overridenComponents &&
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range.Equals(other.range) &&
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lightmapIndex == other.lightmapIndex;
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}
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public override int GetHashCode()
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{
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int hash = 13;
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hash = (hash * 23) + (int)meshID.value;
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hash = (hash * 23) + (int)submeshIndex;
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hash = (hash * 23) + (int)materialID.value;
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hash = (hash * 23) + (int)flags;
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hash = (hash * 23) + transparentInstanceId;
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hash = (hash * 23) + range.GetHashCode();
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hash = (hash * 23) + (int)overridenComponents;
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hash = (hash * 23) + lightmapIndex;
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return hash;
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}
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}
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internal struct DrawBatch
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{
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public DrawKey key;
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public int instanceCount;
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public int instanceOffset;
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public MeshProceduralInfo procInfo;
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}
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internal struct DrawInstance
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{
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public DrawKey key;
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public int instanceIndex;
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}
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internal struct BinningConfig
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{
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public int viewCount;
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public bool supportsCrossFade;
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public bool supportsMotionCheck;
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public int visibilityConfigCount
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{
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get
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{
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// always bin based on flip winding state (the initial 1 bit)
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int bitCount = 1 + viewCount + (supportsCrossFade ? 1 : 0) + (supportsMotionCheck ? 1 : 0);
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return 1 << bitCount;
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}
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}
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}
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[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
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internal struct CullingJob : IJobParallelFor
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{
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public const int k_BatchSize = 32;
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const uint k_LODFadeZeroPacked = 127;
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const float k_LODPercentInvisible = 0.0f;
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const float k_LODPercentFullyVisible = 1.0f;
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const float k_LODPercentSpeedTree = 2.0f;
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const float k_SmallMeshTransitionWidth = 0.1f;
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enum CrossFadeType
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{
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kDisabled,
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kCrossFadeOut, // 1 == instance is visible in current lod, and not next - could be fading out
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kCrossFadeIn, // 2 == instance is visivle in next lod level, but not current - could be fading in
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kVisible // 3 == instance is visible in both current and next lod level - could not be impacted by fade
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}
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[ReadOnly] public BinningConfig binningConfig;
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[ReadOnly] public BatchCullingViewType viewType;
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[ReadOnly] public float3 cameraPosition;
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[ReadOnly] public float sqrScreenRelativeMetric;
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[ReadOnly] public float minScreenRelativeHeight;
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[ReadOnly] public bool isOrtho;
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[ReadOnly] public bool cullLightmappedShadowCasters;
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[ReadOnly] public int maxLOD;
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[ReadOnly] public uint cullingLayerMask;
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[ReadOnly] public ulong sceneCullingMask;
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[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<FrustumPlaneCuller.PlanePacket4> frustumPlanePackets;
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[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<FrustumPlaneCuller.SplitInfo> frustumSplitInfos;
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[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<Plane> lightFacingFrustumPlanes;
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[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<ReceiverSphereCuller.SplitInfo> receiverSplitInfos;
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public float3x3 worldToLightSpaceRotation;
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[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
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[ReadOnly] public CPUSharedInstanceData.ReadOnly sharedInstanceData;
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[NativeDisableContainerSafetyRestriction, NoAlias] [ReadOnly] public NativeList<LODGroupCullingData> lodGroupCullingData;
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[NativeDisableUnsafePtrRestriction] [ReadOnly] public IntPtr occlusionBuffer;
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[NativeDisableParallelForRestriction][WriteOnly] public NativeArray<byte> rendererVisibilityMasks;
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[NativeDisableParallelForRestriction][WriteOnly] public NativeArray<byte> rendererCrossFadeValues;
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// float [-1.0f... 1.0f] -> uint [0...254]
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static uint PackFloatToUint8(float percent)
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{
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uint packed = (uint)((1.0f + percent) * 127.0f + 0.5f);
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// avoid zero
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if (percent < 0.0f)
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packed = math.clamp(packed, 0, 126);
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else
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packed = math.clamp(packed, 128, 254);
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return packed;
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}
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unsafe float CalculateLODVisibility(int instanceIndex, int sharedInstanceIndex, InstanceFlags instanceFlags)
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{
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var lodPercent = k_LODPercentFullyVisible;
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var lodDataIndexAndMask = sharedInstanceData.lodGroupAndMasks[sharedInstanceIndex];
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if (lodDataIndexAndMask != 0xFFFFFFFF)
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{
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lodPercent = k_LODPercentInvisible;
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var lodIndex = lodDataIndexAndMask >> 8;
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var lodMask = lodDataIndexAndMask & 0xFF;
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Assert.IsTrue(lodMask > 0);
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ref var lodGroup = ref lodGroupCullingData.ElementAt((int)lodIndex);
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float cameraSqrDistToLODCenter = isOrtho ? sqrScreenRelativeMetric : LODGroupRenderingUtils.CalculateSqrPerspectiveDistance(lodGroup.worldSpaceReferencePoint, cameraPosition, sqrScreenRelativeMetric);
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// Remove lods that are beyond the max lod.
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uint maxLodMask = 0xffffffff << maxLOD;
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lodMask &= maxLodMask;
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// Offset to the lod preceding the first for proper cross fade calculation.
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int m = math.max(math.tzcnt(lodMask) - 1, maxLOD);
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lodMask >>= m;
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while (lodMask > 0)
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{
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var lodRangeSqrMin = m == maxLOD ? 0.0f : lodGroup.sqrDistances[m - 1];
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var lodRangeSqrMax = lodGroup.sqrDistances[m];
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// Camera is beyond the range of this all further lods. No need to proceed.
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if (cameraSqrDistToLODCenter < lodRangeSqrMin)
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break;
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// Instance is in the min/max range of this lod. Proceeding.
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if (cameraSqrDistToLODCenter < lodRangeSqrMax)
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{
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var type = (CrossFadeType)(lodMask & 3);
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// Instance is in this and/or the next lod.
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if (type != CrossFadeType.kDisabled)
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{
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// Instance is in both this and the next lod. No need to fade.
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if (type == CrossFadeType.kVisible)
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{
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lodPercent = k_LODPercentFullyVisible;
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}
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else
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{
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var distanceToLodCenter = math.sqrt(cameraSqrDistToLODCenter);
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var maxDist = math.sqrt(lodRangeSqrMax);
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// SpeedTree cross fade.
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if (lodGroup.percentageFlags[m])
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{
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// The fading-in instance is not visible but the fading-out is visible and it does the speed tree vertex deformation.
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if (type == CrossFadeType.kCrossFadeIn)
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{
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lodPercent = k_LODPercentInvisible;
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}
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else if (type == CrossFadeType.kCrossFadeOut)
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{
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var minDist = m > 0 ? math.sqrt(lodGroup.sqrDistances[m - 1]) : lodGroup.worldSpaceSize;
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lodPercent = k_LODPercentSpeedTree + math.max(distanceToLodCenter - minDist, 0.0f) / (maxDist - minDist);
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}
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}
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// Dithering cross fade.
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else
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{
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// If in the transition zone, both fading-in and fading-out instances are visible. Calculate the lod percent.
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// If not then only the fading-out instance is fully visible, and fading-in is invisible.
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var transitionDist = lodGroup.transitionDistances[m];
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var dif = maxDist - distanceToLodCenter;
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if (dif < transitionDist)
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{
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lodPercent = dif / transitionDist;
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if (type == CrossFadeType.kCrossFadeIn)
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lodPercent = -lodPercent;
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}
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else if (type == CrossFadeType.kCrossFadeOut)
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{
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lodPercent = k_LODPercentFullyVisible;
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}
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}
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}
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}
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// We found the lod and the percentage.
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break;
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}
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++m;
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lodMask >>= 1;
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}
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}
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else if(viewType < BatchCullingViewType.SelectionOutline && (instanceFlags & InstanceFlags.SmallMeshCulling) != 0)
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{
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ref readonly AABB worldAABB = ref instanceData.worldAABBs.UnsafeElementAt(instanceIndex);
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var cameraSqrDist = isOrtho ? sqrScreenRelativeMetric : LODGroupRenderingUtils.CalculateSqrPerspectiveDistance(worldAABB.center, cameraPosition, sqrScreenRelativeMetric);
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var cameraDist = math.sqrt(cameraSqrDist);
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var aabbSize = worldAABB.extents * 2.0f;
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var worldSpaceSize = math.max(math.max(aabbSize.x, aabbSize.y), aabbSize.z);
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var maxDist = LODGroupRenderingUtils.CalculateLODDistance(minScreenRelativeHeight, worldSpaceSize);
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var transitionHeight = minScreenRelativeHeight + k_SmallMeshTransitionWidth * minScreenRelativeHeight;
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var fadeOutRange = Mathf.Max(0.0f,maxDist - LODGroupRenderingUtils.CalculateLODDistance(transitionHeight, worldSpaceSize));
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lodPercent = math.saturate((maxDist - cameraDist) / fadeOutRange);
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}
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return lodPercent;
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}
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private unsafe uint CalculateVisibilityMask(int instanceIndex, int sharedInstanceIndex, InstanceFlags instanceFlags)
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{
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if (cullingLayerMask == 0)
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return 0;
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if ((cullingLayerMask & (1 << sharedInstanceData.gameObjectLayers[sharedInstanceIndex])) == 0)
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return 0;
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if (cullLightmappedShadowCasters && (instanceFlags & InstanceFlags.AffectsLightmaps) != 0)
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return 0;
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#if UNITY_EDITOR
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if ((sceneCullingMask & instanceData.editorData.sceneCullingMasks[instanceIndex]) == 0)
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return 0;
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if(viewType == BatchCullingViewType.SelectionOutline && !instanceData.editorData.selectedBits.Get(instanceIndex))
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return 0;
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#endif
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// cull early for camera and shadow views based on the shadow culling mode
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if (viewType == BatchCullingViewType.Camera && (instanceFlags & InstanceFlags.IsShadowsOnly) != 0)
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return 0;
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if (viewType == BatchCullingViewType.Light && (instanceFlags & InstanceFlags.IsShadowsOff) != 0)
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return 0;
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ref readonly AABB worldAABB = ref instanceData.worldAABBs.UnsafeElementAt(instanceIndex);
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uint visibilityMask = FrustumPlaneCuller.ComputeSplitVisibilityMask(frustumPlanePackets, frustumSplitInfos, worldAABB);
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if (visibilityMask != 0 && receiverSplitInfos.Length > 0)
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visibilityMask &= ReceiverSphereCuller.ComputeSplitVisibilityMask(lightFacingFrustumPlanes, receiverSplitInfos, worldToLightSpaceRotation, worldAABB);
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// Perform an occlusion test on the instance bounds if we have an occlusion buffer available and the instance is still visible
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if (visibilityMask != 0 && occlusionBuffer != IntPtr.Zero)
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visibilityMask = BatchRendererGroup.OcclusionTestAABB(occlusionBuffer, worldAABB.ToBounds()) ? visibilityMask : 0;
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return visibilityMask;
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}
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public void Execute(int instanceIndex)
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{
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InstanceHandle instance = instanceData.instances[instanceIndex];
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int sharedInstanceIndex = sharedInstanceData.InstanceToIndex(instanceData, instance);
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var instanceFlags = sharedInstanceData.flags[sharedInstanceIndex].instanceFlags;
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var visibilityMask = CalculateVisibilityMask(instanceIndex, sharedInstanceIndex, instanceFlags);
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var crossFadeValue = k_LODFadeZeroPacked;
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if (visibilityMask != 0)
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{
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float lodPercent = CalculateLODVisibility(instanceIndex, sharedInstanceIndex, instanceFlags);
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if (lodPercent != k_LODPercentInvisible)
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{
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if (binningConfig.supportsMotionCheck)
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{
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bool hasMotion = instanceData.movedInPreviousFrameBits.Get(instanceIndex);
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visibilityMask = (visibilityMask << 1) | (hasMotion ? 1U : 0);
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}
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if (binningConfig.supportsCrossFade)
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{
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bool hasDitheringCrossFade = false;
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if (lodPercent != k_LODPercentFullyVisible)
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{
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bool isSpeedTreeCrossFade = lodPercent >= k_LODPercentSpeedTree;
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// If this is a speed tree cross fade then we provide cross fade value but we don't enable cross fade keyword.
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if (isSpeedTreeCrossFade)
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lodPercent -= k_LODPercentSpeedTree;
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else
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hasDitheringCrossFade = true;
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crossFadeValue = PackFloatToUint8(lodPercent);
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}
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visibilityMask = (visibilityMask << 1) | (hasDitheringCrossFade ? 1U : 0);
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}
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}
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else
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{
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visibilityMask = 0;
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}
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}
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rendererVisibilityMasks[instance.index] = (byte)visibilityMask;
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rendererCrossFadeValues[instance.index] = (byte)crossFadeValue;
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}
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}
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[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal unsafe struct AllocateBinsPerBatch : IJobParallelFor
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||
|
{
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[ReadOnly] public BinningConfig binningConfig;
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||
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||
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[ReadOnly] public NativeList<DrawBatch> drawBatches;
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||
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[ReadOnly] public NativeArray<int> drawInstanceIndices;
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[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
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||
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[ReadOnly] public NativeArray<byte> rendererVisibilityMasks;
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||
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[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> batchBinAllocOffsets;
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||
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[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> batchBinCounts;
|
||
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[NativeDisableContainerSafetyRestriction, NoAlias] [DeallocateOnJobCompletion] public NativeArray<int> binAllocCounter;
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||
|
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<short> binConfigIndices;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> binVisibleInstanceCounts;
|
||
|
|
||
|
[ReadOnly] public int debugCounterIndexBase;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<int> splitDebugCounters;
|
||
|
|
||
|
bool IsInstanceFlipped(int rendererIndex)
|
||
|
{
|
||
|
InstanceHandle instance = InstanceHandle.FromInt(rendererIndex);
|
||
|
int instanceIndex = instanceData.InstanceToIndex(instance);
|
||
|
return instanceData.localToWorldIsFlippedBits.Get(instanceIndex);
|
||
|
}
|
||
|
|
||
|
unsafe public void Execute(int batchIndex)
|
||
|
{
|
||
|
// figure out how many combinations of views/features we need to partition by
|
||
|
int configCount = binningConfig.visibilityConfigCount;
|
||
|
|
||
|
// allocate space to keep track of the number of instances per config
|
||
|
var visibleCountPerConfig = stackalloc int[configCount];
|
||
|
for (int i = 0; i < configCount; ++i)
|
||
|
visibleCountPerConfig[i] = 0;
|
||
|
|
||
|
// and space to keep track of which configs have any instances
|
||
|
int configMaskCount = (configCount + 63)/64;
|
||
|
var configUsedMasks = stackalloc UInt64[configMaskCount];
|
||
|
for (int i = 0; i < configMaskCount; ++i)
|
||
|
configUsedMasks[i] = 0;
|
||
|
|
||
|
// loop over all instances within this batch
|
||
|
var drawBatch = drawBatches[batchIndex];
|
||
|
var instanceCount = drawBatch.instanceCount;
|
||
|
var instanceOffset = drawBatch.instanceOffset;
|
||
|
for (int i = 0; i < instanceCount; ++i)
|
||
|
{
|
||
|
var rendererIndex = drawInstanceIndices[instanceOffset + i];
|
||
|
|
||
|
bool isFlipped = IsInstanceFlipped(rendererIndex);
|
||
|
int visibilityMask = (int)rendererVisibilityMasks[rendererIndex];
|
||
|
if (visibilityMask == 0)
|
||
|
continue;
|
||
|
|
||
|
int configIndex = (int)(visibilityMask << 1) | (isFlipped ? 1 : 0);
|
||
|
Assert.IsTrue(configIndex < configCount);
|
||
|
visibleCountPerConfig[configIndex]++;
|
||
|
configUsedMasks[configIndex >> 6] |= 1ul << (configIndex & 0x3f);
|
||
|
}
|
||
|
|
||
|
// allocate and store the non-empty configs as bins
|
||
|
int binCount = 0;
|
||
|
for (int i = 0; i < configMaskCount; ++i)
|
||
|
binCount += math.countbits(configUsedMasks[i]);
|
||
|
|
||
|
int allocOffsetStart = 0;
|
||
|
if (binCount > 0)
|
||
|
{
|
||
|
var drawCommandCountPerView = stackalloc int[binningConfig.viewCount];
|
||
|
var visibleCountPerView = stackalloc int[binningConfig.viewCount];
|
||
|
for (int i = 0; i < binningConfig.viewCount; ++i)
|
||
|
{
|
||
|
drawCommandCountPerView[i] = 0;
|
||
|
visibleCountPerView[i] = 0;
|
||
|
}
|
||
|
|
||
|
bool countVisibilityStats = (debugCounterIndexBase >= 0);
|
||
|
int shiftForVisibilityMask = 1 + (binningConfig.supportsMotionCheck ? 1 : 0) + (binningConfig.supportsCrossFade ? 1 : 0);
|
||
|
|
||
|
int *allocCounter = (int *)binAllocCounter.GetUnsafePtr<int>();
|
||
|
int allocOffsetEnd = Interlocked.Add(ref UnsafeUtility.AsRef<int>(allocCounter), binCount);
|
||
|
allocOffsetStart = allocOffsetEnd - binCount;
|
||
|
|
||
|
int allocOffset = allocOffsetStart;
|
||
|
for (int i = 0; i < configMaskCount; ++i)
|
||
|
{
|
||
|
UInt64 configRemainMask = configUsedMasks[i];
|
||
|
while (configRemainMask != 0)
|
||
|
{
|
||
|
var bitPos = math.tzcnt(configRemainMask);
|
||
|
configRemainMask ^= 1ul << bitPos;
|
||
|
|
||
|
int configIndex = 64*i + bitPos;
|
||
|
int visibleCount = visibleCountPerConfig[configIndex];
|
||
|
Assert.IsTrue(visibleCount > 0);
|
||
|
|
||
|
binConfigIndices[allocOffset] = (short)configIndex;
|
||
|
binVisibleInstanceCounts[allocOffset] = visibleCount;
|
||
|
allocOffset++;
|
||
|
|
||
|
int visibilityMask = countVisibilityStats ? (configIndex >> shiftForVisibilityMask) : 0;
|
||
|
while (visibilityMask != 0)
|
||
|
{
|
||
|
var viewIndex = math.tzcnt(visibilityMask);
|
||
|
visibilityMask ^= 1 << viewIndex;
|
||
|
|
||
|
drawCommandCountPerView[viewIndex] += 1;
|
||
|
visibleCountPerView[viewIndex] += visibleCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Assert.IsTrue(allocOffset == allocOffsetEnd);
|
||
|
|
||
|
if (countVisibilityStats)
|
||
|
{
|
||
|
for (int viewIndex = 0; viewIndex < binningConfig.viewCount; ++viewIndex)
|
||
|
{
|
||
|
int* counterPtr = (int*)splitDebugCounters.GetUnsafePtr() + (debugCounterIndexBase + viewIndex) * (int)InstanceCullerSplitDebugCounter.Count;
|
||
|
|
||
|
int drawCommandCount = drawCommandCountPerView[viewIndex];
|
||
|
if (drawCommandCount > 0)
|
||
|
Interlocked.Add(ref UnsafeUtility.AsRef<int>(counterPtr + (int)InstanceCullerSplitDebugCounter.DrawCommands), drawCommandCount);
|
||
|
|
||
|
int visibleCount = visibleCountPerView[viewIndex];
|
||
|
if (visibleCount > 0)
|
||
|
Interlocked.Add(ref UnsafeUtility.AsRef<int>(counterPtr + (int)InstanceCullerSplitDebugCounter.VisibleInstances), visibleCount);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
batchBinAllocOffsets[batchIndex] = allocOffsetStart;
|
||
|
batchBinCounts[batchIndex] = binCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal unsafe struct PrefixSumDrawsAndInstances : IJob
|
||
|
{
|
||
|
[ReadOnly] public NativeList<DrawRange> drawRanges;
|
||
|
[ReadOnly] public NativeArray<int> drawBatchIndices;
|
||
|
|
||
|
[ReadOnly] public NativeArray<int> batchBinAllocOffsets;
|
||
|
[ReadOnly] public NativeArray<int> batchBinCounts;
|
||
|
[ReadOnly] public NativeArray<int> binVisibleInstanceCounts;
|
||
|
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> batchDrawCommandOffsets;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> binVisibleInstanceOffsets;
|
||
|
|
||
|
[NativeDisableUnsafePtrRestriction] public NativeArray<BatchCullingOutputDrawCommands> cullingOutput;
|
||
|
|
||
|
[ReadOnly] public IndirectBufferLimits indirectBufferLimits;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<IndirectBufferAllocInfo> indirectBufferAllocInfo;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<int> indirectAllocationCounters;
|
||
|
|
||
|
unsafe public void Execute()
|
||
|
{
|
||
|
BatchCullingOutputDrawCommands output = cullingOutput[0];
|
||
|
|
||
|
bool allowIndirect = indirectBufferLimits.maxInstanceCount > 0;
|
||
|
|
||
|
int outRangeIndex;
|
||
|
int outDirectCommandIndex;
|
||
|
int outDirectVisibleInstanceIndex;
|
||
|
int outIndirectCommandIndex;
|
||
|
int outIndirectVisibleInstanceIndex;
|
||
|
|
||
|
for (;;)
|
||
|
{
|
||
|
// reset counters
|
||
|
outRangeIndex = 0;
|
||
|
outDirectCommandIndex = 0;
|
||
|
outDirectVisibleInstanceIndex = 0;
|
||
|
outIndirectCommandIndex = 0;
|
||
|
outIndirectVisibleInstanceIndex = 0;
|
||
|
|
||
|
for (int rangeIndex = 0; rangeIndex < drawRanges.Length; ++rangeIndex)
|
||
|
{
|
||
|
var drawRangeInfo = drawRanges[rangeIndex];
|
||
|
bool isIndirect = allowIndirect && drawRangeInfo.key.supportsIndirect;
|
||
|
|
||
|
int rangeDrawCommandCount = 0;
|
||
|
int rangeDrawCommandOffset = isIndirect ? outIndirectCommandIndex : outDirectCommandIndex;
|
||
|
|
||
|
for (int drawIndexInRange = 0; drawIndexInRange < drawRangeInfo.drawCount; ++drawIndexInRange)
|
||
|
{
|
||
|
var batchIndex = drawBatchIndices[drawRangeInfo.drawOffset + drawIndexInRange];
|
||
|
var binAllocOffset = batchBinAllocOffsets[batchIndex];
|
||
|
var binCount = batchBinCounts[batchIndex];
|
||
|
|
||
|
if (isIndirect)
|
||
|
{
|
||
|
batchDrawCommandOffsets[batchIndex] = outIndirectCommandIndex;
|
||
|
outIndirectCommandIndex += binCount;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
batchDrawCommandOffsets[batchIndex] = outDirectCommandIndex;
|
||
|
outDirectCommandIndex += binCount;
|
||
|
}
|
||
|
rangeDrawCommandCount += binCount;
|
||
|
|
||
|
for (int binIndexInBatch = 0; binIndexInBatch < binCount; ++binIndexInBatch)
|
||
|
{
|
||
|
var binIndex = binAllocOffset + binIndexInBatch;
|
||
|
if (isIndirect)
|
||
|
{
|
||
|
binVisibleInstanceOffsets[binIndex] = outIndirectVisibleInstanceIndex;
|
||
|
outIndirectVisibleInstanceIndex += binVisibleInstanceCounts[binIndex];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
binVisibleInstanceOffsets[binIndex] = outDirectVisibleInstanceIndex;
|
||
|
outDirectVisibleInstanceIndex += binVisibleInstanceCounts[binIndex];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (rangeDrawCommandCount != 0)
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (outRangeIndex >= output.drawRangeCount)
|
||
|
throw new Exception("Exceeding draw range count");
|
||
|
#endif
|
||
|
|
||
|
var rangeKey = drawRangeInfo.key;
|
||
|
output.drawRanges[outRangeIndex] = new BatchDrawRange
|
||
|
{
|
||
|
drawCommandsBegin = (uint)rangeDrawCommandOffset,
|
||
|
drawCommandsCount = (uint)rangeDrawCommandCount,
|
||
|
drawCommandsType = isIndirect ? BatchDrawCommandType.Indirect : BatchDrawCommandType.Direct,
|
||
|
filterSettings = new BatchFilterSettings
|
||
|
{
|
||
|
renderingLayerMask = rangeKey.renderingLayerMask,
|
||
|
rendererPriority = rangeKey.rendererPriority,
|
||
|
layer = rangeKey.layer,
|
||
|
batchLayer = isIndirect ? BatchLayer.InstanceCullingIndirect : BatchLayer.InstanceCullingDirect,
|
||
|
motionMode = rangeKey.motionMode,
|
||
|
shadowCastingMode = rangeKey.shadowCastingMode,
|
||
|
receiveShadows = true,
|
||
|
staticShadowCaster = rangeKey.staticShadowCaster,
|
||
|
allDepthSorted = false,
|
||
|
}
|
||
|
};
|
||
|
outRangeIndex++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
output.drawRangeCount = outRangeIndex; // trim to the number of written ranges
|
||
|
|
||
|
// try to allocate buffer space for indirect
|
||
|
bool isValid = true;
|
||
|
if (allowIndirect)
|
||
|
{
|
||
|
int* allocCounters = (int*)indirectAllocationCounters.GetUnsafePtr<int>();
|
||
|
|
||
|
var allocInfo = new IndirectBufferAllocInfo();
|
||
|
allocInfo.drawCount = outIndirectCommandIndex;
|
||
|
allocInfo.instanceCount = outIndirectVisibleInstanceIndex;
|
||
|
|
||
|
int drawAllocCount = allocInfo.drawCount + IndirectBufferContextStorage.kExtraDrawAllocationCount;
|
||
|
int drawAllocEnd = Interlocked.Add(ref UnsafeUtility.AsRef<int>(allocCounters + (int)IndirectAllocator.NextDrawIndex), drawAllocCount);
|
||
|
allocInfo.drawAllocIndex = drawAllocEnd - drawAllocCount;
|
||
|
|
||
|
int instanceAllocEnd = Interlocked.Add(ref UnsafeUtility.AsRef<int>(allocCounters + (int)IndirectAllocator.NextInstanceIndex), allocInfo.instanceCount);
|
||
|
allocInfo.instanceAllocIndex = instanceAllocEnd - allocInfo.instanceCount;
|
||
|
|
||
|
if (!allocInfo.IsWithinLimits(indirectBufferLimits))
|
||
|
{
|
||
|
allocInfo = new IndirectBufferAllocInfo();
|
||
|
isValid = false;
|
||
|
}
|
||
|
|
||
|
indirectBufferAllocInfo[0] = allocInfo;
|
||
|
}
|
||
|
if (isValid)
|
||
|
break;
|
||
|
|
||
|
// out of indirect memory, reset counters and try again without indirect
|
||
|
//Debug.Log("Out of indirect buffer space: falling back to direct draws for this frame!");
|
||
|
allowIndirect = false;
|
||
|
}
|
||
|
|
||
|
if (outDirectCommandIndex != 0)
|
||
|
{
|
||
|
output.drawCommandCount = outDirectCommandIndex;
|
||
|
output.drawCommands = MemoryUtilities.Malloc<BatchDrawCommand>(outDirectCommandIndex, Allocator.TempJob);
|
||
|
|
||
|
output.visibleInstanceCount = outDirectVisibleInstanceIndex;
|
||
|
output.visibleInstances = MemoryUtilities.Malloc<int>(outDirectVisibleInstanceIndex, Allocator.TempJob);
|
||
|
}
|
||
|
if (outIndirectCommandIndex != 0)
|
||
|
{
|
||
|
output.indirectDrawCommandCount = outIndirectCommandIndex;
|
||
|
output.indirectDrawCommands = MemoryUtilities.Malloc<BatchDrawCommandIndirect>(outIndirectCommandIndex, Allocator.TempJob);
|
||
|
}
|
||
|
|
||
|
int totalCommandCount = outDirectCommandIndex + outIndirectCommandIndex;
|
||
|
output.instanceSortingPositions = MemoryUtilities.Malloc<float>(3 * totalCommandCount, Allocator.TempJob);
|
||
|
|
||
|
cullingOutput[0] = output;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal unsafe struct DrawCommandOutputPerBatch : IJobParallelFor
|
||
|
{
|
||
|
[ReadOnly] public BinningConfig binningConfig;
|
||
|
[ReadOnly] public NativeParallelHashMap<uint, BatchID> batchIDs;
|
||
|
|
||
|
[ReadOnly] public GPUInstanceDataBuffer.ReadOnly instanceDataBuffer;
|
||
|
|
||
|
[ReadOnly] public NativeList<DrawBatch> drawBatches;
|
||
|
[ReadOnly] public NativeArray<int> drawInstanceIndices;
|
||
|
[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
|
||
|
|
||
|
[ReadOnly] public NativeArray<byte> rendererVisibilityMasks;
|
||
|
[ReadOnly] public NativeArray<byte> rendererCrossFadeValues;
|
||
|
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<int> batchBinAllocOffsets;
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<int> batchBinCounts;
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<int> batchDrawCommandOffsets;
|
||
|
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<short> binConfigIndices;
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<int> binVisibleInstanceOffsets;
|
||
|
[ReadOnly] [DeallocateOnJobCompletion] public NativeArray<int> binVisibleInstanceCounts;
|
||
|
|
||
|
[ReadOnly] public NativeArray<BatchCullingOutputDrawCommands> cullingOutput;
|
||
|
|
||
|
[ReadOnly] public IndirectBufferLimits indirectBufferLimits;
|
||
|
[ReadOnly] public GraphicsBufferHandle visibleInstancesBufferHandle;
|
||
|
[ReadOnly] public GraphicsBufferHandle indirectArgsBufferHandle;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<IndirectBufferAllocInfo> indirectBufferAllocInfo;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<IndirectDrawInfo> indirectDrawInfoGlobalArray;
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public NativeArray<IndirectInstanceInfo> indirectInstanceInfoGlobalArray;
|
||
|
|
||
|
unsafe int EncodeGPUInstanceIndexAndCrossFade(int rendererIndex, bool negateCrossFade)
|
||
|
{
|
||
|
var gpuInstanceIndex = instanceDataBuffer.CPUInstanceToGPUInstance(InstanceHandle.FromInt(rendererIndex));
|
||
|
int crossFadeValue = rendererCrossFadeValues[rendererIndex];
|
||
|
crossFadeValue -= 127;
|
||
|
if (negateCrossFade)
|
||
|
crossFadeValue = -crossFadeValue;
|
||
|
gpuInstanceIndex.index |= crossFadeValue << 24;
|
||
|
return gpuInstanceIndex.index;
|
||
|
}
|
||
|
|
||
|
bool IsInstanceFlipped(int rendererIndex)
|
||
|
{
|
||
|
InstanceHandle instance = InstanceHandle.FromInt(rendererIndex);
|
||
|
int instanceIndex = instanceData.InstanceToIndex(instance);
|
||
|
return instanceData.localToWorldIsFlippedBits.Get(instanceIndex);
|
||
|
}
|
||
|
|
||
|
unsafe public void Execute(int batchIndex)
|
||
|
{
|
||
|
DrawBatch drawBatch = drawBatches[batchIndex];
|
||
|
|
||
|
var binCount = batchBinCounts[batchIndex];
|
||
|
if (binCount == 0)
|
||
|
return;
|
||
|
|
||
|
BatchCullingOutputDrawCommands output = cullingOutput[0];
|
||
|
|
||
|
IndirectBufferAllocInfo indirectAllocInfo = new IndirectBufferAllocInfo();
|
||
|
if (indirectBufferLimits.maxDrawCount > 0)
|
||
|
indirectAllocInfo = indirectBufferAllocInfo[0];
|
||
|
bool allowIndirect = !indirectAllocInfo.IsEmpty();
|
||
|
|
||
|
bool isIndirect = allowIndirect && drawBatch.key.range.supportsIndirect;
|
||
|
|
||
|
// figure out how many combinations of views/features we need to partition by
|
||
|
int configCount = binningConfig.visibilityConfigCount;
|
||
|
|
||
|
// allocate storage for the instance offsets, set to zero
|
||
|
var instanceOffsetPerConfig = stackalloc int[configCount];
|
||
|
for (int i = 0; i < configCount; ++i)
|
||
|
instanceOffsetPerConfig[i] = 0;
|
||
|
|
||
|
// allocate storage to be able to look up the draw index per instance (by config)
|
||
|
var drawCommandOffsetPerConfig = stackalloc int[configCount];
|
||
|
|
||
|
// write the draw commands, scatter the allocated offsets to our storage
|
||
|
// TODO: fast path when binCount == 1
|
||
|
var batchBinAllocOffset = batchBinAllocOffsets[batchIndex];
|
||
|
var batchDrawCommandOffset = batchDrawCommandOffsets[batchIndex];
|
||
|
var lastBinInstanceOffset = 0;
|
||
|
bool rangeSupportsMotion = (drawBatch.key.range.motionMode == MotionVectorGenerationMode.Object ||
|
||
|
drawBatch.key.range.motionMode == MotionVectorGenerationMode.ForceNoMotion);
|
||
|
for (int binIndexInBatch = 0; binIndexInBatch < binCount; ++binIndexInBatch)
|
||
|
{
|
||
|
var binIndex = batchBinAllocOffset + binIndexInBatch;
|
||
|
var visibleInstanceOffset = binVisibleInstanceOffsets[binIndex];
|
||
|
var visibleInstanceCount = binVisibleInstanceCounts[binIndex];
|
||
|
lastBinInstanceOffset = visibleInstanceOffset;
|
||
|
|
||
|
// scatter to local storage for the per-instance loop below
|
||
|
var configIndex = binConfigIndices[binIndex];
|
||
|
instanceOffsetPerConfig[configIndex] = visibleInstanceOffset;
|
||
|
|
||
|
// get the write index for the draw command
|
||
|
var drawCommandOffset = batchDrawCommandOffset + binIndexInBatch;
|
||
|
drawCommandOffsetPerConfig[configIndex] = drawCommandOffset;
|
||
|
|
||
|
var drawFlags = drawBatch.key.flags;
|
||
|
bool isFlipped = ((configIndex & 1) != 0);
|
||
|
if (isFlipped)
|
||
|
drawFlags |= BatchDrawCommandFlags.FlipWinding;
|
||
|
|
||
|
int visibilityMask = configIndex >> 1;
|
||
|
if (binningConfig.supportsCrossFade)
|
||
|
{
|
||
|
if ((visibilityMask & 1) != 0)
|
||
|
drawFlags |= BatchDrawCommandFlags.LODCrossFadeKeyword;
|
||
|
visibilityMask >>= 1;
|
||
|
}
|
||
|
if (binningConfig.supportsMotionCheck)
|
||
|
{
|
||
|
if ((visibilityMask & 1) != 0 && rangeSupportsMotion)
|
||
|
drawFlags |= BatchDrawCommandFlags.HasMotion;
|
||
|
visibilityMask >>= 1;
|
||
|
}
|
||
|
Assert.IsTrue(visibilityMask != 0);
|
||
|
|
||
|
var sortingPosition = 0;
|
||
|
if ((drawFlags & BatchDrawCommandFlags.HasSortingPosition) != 0)
|
||
|
{
|
||
|
int globalCommandOffset = drawCommandOffset;
|
||
|
if (isIndirect)
|
||
|
globalCommandOffset += output.drawCommandCount; // skip over direct commands
|
||
|
sortingPosition = 3 * globalCommandOffset;
|
||
|
}
|
||
|
|
||
|
#if DEBUG
|
||
|
if (!batchIDs.ContainsKey(drawBatch.key.overridenComponents))
|
||
|
throw new Exception("Draw command created with an invalid BatchID");
|
||
|
#endif
|
||
|
if (isIndirect)
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (drawCommandOffset >= output.indirectDrawCommandCount)
|
||
|
throw new Exception("Exceeding draw command count");
|
||
|
#endif
|
||
|
int instanceInfoGlobalIndex = indirectAllocInfo.instanceAllocIndex + visibleInstanceOffset;
|
||
|
int drawInfoGlobalIndex = indirectAllocInfo.drawAllocIndex + drawCommandOffset;
|
||
|
|
||
|
indirectDrawInfoGlobalArray[drawInfoGlobalIndex] = new IndirectDrawInfo
|
||
|
{
|
||
|
indexCount = drawBatch.procInfo.indexCount,
|
||
|
firstIndex = drawBatch.procInfo.firstIndex,
|
||
|
baseVertex = drawBatch.procInfo.baseVertex,
|
||
|
firstInstanceGlobalIndex = (uint)instanceInfoGlobalIndex,
|
||
|
maxInstanceCount = (uint)visibleInstanceCount,
|
||
|
};
|
||
|
output.indirectDrawCommands[drawCommandOffset] = new BatchDrawCommandIndirect
|
||
|
{
|
||
|
flags = drawFlags,
|
||
|
visibleOffset = (uint)instanceInfoGlobalIndex,
|
||
|
batchID = batchIDs[drawBatch.key.overridenComponents],
|
||
|
materialID = drawBatch.key.materialID,
|
||
|
splitVisibilityMask = (ushort)visibilityMask,
|
||
|
lightmapIndex = (ushort)drawBatch.key.lightmapIndex,
|
||
|
sortingPosition = sortingPosition,
|
||
|
meshID = drawBatch.key.meshID,
|
||
|
topology = drawBatch.procInfo.topology,
|
||
|
visibleInstancesBufferHandle = visibleInstancesBufferHandle,
|
||
|
indirectArgsBufferHandle = indirectArgsBufferHandle,
|
||
|
indirectArgsBufferOffset = (uint)(drawInfoGlobalIndex * GraphicsBuffer.IndirectDrawIndexedArgs.size),
|
||
|
};
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (drawCommandOffset >= output.drawCommandCount)
|
||
|
throw new Exception("Exceeding draw command count");
|
||
|
#endif
|
||
|
output.drawCommands[drawCommandOffset] = new BatchDrawCommand
|
||
|
{
|
||
|
flags = drawFlags,
|
||
|
visibleOffset = (uint)visibleInstanceOffset,
|
||
|
visibleCount = (uint)visibleInstanceCount,
|
||
|
batchID = batchIDs[drawBatch.key.overridenComponents],
|
||
|
materialID = drawBatch.key.materialID,
|
||
|
splitVisibilityMask = (ushort)visibilityMask,
|
||
|
lightmapIndex = (ushort)drawBatch.key.lightmapIndex,
|
||
|
sortingPosition = sortingPosition,
|
||
|
meshID = drawBatch.key.meshID,
|
||
|
submeshIndex = (ushort)drawBatch.key.submeshIndex,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// write the visible instances
|
||
|
var instanceOffset = drawBatch.instanceOffset;
|
||
|
var instanceCount = drawBatch.instanceCount;
|
||
|
var lastRendererIndex = 0;
|
||
|
if (binCount > 1)
|
||
|
{
|
||
|
for (int i = 0; i < instanceCount; ++i)
|
||
|
{
|
||
|
var rendererIndex = drawInstanceIndices[instanceOffset + i];
|
||
|
|
||
|
bool isFlipped = IsInstanceFlipped(rendererIndex);
|
||
|
int visibilityMask = (int)rendererVisibilityMasks[rendererIndex];
|
||
|
if (visibilityMask == 0)
|
||
|
continue;
|
||
|
|
||
|
lastRendererIndex = rendererIndex;
|
||
|
|
||
|
// add to the instance list for this bin
|
||
|
int configIndex = (int)(visibilityMask << 1) | (isFlipped ? 1 : 0);
|
||
|
Assert.IsTrue(configIndex < binningConfig.visibilityConfigCount);
|
||
|
var visibleInstanceOffset = instanceOffsetPerConfig[configIndex];
|
||
|
instanceOffsetPerConfig[configIndex]++;
|
||
|
|
||
|
if (isIndirect)
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (visibleInstanceOffset >= indirectAllocInfo.instanceCount)
|
||
|
throw new Exception("Exceeding visible instance count");
|
||
|
#endif
|
||
|
|
||
|
// remove extra bits so that the visibility mask is just the view mask
|
||
|
if (binningConfig.supportsCrossFade)
|
||
|
visibilityMask >>= 1;
|
||
|
if (binningConfig.supportsMotionCheck)
|
||
|
visibilityMask >>= 1;
|
||
|
|
||
|
indirectInstanceInfoGlobalArray[indirectAllocInfo.instanceAllocIndex + visibleInstanceOffset] = new IndirectInstanceInfo
|
||
|
{
|
||
|
drawOffsetAndSplitMask = (drawCommandOffsetPerConfig[configIndex] << 8) | visibilityMask,
|
||
|
instanceIndexAndCrossFade = EncodeGPUInstanceIndexAndCrossFade(rendererIndex, false),
|
||
|
};
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (visibleInstanceOffset >= output.visibleInstanceCount)
|
||
|
throw new Exception("Exceeding visible instance count");
|
||
|
#endif
|
||
|
output.visibleInstances[visibleInstanceOffset] = EncodeGPUInstanceIndexAndCrossFade(rendererIndex, false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int visibleInstanceOffset = lastBinInstanceOffset;
|
||
|
for (int i = 0; i < instanceCount; ++i)
|
||
|
{
|
||
|
var rendererIndex = drawInstanceIndices[instanceOffset + i];
|
||
|
int visibilityMask = (int)rendererVisibilityMasks[rendererIndex];
|
||
|
|
||
|
bool isVisible = (visibilityMask != 0);
|
||
|
if (!isVisible)
|
||
|
continue;
|
||
|
|
||
|
lastRendererIndex = rendererIndex;
|
||
|
if (isIndirect)
|
||
|
{
|
||
|
// remove extra bits so that the visibility mask is just the view mask
|
||
|
if (binningConfig.supportsCrossFade)
|
||
|
visibilityMask >>= 1;
|
||
|
if (binningConfig.supportsMotionCheck)
|
||
|
visibilityMask >>= 1;
|
||
|
|
||
|
indirectInstanceInfoGlobalArray[indirectAllocInfo.instanceAllocIndex + visibleInstanceOffset] = new IndirectInstanceInfo
|
||
|
{
|
||
|
drawOffsetAndSplitMask = (batchDrawCommandOffset << 8) | visibilityMask,
|
||
|
instanceIndexAndCrossFade = EncodeGPUInstanceIndexAndCrossFade(rendererIndex, false),
|
||
|
};
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
output.visibleInstances[visibleInstanceOffset] = EncodeGPUInstanceIndexAndCrossFade(rendererIndex, false);
|
||
|
}
|
||
|
visibleInstanceOffset++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// use the first instance position of each batch as the sorting position if necessary
|
||
|
if ((drawBatch.key.flags & BatchDrawCommandFlags.HasSortingPosition) != 0)
|
||
|
{
|
||
|
InstanceHandle instance = InstanceHandle.FromInt(lastRendererIndex & 0xffffff);
|
||
|
int instanceIndex = instanceData.InstanceToIndex(instance);
|
||
|
|
||
|
ref readonly AABB worldAABB = ref instanceData.worldAABBs.UnsafeElementAt(instanceIndex);
|
||
|
float3 position = worldAABB.center;
|
||
|
|
||
|
int globalCommandOffset = batchDrawCommandOffset;
|
||
|
if (isIndirect)
|
||
|
globalCommandOffset += output.drawCommandCount; // skip over direct commands
|
||
|
int sortingPosition = 3 * globalCommandOffset;
|
||
|
|
||
|
output.instanceSortingPositions[sortingPosition + 0] = position.x;
|
||
|
output.instanceSortingPositions[sortingPosition + 1] = position.y;
|
||
|
output.instanceSortingPositions[sortingPosition + 2] = position.z;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal unsafe struct CompactVisibilityMasksJob : IJobParallelForBatch
|
||
|
{
|
||
|
public const int k_BatchSize = 64;
|
||
|
|
||
|
[ReadOnly] public NativeArray<byte> rendererVisibilityMasks;
|
||
|
|
||
|
[NativeDisableContainerSafetyRestriction, NoAlias] public ParallelBitArray compactedVisibilityMasks;
|
||
|
|
||
|
unsafe public void Execute(int startIndex, int count)
|
||
|
{
|
||
|
ulong chunkBits = 0;
|
||
|
|
||
|
for(int i = 0; i < count; ++i)
|
||
|
{
|
||
|
var visibilityMask = rendererVisibilityMasks[startIndex + i];
|
||
|
|
||
|
if(visibilityMask != 0)
|
||
|
chunkBits |= (1ul << i);
|
||
|
}
|
||
|
|
||
|
var chunkIndex = startIndex / k_BatchSize;
|
||
|
compactedVisibilityMasks.InterlockedOrChunk(chunkIndex, chunkBits);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
internal enum FilteringJobMode
|
||
|
{
|
||
|
Filtering,
|
||
|
Picking
|
||
|
}
|
||
|
|
||
|
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal unsafe struct DrawCommandOutputFiltering : IJob
|
||
|
{
|
||
|
[ReadOnly] public NativeParallelHashMap<uint, BatchID> batchIDs;
|
||
|
[ReadOnly] public int viewID;
|
||
|
|
||
|
[ReadOnly] public GPUInstanceDataBuffer.ReadOnly instanceDataBuffer;
|
||
|
|
||
|
[ReadOnly] public NativeArray<byte> rendererVisibilityMasks;
|
||
|
[ReadOnly] public NativeArray<byte> rendererCrossFadeValues;
|
||
|
|
||
|
[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
|
||
|
[ReadOnly] public CPUSharedInstanceData.ReadOnly sharedInstanceData;
|
||
|
|
||
|
[ReadOnly] public NativeArray<int> drawInstanceIndices;
|
||
|
[ReadOnly] public NativeList<DrawBatch> drawBatches;
|
||
|
[ReadOnly] public NativeList<DrawRange> drawRanges;
|
||
|
[ReadOnly] public NativeArray<int> drawBatchIndices;
|
||
|
|
||
|
[ReadOnly] public NativeArray<bool> filteringResults;
|
||
|
[ReadOnly] public NativeArray<int> excludedRenderers;
|
||
|
|
||
|
[ReadOnly] public FilteringJobMode mode;
|
||
|
|
||
|
[NativeDisableUnsafePtrRestriction] public NativeArray<BatchCullingOutputDrawCommands> cullingOutput;
|
||
|
|
||
|
#if DEBUG
|
||
|
[IgnoreWarning(1370)] //Ignore throwing exception warning.
|
||
|
#endif
|
||
|
public void Execute()
|
||
|
{
|
||
|
BatchCullingOutputDrawCommands output = cullingOutput[0];
|
||
|
|
||
|
int maxVisibleInstanceCount = 0;
|
||
|
for (int i = 0; i < drawInstanceIndices.Length; ++i)
|
||
|
{
|
||
|
var rendererIndex = drawInstanceIndices[i];
|
||
|
if (rendererVisibilityMasks[rendererIndex] != 0)
|
||
|
++maxVisibleInstanceCount;
|
||
|
}
|
||
|
output.visibleInstanceCount = maxVisibleInstanceCount;
|
||
|
output.visibleInstances = MemoryUtilities.Malloc<int>(output.visibleInstanceCount, Allocator.TempJob);
|
||
|
|
||
|
output.drawCommandCount = output.visibleInstanceCount; // for picking/filtering, 1 draw command per instance!
|
||
|
output.drawCommands = MemoryUtilities.Malloc<BatchDrawCommand>(output.drawCommandCount, Allocator.TempJob);
|
||
|
output.drawCommandPickingInstanceIDs = MemoryUtilities.Malloc<int>(output.drawCommandCount, Allocator.TempJob);
|
||
|
|
||
|
int outRangeIndex = 0;
|
||
|
int outCommandIndex = 0;
|
||
|
int outVisibleInstanceIndex = 0;
|
||
|
|
||
|
for (int rangeIndex = 0; rangeIndex < drawRanges.Length; ++rangeIndex)
|
||
|
{
|
||
|
int rangeDrawCommandOffset = outCommandIndex;
|
||
|
|
||
|
var drawRangeInfo = drawRanges[rangeIndex];
|
||
|
for (int drawIndexInRange = 0; drawIndexInRange < drawRangeInfo.drawCount; ++drawIndexInRange)
|
||
|
{
|
||
|
var batchIndex = drawBatchIndices[drawRangeInfo.drawOffset + drawIndexInRange];
|
||
|
DrawBatch drawBatch = drawBatches[batchIndex];
|
||
|
var instanceOffset = drawBatch.instanceOffset;
|
||
|
var instanceCount = drawBatch.instanceCount;
|
||
|
|
||
|
// Output visible instances to the array
|
||
|
for (int i = 0; i < instanceCount; ++i)
|
||
|
{
|
||
|
var rendererIndex = drawInstanceIndices[instanceOffset + i];
|
||
|
var visibilityMask = rendererVisibilityMasks[rendererIndex];
|
||
|
if (visibilityMask == 0)
|
||
|
continue;
|
||
|
|
||
|
InstanceHandle instance = InstanceHandle.FromInt(rendererIndex);
|
||
|
int sharedInstanceIndex = sharedInstanceData.InstanceToIndex(instanceData, instance);
|
||
|
|
||
|
if (mode == FilteringJobMode.Filtering && filteringResults.IsCreated && (sharedInstanceIndex >= filteringResults.Length || !filteringResults[sharedInstanceIndex]))
|
||
|
continue;
|
||
|
|
||
|
var rendererID = sharedInstanceData.rendererGroupIDs[sharedInstanceIndex];
|
||
|
if (mode == FilteringJobMode.Picking && excludedRenderers.IsCreated && excludedRenderers.Contains(rendererID))
|
||
|
continue;
|
||
|
|
||
|
#if DEBUG
|
||
|
if (outVisibleInstanceIndex >= output.visibleInstanceCount)
|
||
|
throw new Exception("Exceeding visible instance count");
|
||
|
|
||
|
if (outCommandIndex >= output.drawCommandCount)
|
||
|
throw new Exception("Exceeding draw command count");
|
||
|
|
||
|
if (!batchIDs.ContainsKey(drawBatch.key.overridenComponents))
|
||
|
throw new Exception("Draw command created with an invalid BatchID");
|
||
|
#endif
|
||
|
output.visibleInstances[outVisibleInstanceIndex] = instanceDataBuffer.CPUInstanceToGPUInstance(instance).index;
|
||
|
output.drawCommandPickingInstanceIDs[outCommandIndex] = rendererID;
|
||
|
output.drawCommands[outCommandIndex] = new BatchDrawCommand
|
||
|
{
|
||
|
flags = BatchDrawCommandFlags.None,
|
||
|
visibleOffset = (uint)outVisibleInstanceIndex,
|
||
|
visibleCount = (uint)1,
|
||
|
batchID = batchIDs[drawBatch.key.overridenComponents],
|
||
|
materialID = drawBatch.key.materialID,
|
||
|
splitVisibilityMask = 0x1,
|
||
|
lightmapIndex = (ushort)drawBatch.key.lightmapIndex,
|
||
|
sortingPosition = 0,
|
||
|
meshID = drawBatch.key.meshID,
|
||
|
submeshIndex = (ushort)drawBatch.key.submeshIndex,
|
||
|
};
|
||
|
|
||
|
outVisibleInstanceIndex++;
|
||
|
outCommandIndex++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Emit a DrawRange to the array if we have any visible DrawCommands
|
||
|
var rangeDrawCommandCount = outCommandIndex - rangeDrawCommandOffset;
|
||
|
if (rangeDrawCommandCount > 0)
|
||
|
{
|
||
|
#if DEBUG
|
||
|
if (outRangeIndex >= output.drawRangeCount)
|
||
|
throw new Exception("Exceeding draw range count");
|
||
|
#endif
|
||
|
|
||
|
var rangeKey = drawRangeInfo.key;
|
||
|
output.drawRanges[outRangeIndex] = new BatchDrawRange
|
||
|
{
|
||
|
drawCommandsBegin = (uint)rangeDrawCommandOffset,
|
||
|
drawCommandsCount = (uint)rangeDrawCommandCount,
|
||
|
filterSettings = new BatchFilterSettings
|
||
|
{
|
||
|
renderingLayerMask = rangeKey.renderingLayerMask,
|
||
|
rendererPriority = rangeKey.rendererPriority,
|
||
|
layer = rangeKey.layer,
|
||
|
batchLayer = BatchLayer.InstanceCullingDirect,
|
||
|
motionMode = rangeKey.motionMode,
|
||
|
shadowCastingMode = rangeKey.shadowCastingMode,
|
||
|
receiveShadows = true,
|
||
|
staticShadowCaster = rangeKey.staticShadowCaster,
|
||
|
allDepthSorted = false,
|
||
|
}
|
||
|
};
|
||
|
outRangeIndex++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// trim to the number of written ranges/commands/instances
|
||
|
output.drawRangeCount = outRangeIndex;
|
||
|
output.drawCommandCount = outCommandIndex;
|
||
|
output.visibleInstanceCount = outVisibleInstanceIndex;
|
||
|
cullingOutput[0] = output;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
|
||
|
internal struct CullSceneViewHiddenRenderersJob : IJobParallelFor
|
||
|
{
|
||
|
public const int k_BatchSize = 128;
|
||
|
|
||
|
[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
|
||
|
[ReadOnly] public CPUSharedInstanceData.ReadOnly sharedInstanceData;
|
||
|
[ReadOnly] public ParallelBitArray hiddenBits;
|
||
|
|
||
|
[NativeDisableParallelForRestriction] public NativeArray<byte> rendererVisibilityMasks;
|
||
|
|
||
|
public void Execute(int instanceIndex)
|
||
|
{
|
||
|
InstanceHandle instance = instanceData.instances[instanceIndex];
|
||
|
|
||
|
if (rendererVisibilityMasks[instance.index] > 0)
|
||
|
{
|
||
|
int sharedInstanceIndex = sharedInstanceData.InstanceToIndex(instanceData, instance);
|
||
|
|
||
|
if (hiddenBits.Get(sharedInstanceIndex))
|
||
|
rendererVisibilityMasks[instance.index] = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
internal enum InstanceCullerSplitDebugCounter
|
||
|
{
|
||
|
VisibleInstances,
|
||
|
DrawCommands,
|
||
|
Count,
|
||
|
}
|
||
|
|
||
|
internal struct InstanceCullerSplitDebugArray : IDisposable
|
||
|
{
|
||
|
private const int MaxSplitCount = 64;
|
||
|
|
||
|
internal struct Info
|
||
|
{
|
||
|
public BatchCullingViewType viewType;
|
||
|
public int viewInstanceID;
|
||
|
public int splitIndex;
|
||
|
}
|
||
|
|
||
|
private NativeList<Info> m_Info;
|
||
|
private NativeArray<int> m_Counters;
|
||
|
private NativeQueue<JobHandle> m_CounterSync;
|
||
|
|
||
|
public NativeArray<int> Counters { get => m_Counters; }
|
||
|
|
||
|
public void Init()
|
||
|
{
|
||
|
m_Info = new NativeList<Info>(Allocator.Persistent);
|
||
|
m_Counters = new NativeArray<int>(MaxSplitCount * (int)InstanceCullerSplitDebugCounter.Count, Allocator.Persistent);
|
||
|
m_CounterSync = new NativeQueue<JobHandle>(Allocator.Persistent);
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
m_Info.Dispose();
|
||
|
m_Counters.Dispose();
|
||
|
m_CounterSync.Dispose();
|
||
|
}
|
||
|
|
||
|
public int TryAddSplits(BatchCullingViewType viewType, int viewInstanceID, int splitCount)
|
||
|
{
|
||
|
int baseIndex = m_Info.Length;
|
||
|
if (baseIndex + splitCount > MaxSplitCount)
|
||
|
return -1;
|
||
|
|
||
|
for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex)
|
||
|
{
|
||
|
m_Info.Add(new Info()
|
||
|
{
|
||
|
viewType = viewType,
|
||
|
viewInstanceID = viewInstanceID,
|
||
|
splitIndex = splitIndex,
|
||
|
});
|
||
|
}
|
||
|
return baseIndex;
|
||
|
}
|
||
|
|
||
|
public void AddSync(int baseIndex, JobHandle jobHandle)
|
||
|
{
|
||
|
if (baseIndex != -1)
|
||
|
m_CounterSync.Enqueue(jobHandle);
|
||
|
}
|
||
|
|
||
|
public void MoveToDebugStatsAndClear(DebugRendererBatcherStats debugStats)
|
||
|
{
|
||
|
// wait for stats-writing jobs to complete
|
||
|
while (m_CounterSync.TryDequeue(out var jobHandle))
|
||
|
{
|
||
|
jobHandle.Complete();
|
||
|
}
|
||
|
|
||
|
// overwrite debug stats with the latest
|
||
|
debugStats.instanceCullerStats.Clear();
|
||
|
for (int index = 0; index < m_Info.Length; ++index)
|
||
|
{
|
||
|
var info = m_Info[index];
|
||
|
int counterBase = index * (int)InstanceCullerSplitDebugCounter.Count;
|
||
|
debugStats.instanceCullerStats.Add(new InstanceCullerViewStats
|
||
|
{
|
||
|
viewType = info.viewType,
|
||
|
viewInstanceID = info.viewInstanceID,
|
||
|
splitIndex = info.splitIndex,
|
||
|
visibleInstances = m_Counters[counterBase + (int)InstanceCullerSplitDebugCounter.VisibleInstances],
|
||
|
drawCommands = m_Counters[counterBase + (int)InstanceCullerSplitDebugCounter.DrawCommands],
|
||
|
});
|
||
|
}
|
||
|
|
||
|
// clear for next frame
|
||
|
m_Info.Clear();
|
||
|
m_Counters.FillArray(0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal struct InstanceOcclusionEventDebugArray : IDisposable
|
||
|
{
|
||
|
private const int InitialPassCount = 4;
|
||
|
private const int MaxPassCount = 64;
|
||
|
|
||
|
internal struct Info
|
||
|
{
|
||
|
public int viewInstanceID;
|
||
|
public InstanceOcclusionEventType eventType;
|
||
|
public int occluderVersion;
|
||
|
public int subviewMask;
|
||
|
public OcclusionTest occlusionTest;
|
||
|
|
||
|
public bool HasVersion()
|
||
|
{
|
||
|
return eventType == InstanceOcclusionEventType.OccluderUpdate || occlusionTest != OcclusionTest.None;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal struct Request
|
||
|
{
|
||
|
public UnsafeList<Info> info;
|
||
|
public AsyncGPUReadbackRequest readback;
|
||
|
}
|
||
|
|
||
|
private GraphicsBuffer m_CounterBuffer;
|
||
|
|
||
|
private UnsafeList<Info> m_PendingInfo;
|
||
|
private NativeQueue<Request> m_Requests;
|
||
|
|
||
|
private UnsafeList<Info> m_LatestInfo;
|
||
|
private NativeArray<int> m_LatestCounters;
|
||
|
private bool m_HasLatest;
|
||
|
|
||
|
public GraphicsBuffer CounterBuffer { get => m_CounterBuffer; }
|
||
|
|
||
|
public void Init()
|
||
|
{
|
||
|
m_CounterBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, MaxPassCount * (int)InstanceOcclusionTestDebugCounter.Count, sizeof(uint));
|
||
|
m_PendingInfo = new UnsafeList<Info>(InitialPassCount, Allocator.Persistent);
|
||
|
m_Requests = new NativeQueue<Request>(Allocator.Persistent);
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
if (m_HasLatest)
|
||
|
{
|
||
|
m_LatestInfo.Dispose();
|
||
|
m_LatestCounters.Dispose();
|
||
|
m_HasLatest = false;
|
||
|
}
|
||
|
while (m_Requests.TryDequeue(out var req))
|
||
|
{
|
||
|
req.readback.WaitForCompletion();
|
||
|
req.info.Dispose();
|
||
|
}
|
||
|
m_Requests.Dispose();
|
||
|
m_PendingInfo.Dispose();
|
||
|
m_CounterBuffer.Dispose();
|
||
|
}
|
||
|
|
||
|
public int TryAdd(int viewInstanceID, InstanceOcclusionEventType eventType, int occluderVersion, int subviewMask, OcclusionTest occlusionTest)
|
||
|
{
|
||
|
int passIndex = m_PendingInfo.Length;
|
||
|
if (passIndex + 1 > MaxPassCount)
|
||
|
return -1;
|
||
|
|
||
|
m_PendingInfo.Add(new Info()
|
||
|
{
|
||
|
viewInstanceID = viewInstanceID,
|
||
|
eventType = eventType,
|
||
|
occluderVersion = occluderVersion,
|
||
|
subviewMask = subviewMask,
|
||
|
occlusionTest = occlusionTest,
|
||
|
});
|
||
|
return passIndex;
|
||
|
}
|
||
|
|
||
|
public void MoveToDebugStatsAndClear(DebugRendererBatcherStats debugStats)
|
||
|
{
|
||
|
// commit the pending set of stats
|
||
|
if (m_PendingInfo.Length > 0)
|
||
|
{
|
||
|
m_Requests.Enqueue(new Request
|
||
|
{
|
||
|
info = m_PendingInfo,
|
||
|
readback = AsyncGPUReadback.Request(m_CounterBuffer, m_PendingInfo.Length * (int)InstanceOcclusionTestDebugCounter.Count * sizeof(uint), 0)
|
||
|
});
|
||
|
m_PendingInfo = new UnsafeList<Info>(InitialPassCount, Allocator.Persistent);
|
||
|
}
|
||
|
|
||
|
// update the latest set of results that are ready
|
||
|
while (!m_Requests.IsEmpty() && m_Requests.Peek().readback.done)
|
||
|
{
|
||
|
var req = m_Requests.Dequeue();
|
||
|
if (!req.readback.hasError)
|
||
|
{
|
||
|
NativeArray<int> src = req.readback.GetData<int>(0);
|
||
|
if (src.Length == req.info.Length * (int)InstanceOcclusionTestDebugCounter.Count)
|
||
|
{
|
||
|
if (m_HasLatest)
|
||
|
{
|
||
|
m_LatestInfo.Dispose();
|
||
|
m_LatestCounters.Dispose();
|
||
|
m_HasLatest = false;
|
||
|
}
|
||
|
m_LatestInfo = req.info;
|
||
|
m_LatestCounters = new NativeArray<int>(src, Allocator.Persistent);
|
||
|
m_HasLatest = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// overwrite debug stats with the latest
|
||
|
debugStats.instanceOcclusionEventStats.Clear();
|
||
|
if (m_HasLatest)
|
||
|
{
|
||
|
for (int index = 0; index < m_LatestInfo.Length; ++index)
|
||
|
{
|
||
|
var info = m_LatestInfo[index];
|
||
|
|
||
|
// make occluder version relative to the first one this frame
|
||
|
int occluderVersion = -1;
|
||
|
if (info.HasVersion())
|
||
|
{
|
||
|
occluderVersion = 0;
|
||
|
for (int prevIndex = 0; prevIndex < index; ++prevIndex)
|
||
|
{
|
||
|
var prevInfo = m_LatestInfo[prevIndex];
|
||
|
if (prevInfo.HasVersion() && prevInfo.viewInstanceID == info.viewInstanceID)
|
||
|
{
|
||
|
occluderVersion = info.occluderVersion - prevInfo.occluderVersion;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int counterBase = index * (int)InstanceOcclusionTestDebugCounter.Count;
|
||
|
int occludedCounter = m_LatestCounters[counterBase + (int)InstanceOcclusionTestDebugCounter.Occluded];
|
||
|
int notOccludedCounter = m_LatestCounters[counterBase + (int)InstanceOcclusionTestDebugCounter.NotOccluded];
|
||
|
|
||
|
debugStats.instanceOcclusionEventStats.Add(new InstanceOcclusionEventStats
|
||
|
{
|
||
|
viewInstanceID = info.viewInstanceID,
|
||
|
eventType = info.eventType,
|
||
|
occluderVersion = occluderVersion,
|
||
|
subviewMask = info.subviewMask,
|
||
|
occlusionTest = info.occlusionTest,
|
||
|
visibleInstances = notOccludedCounter,
|
||
|
culledInstances = occludedCounter,
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear the GPU buffer for the next frame
|
||
|
var zeros = new NativeArray<int>(MaxPassCount * (int)InstanceOcclusionTestDebugCounter.Count, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
||
|
m_CounterBuffer.SetData(zeros);
|
||
|
zeros.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal struct InstanceCuller : IDisposable
|
||
|
{
|
||
|
//@ Move this in CPUInstanceData.
|
||
|
private ParallelBitArray m_CompactedVisibilityMasks;
|
||
|
private JobHandle m_CompactedVisibilityMasksJobsHandle;
|
||
|
|
||
|
private IndirectBufferContextStorage m_IndirectStorage;
|
||
|
|
||
|
private OcclusionTestComputeShader m_OcclusionTestShader;
|
||
|
private int m_ResetDrawArgsKernel;
|
||
|
private int m_CopyInstancesKernel;
|
||
|
private int m_CullInstancesKernel;
|
||
|
|
||
|
private DebugRendererBatcherStats m_DebugStats;
|
||
|
private InstanceCullerSplitDebugArray m_SplitDebugArray;
|
||
|
private InstanceOcclusionEventDebugArray m_OcclusionEventDebugArray;
|
||
|
private ProfilingSampler m_ProfilingSampleInstanceOcclusionTest;
|
||
|
|
||
|
private NativeArray<InstanceOcclusionCullerShaderVariables> m_ShaderVariables;
|
||
|
private ComputeBuffer m_ConstantBuffer;
|
||
|
|
||
|
private CommandBuffer m_CommandBuffer;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
private bool m_IsSceneViewCamera;
|
||
|
private ParallelBitArray m_SceneViewHiddenBits;
|
||
|
#endif
|
||
|
|
||
|
private static class ShaderIDs
|
||
|
{
|
||
|
public static readonly int InstanceOcclusionCullerShaderVariables = Shader.PropertyToID("InstanceOcclusionCullerShaderVariables");
|
||
|
public static readonly int _DrawInfo = Shader.PropertyToID("_DrawInfo");
|
||
|
public static readonly int _InstanceInfo = Shader.PropertyToID("_InstanceInfo");
|
||
|
public static readonly int _DrawArgs = Shader.PropertyToID("_DrawArgs");
|
||
|
public static readonly int _InstanceIndices = Shader.PropertyToID("_InstanceIndices");
|
||
|
public static readonly int _InstanceDataBuffer = Shader.PropertyToID("_InstanceDataBuffer");
|
||
|
|
||
|
// Debug
|
||
|
public static readonly int _OccluderDepthPyramid = Shader.PropertyToID("_OccluderDepthPyramid");
|
||
|
public static readonly int _OcclusionDebugCounters = Shader.PropertyToID("_OcclusionDebugCounters");
|
||
|
}
|
||
|
|
||
|
internal void Init(GPUResidentDrawerResources resources, DebugRendererBatcherStats debugStats = null)
|
||
|
{
|
||
|
m_IndirectStorage.Init();
|
||
|
|
||
|
m_OcclusionTestShader.Init(resources.instanceOcclusionCullingKernels);
|
||
|
m_ResetDrawArgsKernel = m_OcclusionTestShader.cs.FindKernel("ResetDrawArgs");
|
||
|
m_CopyInstancesKernel = m_OcclusionTestShader.cs.FindKernel("CopyInstances");
|
||
|
m_CullInstancesKernel = m_OcclusionTestShader.cs.FindKernel("CullInstances");
|
||
|
|
||
|
m_DebugStats = debugStats;
|
||
|
m_SplitDebugArray = new InstanceCullerSplitDebugArray();
|
||
|
m_SplitDebugArray.Init();
|
||
|
m_OcclusionEventDebugArray = new InstanceOcclusionEventDebugArray();
|
||
|
m_OcclusionEventDebugArray.Init();
|
||
|
|
||
|
m_ProfilingSampleInstanceOcclusionTest = new ProfilingSampler("InstanceOcclusionTest");
|
||
|
|
||
|
m_ShaderVariables = new NativeArray<InstanceOcclusionCullerShaderVariables>(1, Allocator.Persistent);
|
||
|
m_ConstantBuffer = new ComputeBuffer(1, UnsafeUtility.SizeOf<InstanceOcclusionCullerShaderVariables>(), ComputeBufferType.Constant);
|
||
|
|
||
|
m_CommandBuffer = new CommandBuffer();
|
||
|
m_CommandBuffer.name = "EnsureValidOcclusionTestResults";
|
||
|
}
|
||
|
|
||
|
private JobHandle CreateFrustumCullingJob(
|
||
|
in BatchCullingContext cc,
|
||
|
in CPUInstanceData.ReadOnly instanceData,
|
||
|
in CPUSharedInstanceData.ReadOnly sharedInstanceData,
|
||
|
NativeList<LODGroupCullingData> lodGroupCullingData,
|
||
|
in BinningConfig binningConfig,
|
||
|
float smallMeshScreenPercentage,
|
||
|
OcclusionCullingCommon occlusionCullingCommon,
|
||
|
NativeArray<byte> rendererVisibilityMasks,
|
||
|
NativeArray<byte> rendererCrossFadeValues)
|
||
|
{
|
||
|
Assert.IsTrue(cc.cullingSplits.Length <= 6, "InstanceCullingBatcher supports up to 6 culling splits.");
|
||
|
|
||
|
var receiverPlanes = ReceiverPlanes.Create(cc, Allocator.Temp);
|
||
|
var receiverSphereCuller = ReceiverSphereCuller.Create(cc, Allocator.TempJob);
|
||
|
var frustumPlaneCuller = FrustumPlaneCuller.Create(cc, receiverPlanes.planes.AsArray(), receiverSphereCuller, Allocator.TempJob);
|
||
|
var lightFacingFrustumPlanes = receiverPlanes.CopyLightFacingFrustumPlanes(Allocator.TempJob);
|
||
|
if (occlusionCullingCommon != null)
|
||
|
occlusionCullingCommon.UpdateSilhouettePlanes(cc.viewID.GetInstanceID(), receiverPlanes.SilhouettePlaneSubArray());
|
||
|
receiverPlanes.planes.Dispose();
|
||
|
|
||
|
float screenRelativeMetric = LODGroupRenderingUtils.CalculateScreenRelativeMetric(cc.lodParameters);
|
||
|
|
||
|
var cullingJob = new CullingJob
|
||
|
{
|
||
|
binningConfig = binningConfig,
|
||
|
viewType = cc.viewType,
|
||
|
frustumPlanePackets = frustumPlaneCuller.planePackets,
|
||
|
frustumSplitInfos = frustumPlaneCuller.splitInfos,
|
||
|
lightFacingFrustumPlanes = lightFacingFrustumPlanes,
|
||
|
receiverSplitInfos = receiverSphereCuller.splitInfos,
|
||
|
worldToLightSpaceRotation = receiverSphereCuller.worldToLightSpaceRotation,
|
||
|
cullLightmappedShadowCasters = (cc.cullingFlags & BatchCullingFlags.CullLightmappedShadowCasters) != 0,
|
||
|
cameraPosition = cc.lodParameters.cameraPosition,
|
||
|
sqrScreenRelativeMetric = screenRelativeMetric * screenRelativeMetric,
|
||
|
minScreenRelativeHeight = smallMeshScreenPercentage * 0.01f,
|
||
|
isOrtho = cc.lodParameters.isOrthographic,
|
||
|
instanceData = instanceData,
|
||
|
sharedInstanceData = sharedInstanceData,
|
||
|
lodGroupCullingData = lodGroupCullingData,
|
||
|
occlusionBuffer = cc.occlusionBuffer,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
rendererCrossFadeValues = rendererCrossFadeValues,
|
||
|
maxLOD = QualitySettings.maximumLODLevel,
|
||
|
cullingLayerMask = cc.cullingLayerMask,
|
||
|
sceneCullingMask = cc.sceneCullingMask,
|
||
|
};
|
||
|
|
||
|
return cullingJob.Schedule(instanceData.instancesLength, CullingJob.k_BatchSize);
|
||
|
}
|
||
|
|
||
|
private int ComputeWorstCaseDrawCommandCount(
|
||
|
in BatchCullingContext cc,
|
||
|
BinningConfig binningConfig,
|
||
|
CPUDrawInstanceData drawInstanceData,
|
||
|
int crossFadedRendererCount)
|
||
|
{
|
||
|
int visibleInstancesCount = drawInstanceData.drawInstances.Length;
|
||
|
int drawCommandCount = drawInstanceData.drawBatches.Length;
|
||
|
|
||
|
// add the number of batches split due to actively cross-fading
|
||
|
drawCommandCount += math.min(crossFadedRendererCount, drawCommandCount);
|
||
|
|
||
|
// batches can be split due to flip winding
|
||
|
drawCommandCount *= 2;
|
||
|
|
||
|
// and actively moving
|
||
|
if (binningConfig.supportsMotionCheck)
|
||
|
drawCommandCount *= 2;
|
||
|
|
||
|
if (cc.cullingSplits.Length > 1)
|
||
|
{
|
||
|
// visible instances are only written once, grouped by visibility mask bit pattern
|
||
|
// draw calls are split for each unique visibility mask bit pattern
|
||
|
// handle the worst case where each draw has an instance for every possible mask
|
||
|
drawCommandCount <<= (cc.cullingSplits.Length - 1);
|
||
|
}
|
||
|
|
||
|
// empty draw commands are skipped, so there cannot be more draw commands than visible instances
|
||
|
drawCommandCount = math.min(drawCommandCount, visibleInstancesCount);
|
||
|
|
||
|
return drawCommandCount;
|
||
|
}
|
||
|
|
||
|
public unsafe JobHandle CreateCullJobTree(
|
||
|
in BatchCullingContext cc,
|
||
|
BatchCullingOutput cullingOutput,
|
||
|
in CPUInstanceData.ReadOnly instanceData,
|
||
|
in CPUSharedInstanceData.ReadOnly sharedInstanceData,
|
||
|
in GPUInstanceDataBuffer.ReadOnly instanceDataBuffer,
|
||
|
NativeList<LODGroupCullingData> lodGroupCullingData,
|
||
|
CPUDrawInstanceData drawInstanceData,
|
||
|
NativeParallelHashMap<uint, BatchID> batchIDs,
|
||
|
int crossFadedRendererCount,
|
||
|
float smallMeshScreenPercentage,
|
||
|
OcclusionCullingCommon occlusionCullingCommon)
|
||
|
{
|
||
|
// allocate for worst case number of draw ranges (all other arrays allocated after size is known)
|
||
|
var drawCommands = new BatchCullingOutputDrawCommands();
|
||
|
drawCommands.drawRangeCount = drawInstanceData.drawRanges.Length;
|
||
|
drawCommands.drawRanges = MemoryUtilities.Malloc<BatchDrawRange>(drawCommands.drawRangeCount, Allocator.TempJob);
|
||
|
for (int i = 0; i < drawCommands.drawRangeCount; ++i)
|
||
|
drawCommands.drawRanges[i].drawCommandsCount = 0;
|
||
|
cullingOutput.drawCommands[0] = drawCommands;
|
||
|
cullingOutput.customCullingResult[0] = IntPtr.Zero;
|
||
|
|
||
|
var binningConfig = new BinningConfig
|
||
|
{
|
||
|
viewCount = cc.cullingSplits.Length,
|
||
|
supportsCrossFade = (crossFadedRendererCount > 0),
|
||
|
supportsMotionCheck = (cc.viewType == BatchCullingViewType.Camera), // TODO: could disable here if RP never needs object motion vectors, for now always batch on it
|
||
|
};
|
||
|
|
||
|
var visibilityLength = instanceData.handlesLength;
|
||
|
var rendererVisibilityMasks = new NativeArray<byte>(visibilityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
var rendererCrossFadeValues = new NativeArray<byte>(visibilityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
|
||
|
var cullingJobHandle = CreateFrustumCullingJob(cc, instanceData, sharedInstanceData, lodGroupCullingData, binningConfig,
|
||
|
smallMeshScreenPercentage, occlusionCullingCommon, rendererVisibilityMasks, rendererCrossFadeValues);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
// Unfortunately BatchCullingContext doesn't provide full visibility and picking context.
|
||
|
// Including which object is hidden in the hierarchy panel or not pickable in the scene view for tooling purposes.
|
||
|
// So we have to manually handle bold editor logic here inside the culler.
|
||
|
// This should be redesigned in the future. Culler should not be responsible for custom editor handling logic or even know that the editor exist.
|
||
|
|
||
|
// This additionally culls game objects hidden in the hierarchy panel or the scene view or in context editing.
|
||
|
cullingJobHandle = CreateSceneViewHiddenObjectsCullingJob_EditorOnly(cc, instanceData, sharedInstanceData, rendererVisibilityMasks,
|
||
|
cullingJobHandle);
|
||
|
|
||
|
if (cc.viewType == BatchCullingViewType.Picking)
|
||
|
{
|
||
|
// This outputs picking draw commands for the objects that can be picked.
|
||
|
cullingJobHandle = CreatePickingCullingOutputJob_EditorOnly(cc, cullingOutput, instanceData, sharedInstanceData, instanceDataBuffer,
|
||
|
drawInstanceData, batchIDs, rendererVisibilityMasks, rendererCrossFadeValues, cullingJobHandle);
|
||
|
}
|
||
|
else if (cc.viewType == BatchCullingViewType.Filtering)
|
||
|
{
|
||
|
// This outputs draw commands for the objects filtered by search input in the hierarchy on in the scene view.
|
||
|
cullingJobHandle = CreateFilteringCullingOutputJob_EditorOnly(cc, cullingOutput, instanceData, sharedInstanceData, instanceDataBuffer, drawInstanceData,
|
||
|
batchIDs, rendererVisibilityMasks, rendererCrossFadeValues, cullingJobHandle);
|
||
|
}
|
||
|
#endif
|
||
|
// This outputs regular draw commands.
|
||
|
if (cc.viewType == BatchCullingViewType.Camera || cc.viewType == BatchCullingViewType.Light || cc.viewType == BatchCullingViewType.SelectionOutline)
|
||
|
{
|
||
|
cullingJobHandle = CreateCompactedVisibilityMaskJob(instanceData, rendererVisibilityMasks, cullingJobHandle);
|
||
|
|
||
|
int debugCounterBaseIndex = -1;
|
||
|
if (m_DebugStats?.enabled ?? false)
|
||
|
{
|
||
|
debugCounterBaseIndex = m_SplitDebugArray.TryAddSplits(cc.viewType, cc.viewID.GetInstanceID(), cc.cullingSplits.Length);
|
||
|
}
|
||
|
|
||
|
var batchCount = drawInstanceData.drawBatches.Length;
|
||
|
int maxBinCount = ComputeWorstCaseDrawCommandCount(cc, binningConfig, drawInstanceData, crossFadedRendererCount);
|
||
|
|
||
|
var batchBinAllocOffsets = new NativeArray<int>(batchCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
var batchBinCounts = new NativeArray<int>(batchCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
var batchDrawCommandOffsets = new NativeArray<int>(batchCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
|
||
|
var binAllocCounter = new NativeArray<int>(JobsUtility.CacheLineSize / sizeof(int), Allocator.TempJob);
|
||
|
var binConfigIndices = new NativeArray<short>(maxBinCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
var binVisibleInstanceCounts = new NativeArray<int>(maxBinCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
var binVisibleInstanceOffsets = new NativeArray<int>(maxBinCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
|
||
|
int indirectContextIndex = -1;
|
||
|
bool useOcclusionCulling = (occlusionCullingCommon != null) && occlusionCullingCommon.HasOccluderContext(cc.viewID.GetInstanceID());
|
||
|
if (useOcclusionCulling)
|
||
|
{
|
||
|
int viewInstanceID = cc.viewID.GetInstanceID();
|
||
|
indirectContextIndex = m_IndirectStorage.TryAllocateContext(viewInstanceID);
|
||
|
cullingOutput.customCullingResult[0] = (IntPtr)viewInstanceID;
|
||
|
}
|
||
|
IndirectBufferLimits indirectBufferLimits = m_IndirectStorage.GetLimits(indirectContextIndex);
|
||
|
NativeArray<IndirectBufferAllocInfo> indirectBufferAllocInfo = m_IndirectStorage.GetAllocInfoSubArray(indirectContextIndex);
|
||
|
|
||
|
var allocateBinsJob = new AllocateBinsPerBatch
|
||
|
{
|
||
|
binningConfig = binningConfig,
|
||
|
drawBatches = drawInstanceData.drawBatches,
|
||
|
drawInstanceIndices = drawInstanceData.drawInstanceIndices,
|
||
|
instanceData = instanceData,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
batchBinAllocOffsets = batchBinAllocOffsets,
|
||
|
batchBinCounts = batchBinCounts,
|
||
|
binAllocCounter = binAllocCounter,
|
||
|
binConfigIndices = binConfigIndices,
|
||
|
binVisibleInstanceCounts = binVisibleInstanceCounts,
|
||
|
splitDebugCounters = m_SplitDebugArray.Counters,
|
||
|
debugCounterIndexBase = debugCounterBaseIndex,
|
||
|
};
|
||
|
|
||
|
var allocateBinsHandle = allocateBinsJob.Schedule(batchCount, 1, cullingJobHandle);
|
||
|
|
||
|
m_SplitDebugArray.AddSync(debugCounterBaseIndex, allocateBinsHandle);
|
||
|
|
||
|
var prefixSumJob = new PrefixSumDrawsAndInstances
|
||
|
{
|
||
|
drawRanges = drawInstanceData.drawRanges,
|
||
|
drawBatchIndices = drawInstanceData.drawBatchIndices,
|
||
|
batchBinAllocOffsets = batchBinAllocOffsets,
|
||
|
batchBinCounts = batchBinCounts,
|
||
|
binVisibleInstanceCounts = binVisibleInstanceCounts,
|
||
|
batchDrawCommandOffsets = batchDrawCommandOffsets,
|
||
|
binVisibleInstanceOffsets = binVisibleInstanceOffsets,
|
||
|
cullingOutput = cullingOutput.drawCommands,
|
||
|
indirectBufferLimits = indirectBufferLimits,
|
||
|
indirectBufferAllocInfo = indirectBufferAllocInfo,
|
||
|
indirectAllocationCounters = m_IndirectStorage.allocationCounters,
|
||
|
};
|
||
|
|
||
|
var prefixSumHandle = prefixSumJob.Schedule(allocateBinsHandle);
|
||
|
|
||
|
var drawCommandOutputJob = new DrawCommandOutputPerBatch
|
||
|
{
|
||
|
binningConfig = binningConfig,
|
||
|
batchIDs = batchIDs,
|
||
|
instanceDataBuffer = instanceDataBuffer,
|
||
|
drawBatches = drawInstanceData.drawBatches,
|
||
|
drawInstanceIndices = drawInstanceData.drawInstanceIndices,
|
||
|
instanceData = instanceData,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
rendererCrossFadeValues = rendererCrossFadeValues,
|
||
|
batchBinAllocOffsets = batchBinAllocOffsets,
|
||
|
batchBinCounts = batchBinCounts,
|
||
|
batchDrawCommandOffsets = batchDrawCommandOffsets,
|
||
|
binConfigIndices = binConfigIndices,
|
||
|
binVisibleInstanceOffsets = binVisibleInstanceOffsets,
|
||
|
binVisibleInstanceCounts = binVisibleInstanceCounts,
|
||
|
cullingOutput = cullingOutput.drawCommands,
|
||
|
indirectBufferLimits = indirectBufferLimits,
|
||
|
visibleInstancesBufferHandle = m_IndirectStorage.visibleInstanceBufferHandle,
|
||
|
indirectArgsBufferHandle = m_IndirectStorage.indirectArgsBufferHandle,
|
||
|
indirectBufferAllocInfo = indirectBufferAllocInfo,
|
||
|
indirectInstanceInfoGlobalArray = m_IndirectStorage.instanceInfoGlobalArray,
|
||
|
indirectDrawInfoGlobalArray = m_IndirectStorage.drawInfoGlobalArray,
|
||
|
};
|
||
|
|
||
|
var drawCommandOutputHandle = drawCommandOutputJob.Schedule(batchCount, 1, prefixSumHandle);
|
||
|
|
||
|
if (useOcclusionCulling)
|
||
|
m_IndirectStorage.SetBufferContext(indirectContextIndex, new IndirectBufferContext(drawCommandOutputHandle));
|
||
|
|
||
|
cullingJobHandle = drawCommandOutputHandle;
|
||
|
}
|
||
|
|
||
|
cullingJobHandle = rendererVisibilityMasks.Dispose(cullingJobHandle);
|
||
|
cullingJobHandle = rendererCrossFadeValues.Dispose(cullingJobHandle);
|
||
|
|
||
|
return cullingJobHandle;
|
||
|
}
|
||
|
|
||
|
private JobHandle CreateCompactedVisibilityMaskJob(in CPUInstanceData.ReadOnly instanceData, NativeArray<byte> rendererVisibilityMasks, JobHandle cullingJobHandle)
|
||
|
{
|
||
|
if (!m_CompactedVisibilityMasks.IsCreated)
|
||
|
{
|
||
|
Assert.IsTrue(m_CompactedVisibilityMasksJobsHandle.IsCompleted);
|
||
|
m_CompactedVisibilityMasks = new ParallelBitArray(instanceData.handlesLength, Allocator.TempJob);
|
||
|
}
|
||
|
|
||
|
var compactVisibilityMasksJob = new CompactVisibilityMasksJob
|
||
|
{
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
compactedVisibilityMasks = m_CompactedVisibilityMasks
|
||
|
};
|
||
|
|
||
|
var compactVisibilityMasksJobHandle = compactVisibilityMasksJob.ScheduleBatch(rendererVisibilityMasks.Length, CompactVisibilityMasksJob.k_BatchSize, cullingJobHandle);
|
||
|
m_CompactedVisibilityMasksJobsHandle = JobHandle.CombineDependencies(m_CompactedVisibilityMasksJobsHandle, compactVisibilityMasksJobHandle);
|
||
|
|
||
|
return compactVisibilityMasksJobHandle;
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
|
||
|
private JobHandle CreateSceneViewHiddenObjectsCullingJob_EditorOnly(in BatchCullingContext cc, in CPUInstanceData.ReadOnly instanceData,
|
||
|
in CPUSharedInstanceData.ReadOnly sharedInstanceData, NativeArray<byte> rendererVisibilityMasks, JobHandle cullingJobHandle)
|
||
|
{
|
||
|
bool isSceneViewCamera = m_IsSceneViewCamera && (cc.viewType == BatchCullingViewType.Camera || cc.viewType == BatchCullingViewType.Light);
|
||
|
bool isEditorCullingViewType = cc.viewType == BatchCullingViewType.Picking || cc.viewType == BatchCullingViewType.SelectionOutline
|
||
|
|| cc.viewType == BatchCullingViewType.Filtering;
|
||
|
|
||
|
if (!isSceneViewCamera && !isEditorCullingViewType)
|
||
|
return cullingJobHandle;
|
||
|
|
||
|
bool isEditingPrefab = PrefabStageUtility.GetCurrentPrefabStage() != null;
|
||
|
bool isAnyObjectHidden = false;
|
||
|
|
||
|
for (int i = 0; i < SceneManager.sceneCount; ++i)
|
||
|
{
|
||
|
Scene scene = SceneManager.GetSceneAt(i);
|
||
|
if (SceneVisibilityManager.instance.AreAnyDescendantsHidden(scene))
|
||
|
{
|
||
|
isAnyObjectHidden = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!isAnyObjectHidden && !isEditingPrefab)
|
||
|
return cullingJobHandle;
|
||
|
|
||
|
int renderersLength = sharedInstanceData.rendererGroupIDs.Length;
|
||
|
|
||
|
if (!m_SceneViewHiddenBits.IsCreated)
|
||
|
{
|
||
|
m_SceneViewHiddenBits = new ParallelBitArray(renderersLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
||
|
EditorCameraUtils.GetRenderersHiddenResultBits(sharedInstanceData.rendererGroupIDs, m_SceneViewHiddenBits.GetBitsArray().Reinterpret<ulong>());
|
||
|
}
|
||
|
|
||
|
var jobHandle = new CullSceneViewHiddenRenderersJob
|
||
|
{
|
||
|
instanceData = instanceData,
|
||
|
sharedInstanceData = sharedInstanceData,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
hiddenBits = m_SceneViewHiddenBits,
|
||
|
}.Schedule(instanceData.instancesLength, CullSceneViewHiddenRenderersJob.k_BatchSize, cullingJobHandle);
|
||
|
|
||
|
return jobHandle;
|
||
|
}
|
||
|
|
||
|
private JobHandle CreateFilteringCullingOutputJob_EditorOnly(in BatchCullingContext cc, BatchCullingOutput cullingOutput,
|
||
|
in CPUInstanceData.ReadOnly instanceData, in CPUSharedInstanceData.ReadOnly sharedInstanceData, in GPUInstanceDataBuffer.ReadOnly instanceDataBuffer,
|
||
|
in CPUDrawInstanceData drawInstanceData, NativeParallelHashMap<uint, BatchID> batchIDs, NativeArray<byte> rendererVisibilityMasks,
|
||
|
NativeArray<byte> rendererCrossFadeValues, JobHandle cullingJobHandle)
|
||
|
{
|
||
|
NativeArray<bool> filteredRenderers = new NativeArray<bool>(sharedInstanceData.rendererGroupIDs.Length, Allocator.TempJob);
|
||
|
EditorCameraUtils.GetRenderersFilteringResults(sharedInstanceData.rendererGroupIDs, filteredRenderers);
|
||
|
var dummyExcludedRenderers = new NativeArray<int>(0, Allocator.TempJob);
|
||
|
|
||
|
var drawOutputJob = new DrawCommandOutputFiltering
|
||
|
{
|
||
|
viewID = cc.viewID.GetInstanceID(),
|
||
|
batchIDs = batchIDs,
|
||
|
instanceDataBuffer = instanceDataBuffer,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
rendererCrossFadeValues = rendererCrossFadeValues,
|
||
|
instanceData = instanceData,
|
||
|
sharedInstanceData = sharedInstanceData,
|
||
|
drawInstanceIndices = drawInstanceData.drawInstanceIndices,
|
||
|
drawBatches = drawInstanceData.drawBatches,
|
||
|
drawRanges = drawInstanceData.drawRanges,
|
||
|
drawBatchIndices = drawInstanceData.drawBatchIndices,
|
||
|
filteringResults = filteredRenderers,
|
||
|
excludedRenderers = dummyExcludedRenderers,
|
||
|
cullingOutput = cullingOutput.drawCommands,
|
||
|
mode = FilteringJobMode.Filtering
|
||
|
};
|
||
|
|
||
|
var drawOutputHandle = drawOutputJob.Schedule(cullingJobHandle);
|
||
|
|
||
|
filteredRenderers.Dispose(drawOutputHandle);
|
||
|
dummyExcludedRenderers.Dispose(drawOutputHandle);
|
||
|
|
||
|
return drawOutputHandle;
|
||
|
}
|
||
|
|
||
|
private JobHandle CreatePickingCullingOutputJob_EditorOnly(in BatchCullingContext cc, BatchCullingOutput cullingOutput,
|
||
|
in CPUInstanceData.ReadOnly instanceData, in CPUSharedInstanceData.ReadOnly sharedInstanceData, in GPUInstanceDataBuffer.ReadOnly instanceDataBuffer,
|
||
|
in CPUDrawInstanceData drawInstanceData, NativeParallelHashMap<uint, BatchID> batchIDs, NativeArray<byte> rendererVisibilityMasks,
|
||
|
NativeArray<byte> rendererCrossFadeValues, JobHandle cullingJobHandle)
|
||
|
{
|
||
|
// GPUResindetDrawer doesn't handle rendering of persistent game objects like prefabs. They are rendered by SRP.
|
||
|
// When we are in prefab editing mode all the objects that are not part of the prefab should not be pickable.
|
||
|
if (PrefabStageUtility.GetCurrentPrefabStage() != null)
|
||
|
return cullingJobHandle;
|
||
|
|
||
|
var pickingIDs = HandleUtility.GetPickingIncludeExcludeList(Allocator.TempJob);
|
||
|
var excludedRenderers = pickingIDs.ExcludeRenderers.IsCreated ? pickingIDs.ExcludeRenderers : new NativeArray<int>(0, Allocator.TempJob);
|
||
|
var dummyFilteringResults = new NativeArray<bool>(0, Allocator.TempJob);
|
||
|
|
||
|
var drawOutputJob = new DrawCommandOutputFiltering
|
||
|
{
|
||
|
viewID = cc.viewID.GetInstanceID(),
|
||
|
batchIDs = batchIDs,
|
||
|
instanceDataBuffer = instanceDataBuffer,
|
||
|
rendererVisibilityMasks = rendererVisibilityMasks,
|
||
|
rendererCrossFadeValues = rendererCrossFadeValues,
|
||
|
instanceData = instanceData,
|
||
|
sharedInstanceData = sharedInstanceData,
|
||
|
drawInstanceIndices = drawInstanceData.drawInstanceIndices,
|
||
|
drawBatches = drawInstanceData.drawBatches,
|
||
|
drawRanges = drawInstanceData.drawRanges,
|
||
|
drawBatchIndices = drawInstanceData.drawBatchIndices,
|
||
|
filteringResults = dummyFilteringResults,
|
||
|
excludedRenderers = excludedRenderers,
|
||
|
cullingOutput = cullingOutput.drawCommands,
|
||
|
mode = FilteringJobMode.Picking
|
||
|
};
|
||
|
|
||
|
var drawOutputHandle = drawOutputJob.Schedule(cullingJobHandle);
|
||
|
drawOutputHandle.Complete();
|
||
|
|
||
|
dummyFilteringResults.Dispose();
|
||
|
if (!pickingIDs.ExcludeRenderers.IsCreated)
|
||
|
excludedRenderers.Dispose();
|
||
|
pickingIDs.Dispose();
|
||
|
|
||
|
return drawOutputHandle;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
public void InstanceOccludersUpdated(int viewInstanceID, int subviewMask, RenderersBatchersContext batchersContext)
|
||
|
{
|
||
|
if (m_DebugStats?.enabled ?? false)
|
||
|
{
|
||
|
var occlusionCullingCommon = batchersContext.occlusionCullingCommon;
|
||
|
bool hasOccluders = occlusionCullingCommon.GetOccluderContext(viewInstanceID, out OccluderContext occluderCtx);
|
||
|
if (hasOccluders)
|
||
|
{
|
||
|
m_OcclusionEventDebugArray.TryAdd(
|
||
|
viewInstanceID,
|
||
|
InstanceOcclusionEventType.OccluderUpdate,
|
||
|
occluderCtx.version,
|
||
|
subviewMask,
|
||
|
OcclusionTest.None);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void DisposeCompactVisibilityMasks()
|
||
|
{
|
||
|
if (m_CompactedVisibilityMasks.IsCreated)
|
||
|
{
|
||
|
Assert.IsTrue(m_CompactedVisibilityMasksJobsHandle.IsCompleted);
|
||
|
m_CompactedVisibilityMasks.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void DisposeSceneViewHiddenBits()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (m_SceneViewHiddenBits.IsCreated)
|
||
|
m_SceneViewHiddenBits.Dispose();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
public ParallelBitArray GetCompactedVisibilityMasks(bool syncCullingJobs)
|
||
|
{
|
||
|
if (syncCullingJobs)
|
||
|
m_CompactedVisibilityMasksJobsHandle.Complete();
|
||
|
|
||
|
return m_CompactedVisibilityMasks;
|
||
|
}
|
||
|
|
||
|
private class InstanceOcclusionTestPassData
|
||
|
{
|
||
|
public OcclusionCullingSettings settings;
|
||
|
public InstanceOcclusionTestSubviewSettings subviewSettings;
|
||
|
public OccluderHandles occluderHandles;
|
||
|
public IndirectBufferContextHandles bufferHandles;
|
||
|
}
|
||
|
|
||
|
public void InstanceOcclusionTest(RenderGraph renderGraph, in OcclusionCullingSettings settings, ReadOnlySpan<SubviewOcclusionTest> subviewOcclusionTests, RenderersBatchersContext batchersContext)
|
||
|
{
|
||
|
if (!batchersContext.occlusionCullingCommon.GetOccluderContext(settings.viewInstanceID, out OccluderContext occluderCtx))
|
||
|
return;
|
||
|
|
||
|
var occluderHandles = occluderCtx.Import(renderGraph);
|
||
|
if (!occluderHandles.IsValid())
|
||
|
return;
|
||
|
|
||
|
using (var builder = renderGraph.AddComputePass<InstanceOcclusionTestPassData>("Instance Occlusion Test", out var passData, m_ProfilingSampleInstanceOcclusionTest))
|
||
|
{
|
||
|
builder.AllowGlobalStateModification(true);
|
||
|
|
||
|
passData.settings = settings;
|
||
|
passData.subviewSettings = InstanceOcclusionTestSubviewSettings.FromSpan(subviewOcclusionTests);
|
||
|
passData.bufferHandles = m_IndirectStorage.ImportBuffers(renderGraph);
|
||
|
passData.occluderHandles = occluderHandles;
|
||
|
|
||
|
passData.bufferHandles.UseForOcclusionTest(builder);
|
||
|
passData.occluderHandles.UseForOcclusionTest(builder);
|
||
|
|
||
|
builder.SetRenderFunc((InstanceOcclusionTestPassData data, ComputeGraphContext context) =>
|
||
|
{
|
||
|
var batcher = GPUResidentDrawer.instance.batcher;
|
||
|
batcher.instanceCullingBatcher.culler.AddOcclusionCullingDispatch(
|
||
|
context.cmd,
|
||
|
data.settings,
|
||
|
data.subviewSettings,
|
||
|
data.bufferHandles,
|
||
|
data.occluderHandles,
|
||
|
batcher.batchersContext);
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void EnsureValidOcclusionTestResults(int viewInstanceID)
|
||
|
{
|
||
|
int indirectContextIndex = m_IndirectStorage.TryGetContextIndex(viewInstanceID);
|
||
|
if (indirectContextIndex >= 0)
|
||
|
{
|
||
|
// sync before checking the allocation results
|
||
|
IndirectBufferContext bufferCtx = m_IndirectStorage.GetBufferContext(indirectContextIndex);
|
||
|
if (bufferCtx.bufferState == IndirectBufferContext.BufferState.Pending)
|
||
|
bufferCtx.cullingJobHandle.Complete();
|
||
|
|
||
|
// if this did allocate, then ensure the indirect args start with valid data that renders everything
|
||
|
IndirectBufferAllocInfo allocInfo = m_IndirectStorage.GetAllocInfo(indirectContextIndex);
|
||
|
if (!allocInfo.IsEmpty())
|
||
|
{
|
||
|
var cmd = m_CommandBuffer;
|
||
|
|
||
|
cmd.Clear();
|
||
|
m_IndirectStorage.CopyFromStaging(cmd, allocInfo);
|
||
|
|
||
|
var cs = m_OcclusionTestShader.cs;
|
||
|
|
||
|
m_ShaderVariables[0] = new InstanceOcclusionCullerShaderVariables
|
||
|
{
|
||
|
_DrawInfoAllocIndex = (uint)allocInfo.drawAllocIndex,
|
||
|
_DrawInfoCount = (uint)allocInfo.drawCount,
|
||
|
_InstanceInfoAllocIndex = (uint)(IndirectBufferContextStorage.kInstanceInfoGpuOffsetMultiplier * allocInfo.instanceAllocIndex),
|
||
|
_InstanceInfoCount = (uint)allocInfo.instanceCount,
|
||
|
_BoundingSphereInstanceDataAddress = 0,
|
||
|
_DebugCounterIndex = -1,
|
||
|
_InstanceMultiplierShift = 0,
|
||
|
};
|
||
|
cmd.SetBufferData(m_ConstantBuffer, m_ShaderVariables);
|
||
|
cmd.SetComputeConstantBufferParam(cs, ShaderIDs.InstanceOcclusionCullerShaderVariables, m_ConstantBuffer, 0, m_ConstantBuffer.stride);
|
||
|
|
||
|
int kernel = m_CopyInstancesKernel;
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, m_IndirectStorage.drawInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, m_IndirectStorage.instanceInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, m_IndirectStorage.argsBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, m_IndirectStorage.instanceBuffer);
|
||
|
|
||
|
cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1);
|
||
|
|
||
|
Graphics.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void AddOcclusionCullingDispatch(
|
||
|
ComputeCommandBuffer cmd,
|
||
|
in OcclusionCullingSettings settings,
|
||
|
in InstanceOcclusionTestSubviewSettings subviewSettings,
|
||
|
in IndirectBufferContextHandles bufferHandles,
|
||
|
in OccluderHandles occluderHandles,
|
||
|
RenderersBatchersContext batchersContext)
|
||
|
{
|
||
|
var occlusionCullingCommon = batchersContext.occlusionCullingCommon;
|
||
|
int indirectContextIndex = m_IndirectStorage.TryGetContextIndex(settings.viewInstanceID);
|
||
|
if (indirectContextIndex >= 0)
|
||
|
{
|
||
|
IndirectBufferContext bufferCtx = m_IndirectStorage.GetBufferContext(indirectContextIndex);
|
||
|
|
||
|
// check what compute we need to do (if any)
|
||
|
bool hasOccluders = occlusionCullingCommon.GetOccluderContext(settings.viewInstanceID, out OccluderContext occluderCtx);
|
||
|
|
||
|
// check we have occluders for all the required subviews, disable the occlusion test if not
|
||
|
hasOccluders = hasOccluders && ((subviewSettings.occluderSubviewMask & occluderCtx.subviewValidMask) == subviewSettings.occluderSubviewMask);
|
||
|
|
||
|
IndirectBufferContext.BufferState newBufferState = IndirectBufferContext.BufferState.Zeroed;
|
||
|
int newOccluderVersion = 0;
|
||
|
int newSubviewMask = 0;
|
||
|
switch (settings.occlusionTest)
|
||
|
{
|
||
|
case OcclusionTest.None:
|
||
|
newBufferState = IndirectBufferContext.BufferState.NoOcclusionTest;
|
||
|
break;
|
||
|
case OcclusionTest.TestAll:
|
||
|
if (hasOccluders)
|
||
|
{
|
||
|
newBufferState = IndirectBufferContext.BufferState.AllInstancesOcclusionTested;
|
||
|
newOccluderVersion = occluderCtx.version;
|
||
|
newSubviewMask = subviewSettings.occluderSubviewMask;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newBufferState = IndirectBufferContext.BufferState.NoOcclusionTest;
|
||
|
}
|
||
|
break;
|
||
|
case OcclusionTest.TestCulled:
|
||
|
if (hasOccluders)
|
||
|
{
|
||
|
bool hasMatchingCullingOutput = true;
|
||
|
switch (bufferCtx.bufferState)
|
||
|
{
|
||
|
case IndirectBufferContext.BufferState.AllInstancesOcclusionTested:
|
||
|
case IndirectBufferContext.BufferState.OccludedInstancesReTested:
|
||
|
// valid or already done
|
||
|
if (bufferCtx.subviewMask != subviewSettings.occluderSubviewMask)
|
||
|
{
|
||
|
Debug.Log("Expected an occlusion test of TestCulled to use the same subview mask as the previous occlusion test");
|
||
|
hasMatchingCullingOutput = false;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case IndirectBufferContext.BufferState.NoOcclusionTest:
|
||
|
case IndirectBufferContext.BufferState.Zeroed:
|
||
|
// no instances, keep the new buffer state zeroed
|
||
|
hasMatchingCullingOutput = false;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
// unexpected, keep the new buffer state zeroed
|
||
|
hasMatchingCullingOutput = false;
|
||
|
Debug.Log("Expected the previous occlusion test to be TestAll before using TestCulled");
|
||
|
break;
|
||
|
}
|
||
|
if (hasMatchingCullingOutput)
|
||
|
{
|
||
|
newBufferState = IndirectBufferContext.BufferState.OccludedInstancesReTested;
|
||
|
newOccluderVersion = occluderCtx.version;
|
||
|
newSubviewMask = subviewSettings.occluderSubviewMask;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// issue the work (if any)
|
||
|
if (!bufferCtx.Matches(newBufferState, newOccluderVersion, newSubviewMask))
|
||
|
{
|
||
|
bool isFirstPass = (newBufferState == IndirectBufferContext.BufferState.AllInstancesOcclusionTested);
|
||
|
bool isSecondPass = (newBufferState == IndirectBufferContext.BufferState.OccludedInstancesReTested);
|
||
|
|
||
|
bool doWait = (bufferCtx.bufferState == IndirectBufferContext.BufferState.Pending);
|
||
|
bool doCopyInstances = (newBufferState == IndirectBufferContext.BufferState.NoOcclusionTest);
|
||
|
bool doResetDraws = (bufferCtx.bufferState != IndirectBufferContext.BufferState.Zeroed) && !doCopyInstances;
|
||
|
bool doCullInstances = (newBufferState != IndirectBufferContext.BufferState.Zeroed) && !doCopyInstances;
|
||
|
|
||
|
// sync before checking the allocation results
|
||
|
if (doWait)
|
||
|
bufferCtx.cullingJobHandle.Complete();
|
||
|
|
||
|
IndirectBufferAllocInfo allocInfo = m_IndirectStorage.GetAllocInfo(indirectContextIndex);
|
||
|
|
||
|
bufferCtx.bufferState = newBufferState;
|
||
|
bufferCtx.occluderVersion = newOccluderVersion;
|
||
|
bufferCtx.subviewMask = newSubviewMask;
|
||
|
|
||
|
if (!allocInfo.IsEmpty())
|
||
|
{
|
||
|
int debugCounterIndex = -1;
|
||
|
if (m_DebugStats?.enabled ?? false)
|
||
|
{
|
||
|
debugCounterIndex = m_OcclusionEventDebugArray.TryAdd(
|
||
|
settings.viewInstanceID,
|
||
|
InstanceOcclusionEventType.OcclusionTest,
|
||
|
newOccluderVersion,
|
||
|
newSubviewMask,
|
||
|
isFirstPass ? OcclusionTest.TestAll : isSecondPass ? OcclusionTest.TestCulled : OcclusionTest.None);
|
||
|
}
|
||
|
|
||
|
// set up keywords
|
||
|
bool occlusionDebug = false;
|
||
|
if (isFirstPass || isSecondPass)
|
||
|
{
|
||
|
occlusionDebug = OcclusionCullingCommon.UseOcclusionDebug(in occluderCtx) && occluderHandles.occlusionDebugOverlay.IsValid();
|
||
|
}
|
||
|
var cs = m_OcclusionTestShader.cs;
|
||
|
var firstPassKeyword = new LocalKeyword(cs, "OCCLUSION_FIRST_PASS");
|
||
|
var secondPassKeyword = new LocalKeyword(cs, "OCCLUSION_SECOND_PASS");
|
||
|
OccluderContext.SetKeyword(cmd, cs, firstPassKeyword, isFirstPass);
|
||
|
OccluderContext.SetKeyword(cmd, cs, secondPassKeyword, isSecondPass);
|
||
|
|
||
|
m_ShaderVariables[0] = new InstanceOcclusionCullerShaderVariables
|
||
|
{
|
||
|
_DrawInfoAllocIndex = (uint)allocInfo.drawAllocIndex,
|
||
|
_DrawInfoCount = (uint)allocInfo.drawCount,
|
||
|
_InstanceInfoAllocIndex = (uint)(IndirectBufferContextStorage.kInstanceInfoGpuOffsetMultiplier * allocInfo.instanceAllocIndex),
|
||
|
_InstanceInfoCount = (uint)allocInfo.instanceCount,
|
||
|
_BoundingSphereInstanceDataAddress = batchersContext.renderersParameters.boundingSphere.gpuAddress,
|
||
|
_DebugCounterIndex = debugCounterIndex,
|
||
|
_InstanceMultiplierShift = (settings.instanceMultiplier == 2) ? 1 : 0,
|
||
|
};
|
||
|
cmd.SetBufferData(m_ConstantBuffer, m_ShaderVariables);
|
||
|
cmd.SetComputeConstantBufferParam(cs, ShaderIDs.InstanceOcclusionCullerShaderVariables, m_ConstantBuffer, 0, m_ConstantBuffer.stride);
|
||
|
|
||
|
occlusionCullingCommon.PrepareCulling(cmd, in occluderCtx, settings, subviewSettings, m_OcclusionTestShader, occlusionDebug);
|
||
|
|
||
|
if (doCopyInstances)
|
||
|
{
|
||
|
int kernel = m_CopyInstancesKernel;
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, m_IndirectStorage.drawInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, m_IndirectStorage.instanceInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, m_IndirectStorage.argsBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, m_IndirectStorage.instanceBuffer);
|
||
|
|
||
|
cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1);
|
||
|
}
|
||
|
|
||
|
if (doResetDraws)
|
||
|
{
|
||
|
int kernel = m_ResetDrawArgsKernel;
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, bufferHandles.drawInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.argsBuffer);
|
||
|
cmd.DispatchCompute(cs, kernel, (allocInfo.drawCount + 63) / 64, 1, 1);
|
||
|
}
|
||
|
|
||
|
if (doCullInstances)
|
||
|
{
|
||
|
int kernel = m_CullInstancesKernel;
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, bufferHandles.drawInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, bufferHandles.instanceInfoBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.argsBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, bufferHandles.instanceBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceDataBuffer, batchersContext.gpuInstanceDataBuffer);
|
||
|
cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._OcclusionDebugCounters, m_OcclusionEventDebugArray.CounterBuffer);
|
||
|
|
||
|
if (isFirstPass || isSecondPass)
|
||
|
OcclusionCullingCommon.SetDepthPyramid(cmd, m_OcclusionTestShader, kernel, occluderHandles);
|
||
|
|
||
|
if (occlusionDebug)
|
||
|
OcclusionCullingCommon.SetDebugPyramid(cmd, m_OcclusionTestShader, kernel, occluderHandles);
|
||
|
|
||
|
if (isSecondPass)
|
||
|
cmd.DispatchCompute(cs, kernel, bufferHandles.argsBuffer, (uint)(GraphicsBuffer.IndirectDrawIndexedArgs.size * allocInfo.GetExtraDrawInfoSlotIndex()));
|
||
|
else
|
||
|
cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update to the new buffer state
|
||
|
m_IndirectStorage.SetBufferContext(indirectContextIndex, bufferCtx);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void FlushDebugCounters()
|
||
|
{
|
||
|
if (m_DebugStats?.enabled ?? false)
|
||
|
{
|
||
|
m_SplitDebugArray.MoveToDebugStatsAndClear(m_DebugStats);
|
||
|
m_OcclusionEventDebugArray.MoveToDebugStatsAndClear(m_DebugStats);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void OnBeginSceneViewCameraRendering()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
m_IsSceneViewCamera = true;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
private void OnEndSceneViewCameraRendering()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
m_IsSceneViewCamera = false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
public void UpdateFrame()
|
||
|
{
|
||
|
DisposeSceneViewHiddenBits();
|
||
|
DisposeCompactVisibilityMasks();
|
||
|
FlushDebugCounters();
|
||
|
m_IndirectStorage.ClearContextsAndGrowBuffers();
|
||
|
}
|
||
|
|
||
|
public void OnBeginCameraRendering(Camera camera)
|
||
|
{
|
||
|
if (camera.cameraType == CameraType.SceneView)
|
||
|
OnBeginSceneViewCameraRendering();
|
||
|
}
|
||
|
|
||
|
public void OnEndCameraRendering(Camera camera)
|
||
|
{
|
||
|
if (camera.cameraType == CameraType.SceneView)
|
||
|
OnEndSceneViewCameraRendering();
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
DisposeSceneViewHiddenBits();
|
||
|
DisposeCompactVisibilityMasks();
|
||
|
m_IndirectStorage.Dispose();
|
||
|
m_DebugStats = null;
|
||
|
m_OcclusionEventDebugArray.Dispose();
|
||
|
m_SplitDebugArray.Dispose();
|
||
|
m_ShaderVariables.Dispose();
|
||
|
m_ConstantBuffer.Release();
|
||
|
m_CommandBuffer.Dispose();
|
||
|
}
|
||
|
}
|
||
|
}
|