Rasagar/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Common/GeometryPool/GeometryPool.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.Assertions;
// This file is a fork of the GeometryPool used by the GPU Driven Pipeline
// TODO: remove that file and use GeometryPool v2 (written in C++)
namespace UnityEngine.Rendering.UnifiedRayTracing
{
// Initial description of geometry pool, contains memory limits to hold cluster / index & vertex data.
internal struct GeometryPoolDesc
{
public int vertexPoolByteSize;
public int indexPoolByteSize;
public int meshChunkTablesByteSize;
public static GeometryPoolDesc NewDefault()
{
return new GeometryPoolDesc()
{
vertexPoolByteSize = 256 * 1024 * 1024, //256 mb
indexPoolByteSize = 32 * 1024 * 1024, //32 mb
meshChunkTablesByteSize = 4 * 1024 * 1024
};
}
}
// Handle to a piece of geo. Geometry meshes registered are ref counted.
// Each handle allocation must be deallocated manually.
internal struct GeometryPoolHandle : IEquatable<GeometryPoolHandle>
{
public int index;
public static GeometryPoolHandle Invalid = new GeometryPoolHandle() { index = -1 };
public bool valid => index != -1;
public bool Equals(GeometryPoolHandle other) => index == other.index;
}
// Entry information of a geometry handle.
// Use this helper to check validity, material hashes and active refcounts.
internal struct GeometryPoolEntryInfo
{
public bool valid;
public uint refCount;
public static GeometryPoolEntryInfo NewDefault()
{
return new GeometryPoolEntryInfo()
{
valid = false,
refCount = 0
};
}
}
// Descriptor of piece of geometry (the submesh information).
internal struct GeometryPoolSubmeshData
{
public int submeshIndex;
public Material material;
}
// Description of the geometry pool entry.
// Contains master list and the submesh data information.
internal struct GeometryPoolEntryDesc
{
public Mesh mesh;
public GeometryPoolSubmeshData[] submeshData;
}
// Geometry pool container. Contains a global set of geometry accessible from the GPU.
internal class GeometryPool : IDisposable
{
private const int kMaxThreadGroupsPerDispatch = 65535; // Counted in groups, not threads.
private const int kThreadGroupSize = 256; // Counted in threads
private static class GeoPoolShaderIDs
{
// MainUpdateIndexBuffer32 and MainUpdateIndexBuffer16 Kernel Strings
public static readonly int _InputIBBaseOffset = Shader.PropertyToID("_InputIBBaseOffset");
public static readonly int _DispatchIndexOffset = Shader.PropertyToID("_DispatchIndexOffset");
public static readonly int _InputIBCount = Shader.PropertyToID("_InputIBCount");
public static readonly int _OutputIBOffset = Shader.PropertyToID("_OutputIBOffset");
public static readonly int _InputFirstVertex = Shader.PropertyToID("_InputFirstVertex");
public static readonly int _InputIndexBuffer = Shader.PropertyToID("_InputIndexBuffer");
public static readonly int _OutputIndexBuffer = Shader.PropertyToID("_OutputIndexBuffer");
// MainUpdateVertexBuffer Kernel Strings
public static readonly int _InputVBCount = Shader.PropertyToID("_InputVBCount");
public static readonly int _InputBaseVertexOffset = Shader.PropertyToID("_InputBaseVertexOffset");
public static readonly int _DispatchVertexOffset = Shader.PropertyToID("_DispatchVertexOffset");
public static readonly int _OutputVBSize = Shader.PropertyToID("_OutputVBSize");
public static readonly int _OutputVBOffset = Shader.PropertyToID("_OutputVBOffset");
public static readonly int _InputPosBufferStride = Shader.PropertyToID("_InputPosBufferStride");
public static readonly int _InputPosBufferOffset = Shader.PropertyToID("_InputPosBufferOffset");
public static readonly int _InputUv0BufferStride = Shader.PropertyToID("_InputUv0BufferStride");
public static readonly int _InputUv0BufferOffset = Shader.PropertyToID("_InputUv0BufferOffset");
public static readonly int _InputUv1BufferStride = Shader.PropertyToID("_InputUv1BufferStride");
public static readonly int _InputUv1BufferOffset = Shader.PropertyToID("_InputUv1BufferOffset");
public static readonly int _InputNormalBufferStride = Shader.PropertyToID("_InputNormalBufferStride");
public static readonly int _InputNormalBufferOffset = Shader.PropertyToID("_InputNormalBufferOffset");
public static readonly int _InputTangentBufferStride = Shader.PropertyToID("_InputTangentBufferStride");
public static readonly int _InputTangentBufferOffset = Shader.PropertyToID("_InputTangentBufferOffset");
public static readonly int _PosBuffer = Shader.PropertyToID("_PosBuffer");
public static readonly int _Uv0Buffer = Shader.PropertyToID("_Uv0Buffer");
public static readonly int _Uv1Buffer = Shader.PropertyToID("_Uv1Buffer");
public static readonly int _NormalBuffer = Shader.PropertyToID("_NormalBuffer");
public static readonly int _TangentBuffer = Shader.PropertyToID("_TangentBuffer");
public static readonly int _OutputVB = Shader.PropertyToID("_OutputVB");
public static readonly int _AttributesMask = Shader.PropertyToID("_AttributesMask");
}
// Geometry slot represents a set of pointers to the blobs of vertex, index and cluster information
private const int InvalidHandle = -1;
public struct MeshChunk
{
public BlockAllocator.Allocation vertexAlloc;
public BlockAllocator.Allocation indexAlloc;
public GeoPoolMeshChunk EncodeGPUEntry()
{
return new GeoPoolMeshChunk() {
indexOffset = indexAlloc.block.offset,
indexCount = indexAlloc.block.count,
vertexOffset = vertexAlloc.block.offset,
vertexCount = vertexAlloc.block.count,
};
}
public static MeshChunk Invalid => new MeshChunk()
{
vertexAlloc = BlockAllocator.Allocation.Invalid,
indexAlloc = BlockAllocator.Allocation.Invalid
};
}
public struct GeometrySlot
{
public uint refCount;
public uint hash;
public BlockAllocator.Allocation meshChunkTableAlloc;
public NativeArray<MeshChunk> meshChunks;
public bool hasGPUData;
public static GeometrySlot Invalid = new GeometrySlot()
{
meshChunkTableAlloc = BlockAllocator.Allocation.Invalid,
hasGPUData = false,
};
public bool valid => meshChunkTableAlloc.valid;
}
private struct GeoPoolEntrySlot
{
public uint refCount;
public uint hash;
public int geoSlotHandle;
public static GeoPoolEntrySlot Invalid = new GeoPoolEntrySlot()
{
refCount = 0u,
hash = 0u,
geoSlotHandle = InvalidHandle,
};
public bool valid => geoSlotHandle != InvalidHandle;
}
private struct VertexBufferAttribInfo
{
public GraphicsBuffer buffer;
public int stride;
public int offset;
public int byteCount;
public bool valid => buffer != null;
}
public static int GetVertexByteSize() => GeometryPoolConstants.GeoPoolVertexByteSize;
public static int GetIndexByteSize() => GeometryPoolConstants.GeoPoolIndexByteSize;
public static int GetMeshChunkTableEntryByteSize() => System.Runtime.InteropServices.Marshal.SizeOf<GeoPoolMeshChunk>();
private int GetFormatByteCount(VertexAttributeFormat format)
{
switch (format)
{
case VertexAttributeFormat.Float32: return 4;
case VertexAttributeFormat.Float16: return 2;
case VertexAttributeFormat.UNorm8: return 1;
case VertexAttributeFormat.SNorm8: return 1;
case VertexAttributeFormat.UNorm16: return 2;
case VertexAttributeFormat.SNorm16: return 2;
case VertexAttributeFormat.UInt8: return 1;
case VertexAttributeFormat.SInt8: return 1;
case VertexAttributeFormat.UInt16: return 2;
case VertexAttributeFormat.SInt16: return 2;
case VertexAttributeFormat.UInt32: return 4;
case VertexAttributeFormat.SInt32: return 4;
}
return 4;
}
private static int DivUp(int x, int y) => (x + y - 1) / y;
private const GraphicsBuffer.Target VertexBufferTarget = GraphicsBuffer.Target.Structured;
private const GraphicsBuffer.Target IndexBufferTarget = GraphicsBuffer.Target.Structured;
private int m_GeoPoolEntriesCount;
public GraphicsBuffer globalIndexBuffer { get { return m_GlobalIndexBuffer; } }
public GraphicsBuffer globalVertexBuffer { get { return m_GlobalVertexBuffer; } }
public int globalVertexBufferStrideBytes { get { return GetVertexByteSize(); } }
public GraphicsBuffer globalMeshChunkTableEntryBuffer { get { return m_GlobalMeshChunkTableEntryBuffer; } }
public int indicesCount => m_MaxIndexCounts;
public int verticesCount => m_MaxVertCounts;
public int meshChunkTablesEntryCount => m_MaxMeshChunkTableEntriesCount;
private GraphicsBuffer m_GlobalIndexBuffer = null;
private GraphicsBuffer m_GlobalVertexBuffer = null;
private GraphicsBuffer m_GlobalMeshChunkTableEntryBuffer = null;
private GraphicsBuffer m_DummyBuffer = null;
private int m_MaxVertCounts;
private int m_MaxIndexCounts;
private int m_MaxMeshChunkTableEntriesCount;
private BlockAllocator m_VertexAllocator;
private BlockAllocator m_IndexAllocator;
private BlockAllocator m_MeshChunkTableAllocator;
private NativeParallelHashMap<uint, int> m_MeshHashToGeoSlot;
private List<GeometrySlot> m_GeoSlots;
private NativeList<int> m_FreeGeoSlots;
private NativeParallelHashMap<uint, GeometryPoolHandle> m_GeoPoolEntryHashToSlot;
private NativeList<GeoPoolEntrySlot> m_GeoPoolEntrySlots;
private NativeList<GeometryPoolHandle> m_FreeGeoPoolEntrySlots;
private List<GraphicsBuffer> m_InputBufferReferences;
private ComputeShader m_CopyShader;
private ComputeShader m_GeometryPoolKernelsCS;
private int m_KernelMainUpdateIndexBuffer16;
private int m_KernelMainUpdateIndexBuffer32;
private int m_KernelMainUpdateVertexBuffer;
private CommandBuffer m_CmdBuffer;
private bool m_MustClearCmdBuffer;
private int m_PendingCmds;
public GeometryPool(in GeometryPoolDesc desc, ComputeShader geometryPoolShader, ComputeShader copyShader)
{
m_CopyShader = copyShader;
LoadKernels(geometryPoolShader);
m_CmdBuffer = new CommandBuffer();
m_InputBufferReferences = new List<GraphicsBuffer>();
m_MustClearCmdBuffer = false;
m_PendingCmds = 0;
m_GeoPoolEntriesCount = 0;
m_MaxVertCounts = CalcVertexCount(desc.vertexPoolByteSize);
m_MaxIndexCounts = CalcIndexCount(desc.indexPoolByteSize);
m_MaxMeshChunkTableEntriesCount = CalcMeshChunkTablesCount(desc.meshChunkTablesByteSize);
m_GlobalVertexBuffer = new GraphicsBuffer(VertexBufferTarget, DivUp(m_MaxVertCounts * GetVertexByteSize(), 4), 4);
m_GlobalIndexBuffer = new GraphicsBuffer(IndexBufferTarget, m_MaxIndexCounts, 4);
m_GlobalMeshChunkTableEntryBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, m_MaxMeshChunkTableEntriesCount, GetMeshChunkTableEntryByteSize());
m_DummyBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 16, 4);
var initialCapacity = 4096;
m_MeshHashToGeoSlot = new NativeParallelHashMap<uint, int>(initialCapacity, Allocator.Persistent);
m_GeoSlots = new List<GeometrySlot>();
m_FreeGeoSlots = new NativeList<int>(Allocator.Persistent);
m_GeoPoolEntryHashToSlot = new NativeParallelHashMap<uint, GeometryPoolHandle>(initialCapacity, Allocator.Persistent);
m_GeoPoolEntrySlots = new NativeList<GeoPoolEntrySlot>(Allocator.Persistent);
m_FreeGeoPoolEntrySlots = new NativeList<GeometryPoolHandle>(Allocator.Persistent);
m_VertexAllocator = new BlockAllocator();
m_VertexAllocator.Initialize(m_MaxVertCounts);
m_IndexAllocator = new BlockAllocator();
m_IndexAllocator.Initialize(m_MaxIndexCounts);
m_MeshChunkTableAllocator = new BlockAllocator();
m_MeshChunkTableAllocator.Initialize(m_MaxMeshChunkTableEntriesCount);
}
void DisposeInputBuffers()
{
if (m_InputBufferReferences.Count == 0)
return;
foreach (var b in m_InputBufferReferences)
b.Dispose();
m_InputBufferReferences.Clear();
}
public void Dispose()
{
m_IndexAllocator.Dispose();
m_VertexAllocator.Dispose();
m_MeshChunkTableAllocator.Dispose();
m_DummyBuffer.Dispose();
m_MeshHashToGeoSlot.Dispose();
foreach (var geoSlot in m_GeoSlots)
{
if (geoSlot.valid)
geoSlot.meshChunks.Dispose();
}
m_GeoSlots = null;
m_FreeGeoSlots.Dispose();
m_GeoPoolEntryHashToSlot.Dispose();
m_GeoPoolEntrySlots.Dispose();
m_FreeGeoPoolEntrySlots.Dispose();
m_GlobalIndexBuffer.Dispose();
m_GlobalVertexBuffer.Release();
m_GlobalMeshChunkTableEntryBuffer.Dispose();
m_CmdBuffer.Release();
DisposeInputBuffers();
}
private void LoadKernels(ComputeShader geometryPoolShader)
{
m_GeometryPoolKernelsCS = geometryPoolShader;
m_KernelMainUpdateIndexBuffer16 = m_GeometryPoolKernelsCS.FindKernel("MainUpdateIndexBuffer16");
m_KernelMainUpdateIndexBuffer32 = m_GeometryPoolKernelsCS.FindKernel("MainUpdateIndexBuffer32");
m_KernelMainUpdateVertexBuffer = m_GeometryPoolKernelsCS.FindKernel("MainUpdateVertexBuffer");
}
private int CalcVertexCount(int bufferByteSize) => DivUp(bufferByteSize, GetVertexByteSize());
private int CalcIndexCount(int bufferByteSize) => DivUp(bufferByteSize, GetIndexByteSize());
private int CalcMeshChunkTablesCount(int bufferByteSize) => DivUp(bufferByteSize, GetMeshChunkTableEntryByteSize());
private void DeallocateGeometrySlot(ref GeometrySlot slot)
{
if (slot.meshChunkTableAlloc.valid)
{
m_MeshChunkTableAllocator.FreeAllocation(slot.meshChunkTableAlloc);
if (slot.meshChunks.IsCreated)
{
for (int i = 0; i < slot.meshChunks.Length; ++i)
{
var meshChunk = slot.meshChunks[i];
if (meshChunk.vertexAlloc.valid)
m_VertexAllocator.FreeAllocation(meshChunk.vertexAlloc);
if (meshChunk.indexAlloc.valid)
m_IndexAllocator.FreeAllocation(meshChunk.indexAlloc);
}
slot.meshChunks.Dispose();
}
}
slot = GeometrySlot.Invalid;
}
private void DeallocateGeometrySlot(int geoSlotHandle)
{
var geoSlot = m_GeoSlots[geoSlotHandle];
Assertions.Assert.IsTrue(geoSlot.valid);
--geoSlot.refCount;
if (geoSlot.refCount == 0)
{
m_MeshHashToGeoSlot.Remove(geoSlot.hash);
DeallocateGeometrySlot(ref geoSlot);
m_FreeGeoSlots.Add(geoSlotHandle);
}
m_GeoSlots[geoSlotHandle] = geoSlot;
}
private bool AllocateGeo(Mesh mesh, out int allocationHandle)
{
uint meshHash = (uint)mesh.GetHashCode();
int vertexCount = mesh.vertexCount;
int indexCount = 0;
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex)
{
indexCount += (int)mesh.GetIndexCount(submeshIndex);
}
if (m_MeshHashToGeoSlot.TryGetValue(meshHash, out allocationHandle))
{
var geoSlot = m_GeoSlots[allocationHandle];
Assertions.Assert.IsTrue(geoSlot.hash == meshHash);
Assertions.Assert.IsTrue(geoSlot.meshChunkTableAlloc.block.count == mesh.subMeshCount);
++geoSlot.refCount;
m_GeoSlots[allocationHandle] = geoSlot;
return true;
}
allocationHandle = InvalidHandle;
var newSlot = GeometrySlot.Invalid;
newSlot.refCount = 1;
newSlot.hash = meshHash;
bool allocationSuccess = true;
if (mesh.subMeshCount > 0)
{
newSlot.meshChunkTableAlloc = m_MeshChunkTableAllocator.Allocate(mesh.subMeshCount);
if (!newSlot.meshChunkTableAlloc.valid)
{
var oldChunkCount = m_MeshChunkTableAllocator.capacity;
var newChunkCount = m_MeshChunkTableAllocator.Grow(m_MeshChunkTableAllocator.capacity + mesh.subMeshCount);
var newChunkTableBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, newChunkCount, GetMeshChunkTableEntryByteSize());
GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalMeshChunkTableEntryBuffer, 0, newChunkTableBuffer, 0, DivUp(oldChunkCount * GetMeshChunkTableEntryByteSize(), 4));
m_GlobalMeshChunkTableEntryBuffer.Dispose();
m_GlobalMeshChunkTableEntryBuffer = newChunkTableBuffer;
m_MaxMeshChunkTableEntriesCount = newChunkCount;
newSlot.meshChunkTableAlloc = m_MeshChunkTableAllocator.Allocate(mesh.subMeshCount);
Assert.IsTrue(newSlot.meshChunkTableAlloc.valid);
}
newSlot.meshChunks = new NativeArray<MeshChunk>(mesh.subMeshCount, Allocator.Persistent);
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex)
{
SubMeshDescriptor submeshDescriptor = mesh.GetSubMesh(submeshIndex);
var newMeshChunk = MeshChunk.Invalid;
newMeshChunk.vertexAlloc = m_VertexAllocator.Allocate(submeshDescriptor.vertexCount);
if (!newMeshChunk.vertexAlloc.valid)
{
var oldVertexCount = m_VertexAllocator.capacity;
var newVertexCount = m_VertexAllocator.Grow(m_VertexAllocator.capacity + submeshDescriptor.vertexCount);
var newVertexBuffer = new GraphicsBuffer(VertexBufferTarget, DivUp(newVertexCount * GetVertexByteSize(), 4), 4);
GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalVertexBuffer, 0, newVertexBuffer, 0, DivUp(oldVertexCount * GetVertexByteSize(), 4));
m_GlobalVertexBuffer.Dispose();
m_GlobalVertexBuffer = newVertexBuffer;
m_MaxVertCounts = newVertexCount;
newMeshChunk.vertexAlloc = m_VertexAllocator.Allocate(submeshDescriptor.vertexCount);
Assert.IsTrue(newMeshChunk.vertexAlloc.valid);
}
newMeshChunk.indexAlloc = m_IndexAllocator.Allocate(submeshDescriptor.indexCount);
if (!newMeshChunk.indexAlloc.valid)
{
var oldIndexcount = m_IndexAllocator.capacity;
var newIndexCount = m_IndexAllocator.Grow(m_IndexAllocator.capacity + submeshDescriptor.indexCount);
var newIndexBuffer = new GraphicsBuffer(IndexBufferTarget, newIndexCount, 4);
GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalIndexBuffer, 0, newIndexBuffer, 0, oldIndexcount);
m_GlobalIndexBuffer.Dispose();
m_GlobalIndexBuffer = newIndexBuffer;
m_MaxIndexCounts = newIndexCount;
newMeshChunk.indexAlloc = m_IndexAllocator.Allocate(submeshDescriptor.indexCount);
Assert.IsTrue(newMeshChunk.indexAlloc.valid);
}
newSlot.meshChunks[submeshIndex] = newMeshChunk;
}
}
if (!allocationSuccess)
{
DeallocateGeometrySlot(ref newSlot);
return false;
}
if (m_FreeGeoSlots.IsEmpty)
{
allocationHandle = m_GeoSlots.Count;
m_GeoSlots.Add(newSlot);
}
else
{
allocationHandle = m_FreeGeoSlots[m_FreeGeoSlots.Length - 1];
m_FreeGeoSlots.RemoveAtSwapBack(m_FreeGeoSlots.Length - 1);
Assertions.Assert.IsTrue(!m_GeoSlots[allocationHandle].valid);
m_GeoSlots[allocationHandle] = newSlot;
}
m_MeshHashToGeoSlot.Add(newSlot.hash, allocationHandle);
return true;
}
private void DeallocateGeoPoolEntrySlot(GeometryPoolHandle handle)
{
var slot = m_GeoPoolEntrySlots[handle.index];
--slot.refCount;
if (slot.refCount == 0)
{
m_GeoPoolEntryHashToSlot.Remove(slot.hash);
DeallocateGeoPoolEntrySlot(ref slot);
m_FreeGeoPoolEntrySlots.Add(handle);
}
m_GeoPoolEntrySlots[handle.index] = slot;
}
private void DeallocateGeoPoolEntrySlot(ref GeoPoolEntrySlot geoPoolEntrySlot)
{
if (geoPoolEntrySlot.geoSlotHandle != InvalidHandle)
DeallocateGeometrySlot(geoPoolEntrySlot.geoSlotHandle);
geoPoolEntrySlot = GeoPoolEntrySlot.Invalid;
}
public GeometryPoolEntryInfo GetEntryInfo(GeometryPoolHandle handle)
{
if (!handle.valid)
return GeometryPoolEntryInfo.NewDefault();
GeoPoolEntrySlot slot = m_GeoPoolEntrySlots[handle.index];
if (!slot.valid)
return GeometryPoolEntryInfo.NewDefault();
if (slot.geoSlotHandle == -1)
Debug.LogErrorFormat("Found invalid geometry slot handle with handle id {0}.", handle.index);
return new GeometryPoolEntryInfo()
{
valid = slot.valid,
refCount = slot.refCount
};
}
public GeometrySlot GetEntryGeomAllocation(GeometryPoolHandle handle)
{
var slot = m_GeoPoolEntrySlots[handle.index];
Assertions.Assert.IsTrue(slot.valid);
var geoSlot = m_GeoSlots[slot.geoSlotHandle];
Assertions.Assert.IsTrue(geoSlot.valid);
return geoSlot;
}
private void UpdateGeoGpuState(Mesh mesh, List<GeometryPoolSubmeshData> submeshData, GeometryPoolHandle handle)
{
var entrySlot = m_GeoPoolEntrySlots[handle.index];
var geoSlot = m_GeoSlots[entrySlot.geoSlotHandle];
CommandBuffer cmdBuffer = AllocateCommandBuffer(); //clear any previous cmd buffers.
//Upload mesh information.
if (!geoSlot.hasGPUData)
{
//Load index buffer
GraphicsBuffer buffer = LoadIndexBuffer(cmdBuffer, mesh);
Assertions.Assert.IsTrue((buffer.target & GraphicsBuffer.Target.Raw) != 0);
// Load attribute buffers
var posAttrib = new VertexBufferAttribInfo();
LoadVertexAttribInfo(mesh, VertexAttribute.Position, out posAttrib);
var uv0Attrib = new VertexBufferAttribInfo();
LoadVertexAttribInfo(mesh, VertexAttribute.TexCoord0, out uv0Attrib);
var uv1Attrib = new VertexBufferAttribInfo();
LoadVertexAttribInfo(mesh, VertexAttribute.TexCoord1, out uv1Attrib);
var normalAttrib = new VertexBufferAttribInfo();
LoadVertexAttribInfo(mesh, VertexAttribute.Normal, out normalAttrib);
var meshChunkAllocationTable = new NativeArray<GeoPoolMeshChunk>(geoSlot.meshChunks.Length, Allocator.Temp);
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex)
{
SubMeshDescriptor submeshDescriptor = mesh.GetSubMesh(submeshIndex);
MeshChunk targetMeshChunk = geoSlot.meshChunks[submeshIndex];
//Update mesh chunk vertex offset
AddVertexUpdateCommand(
cmdBuffer, submeshDescriptor.baseVertex + submeshDescriptor.firstVertex,
posAttrib, uv0Attrib, uv1Attrib, normalAttrib,
targetMeshChunk.vertexAlloc, m_GlobalVertexBuffer);
//Update mesh chunk index offset
AddIndexUpdateCommand(
cmdBuffer,
mesh.indexFormat, buffer, targetMeshChunk.indexAlloc, submeshDescriptor.firstVertex,
submeshDescriptor.indexStart, submeshDescriptor.indexCount, 0,
m_GlobalIndexBuffer);
meshChunkAllocationTable[submeshIndex] = targetMeshChunk.EncodeGPUEntry();
}
cmdBuffer.SetBufferData(m_GlobalMeshChunkTableEntryBuffer, meshChunkAllocationTable, 0, geoSlot.meshChunkTableAlloc.block.offset, meshChunkAllocationTable.Length);
meshChunkAllocationTable.Dispose();
geoSlot.hasGPUData = true;
m_GeoSlots[entrySlot.geoSlotHandle] = geoSlot;
}
}
private uint FNVHash(uint prevHash, uint dword)
{
//https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function
const uint fnvPrime = 0x811C9DC5;
for (int i = 0; i < 4; ++i)
{
prevHash ^= ((dword >> (i * 8)) & 0xFF);
prevHash *= fnvPrime;
}
return prevHash;
}
private uint CalculateClusterHash(Mesh mesh, GeometryPoolSubmeshData[] submeshData)
{
uint meshHash = (uint)mesh.GetHashCode();
uint clusterHash = meshHash;
if (submeshData != null)
{
foreach (var data in submeshData)
{
clusterHash = FNVHash(clusterHash, (uint)data.submeshIndex);
clusterHash = FNVHash(clusterHash, (uint)(data.material == null ? 0 : data.material.GetHashCode()));
}
}
return clusterHash;
}
public bool Register(Mesh mesh, out GeometryPoolHandle outHandle)
{
return Register(new GeometryPoolEntryDesc()
{
mesh = mesh,
submeshData = null
}, out outHandle);
}
public GeometryPoolHandle GetHandle(Mesh mesh)
{
uint geoPoolEntryHash = CalculateClusterHash(mesh, null);
if (m_GeoPoolEntryHashToSlot.TryGetValue(geoPoolEntryHash, out GeometryPoolHandle outHandle))
return outHandle;
else
return GeometryPoolHandle.Invalid;
}
private static int FindSubmeshEntryInDesc(int submeshIndex, in GeometryPoolSubmeshData[] submeshData)
{
if (submeshData == null)
return -1;
for (int i = 0; i < submeshData.Length; ++i)
{
if (submeshData[i].submeshIndex == submeshIndex)
return i;
}
return -1;
}
public bool Register(in GeometryPoolEntryDesc entryDesc, out GeometryPoolHandle outHandle)
{
outHandle = GeometryPoolHandle.Invalid;
if (entryDesc.mesh == null)
{
return false;
}
Mesh mesh = entryDesc.mesh;
uint geoPoolEntryHash = CalculateClusterHash(entryDesc.mesh, entryDesc.submeshData);
if (m_GeoPoolEntryHashToSlot.TryGetValue(geoPoolEntryHash, out outHandle))
{
GeoPoolEntrySlot geoPoolEntrySlot = m_GeoPoolEntrySlots[outHandle.index];
Assertions.Assert.IsTrue(geoPoolEntrySlot.hash == geoPoolEntryHash);
GeometrySlot geoSlot = m_GeoSlots[geoPoolEntrySlot.geoSlotHandle];
Assertions.Assert.IsTrue(geoSlot.hash == (uint)mesh.GetHashCode());
++geoPoolEntrySlot.refCount;
m_GeoPoolEntrySlots[outHandle.index] = geoPoolEntrySlot;
return true;
}
var newSlot = GeoPoolEntrySlot.Invalid;
newSlot.refCount = 1;
newSlot.hash = geoPoolEntryHash;
// Validate submesh information
var validSubmeshData = new List<GeometryPoolSubmeshData>(mesh.subMeshCount);
if (mesh.subMeshCount > 0 && entryDesc.submeshData != null)
{
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex)
{
int entryIndex = FindSubmeshEntryInDesc(submeshIndex, entryDesc.submeshData);
if (entryIndex == -1)
{
Debug.LogErrorFormat("Could not find submesh index {0} for mesh entry descriptor of mesh {1}.", submeshIndex, mesh.name);
continue;
}
validSubmeshData.Add(entryDesc.submeshData[entryIndex]);
}
}
if (!AllocateGeo(mesh, out newSlot.geoSlotHandle))
{
DeallocateGeoPoolEntrySlot(ref newSlot);
return false;
}
if (m_FreeGeoPoolEntrySlots.IsEmpty)
{
outHandle = new GeometryPoolHandle() { index = m_GeoPoolEntrySlots.Length };
m_GeoPoolEntrySlots.Add(newSlot);
}
else
{
outHandle = m_FreeGeoPoolEntrySlots[m_FreeGeoPoolEntrySlots.Length - 1];
m_FreeGeoPoolEntrySlots.RemoveAtSwapBack(m_FreeGeoPoolEntrySlots.Length - 1);
Assertions.Assert.IsTrue(!m_GeoPoolEntrySlots[outHandle.index].valid);
m_GeoPoolEntrySlots[outHandle.index] = newSlot;
}
m_GeoPoolEntryHashToSlot.Add(newSlot.hash, outHandle);
UpdateGeoGpuState(mesh, validSubmeshData, outHandle);
++m_GeoPoolEntriesCount;
return true;
}
public void Unregister(GeometryPoolHandle handle)
{
var slot = m_GeoPoolEntrySlots[handle.index];
Assertions.Assert.IsTrue(slot.valid);
DeallocateGeoPoolEntrySlot(handle);
--m_GeoPoolEntriesCount;
}
public void SendGpuCommands()
{
if (m_PendingCmds != 0)
{
Graphics.ExecuteCommandBuffer(m_CmdBuffer);
m_MustClearCmdBuffer = true;
m_PendingCmds = 0;
}
DisposeInputBuffers();
}
private GraphicsBuffer LoadIndexBuffer(CommandBuffer cmdBuffer, Mesh mesh)
{
if ((mesh.indexBufferTarget & GraphicsBuffer.Target.Raw) == 0 && (mesh.GetIndices(0) == null || mesh.GetIndices(0).Length == 0))
{
throw new Exception("Cant use a mesh buffer that is not raw and has no CPU index information.");
}
else
{
mesh.indexBufferTarget |= GraphicsBuffer.Target.Raw;
mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
var idxBuffer = mesh.GetIndexBuffer();
m_InputBufferReferences.Add(idxBuffer);
return idxBuffer;
}
}
void LoadVertexAttribInfo(Mesh mesh, VertexAttribute attribute, out VertexBufferAttribInfo output)
{
if (!mesh.HasVertexAttribute(attribute))
{
output.buffer = null;
output.stride = output.offset = output.byteCount = 0;
return;
}
int stream = mesh.GetVertexAttributeStream(attribute);
output.stride = mesh.GetVertexBufferStride(stream);
output.offset = mesh.GetVertexAttributeOffset(attribute);
output.byteCount = GetFormatByteCount(mesh.GetVertexAttributeFormat(attribute)) * mesh.GetVertexAttributeDimension(attribute);
output.buffer = mesh.GetVertexBuffer(stream);
m_InputBufferReferences.Add(output.buffer);
Assertions.Assert.IsTrue((output.buffer.target & GraphicsBuffer.Target.Raw) != 0);
}
private CommandBuffer AllocateCommandBuffer()
{
if (m_MustClearCmdBuffer)
{
m_CmdBuffer.Clear();
m_MustClearCmdBuffer = false;
}
++m_PendingCmds;
return m_CmdBuffer;
}
private void AddIndexUpdateCommand(
CommandBuffer cmdBuffer,
IndexFormat inputFormat,
in GraphicsBuffer inputBuffer,
in BlockAllocator.Allocation location,
int firstVertex,
int inputOffset, int indexCount, int outputOffset,
GraphicsBuffer outputIdxBuffer)
{
if (location.block.count == 0)
return;
Assertions.Assert.IsTrue(indexCount <= location.block.count);
Assertions.Assert.IsTrue(outputOffset < location.block.count);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputIBBaseOffset, inputOffset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputIBCount, indexCount);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputFirstVertex, firstVertex);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputIBOffset, location.block.offset + outputOffset);
int kernel = inputFormat == IndexFormat.UInt16 ? m_KernelMainUpdateIndexBuffer16 : m_KernelMainUpdateIndexBuffer32;
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._InputIndexBuffer, inputBuffer);
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._OutputIndexBuffer, outputIdxBuffer);
for (int uvChannel = 0; uvChannel < 2; uvChannel++)
{
cmdBuffer.EnableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM2"));
cmdBuffer.DisableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM3"));
cmdBuffer.DisableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM4"));
}
int totalGroupCount = DivUp(location.block.count, kThreadGroupSize);
int dispatchCount = DivUp(totalGroupCount, kMaxThreadGroupsPerDispatch);
for (int dispatchIndex = 0; dispatchIndex < dispatchCount; ++dispatchIndex)
{
int indexOffset = dispatchIndex * kMaxThreadGroupsPerDispatch * kThreadGroupSize;
int dispatchGroupCount = Math.Min(kMaxThreadGroupsPerDispatch, totalGroupCount - dispatchIndex * kMaxThreadGroupsPerDispatch);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._DispatchIndexOffset, indexOffset);
cmdBuffer.DispatchCompute(m_GeometryPoolKernelsCS, kernel, dispatchGroupCount, 1, 1);
}
}
private void AddVertexUpdateCommand(
CommandBuffer cmdBuffer, int baseVertexOffset,
in VertexBufferAttribInfo pos, in VertexBufferAttribInfo uv0, in VertexBufferAttribInfo uv1, in VertexBufferAttribInfo n,
in BlockAllocator.Allocation location,
GraphicsBuffer outputVertexBuffer)
{
if (location.block.count == 0)
return;
GeoPoolVertexAttribs attributes = 0;
if (pos.valid)
attributes |= GeoPoolVertexAttribs.Position;
if (uv0.valid)
attributes |= GeoPoolVertexAttribs.Uv0;
if (uv1.valid)
attributes |= GeoPoolVertexAttribs.Uv1;
if (n.valid)
attributes |= GeoPoolVertexAttribs.Normal;
int vertexCount = location.block.count;
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputVBCount, vertexCount);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputBaseVertexOffset, baseVertexOffset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputVBSize, m_MaxVertCounts);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputVBOffset, location.block.offset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputPosBufferStride, pos.stride);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputPosBufferOffset, pos.offset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv0BufferStride, uv0.stride);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv0BufferOffset, uv0.offset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv1BufferStride, uv1.stride);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv1BufferOffset, uv1.offset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputNormalBufferStride, n.stride);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputNormalBufferOffset, n.offset);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._AttributesMask, (int)attributes);
int kernel = m_KernelMainUpdateVertexBuffer;
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._PosBuffer, pos.valid ? pos.buffer : m_DummyBuffer);
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._Uv0Buffer, uv0.valid ? uv0.buffer : m_DummyBuffer);
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._Uv1Buffer, uv1.valid ? uv1.buffer : m_DummyBuffer);
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._NormalBuffer, n.valid ? n.buffer : m_DummyBuffer);
cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._OutputVB, outputVertexBuffer);
for (int uvChannel = 0; uvChannel < 2; uvChannel++)
{
cmdBuffer.DisableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM2"));
cmdBuffer.DisableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM3"));
cmdBuffer.DisableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM4"));
ref readonly VertexBufferAttribInfo uv = ref (uvChannel == 0) ? ref uv0 : ref uv1;
switch (uv.byteCount / 4)
{
case 0:
// if there are no UVs, we still have to enabe a UV_DIM* keyword, but because of the _AttributesMask no UVs will be processed. This way we save a shader variant.
case 2:
cmdBuffer.EnableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM2"));
break;
case 3:
cmdBuffer.EnableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM3"));
break;
case 4:
cmdBuffer.EnableKeyword(m_GeometryPoolKernelsCS, new LocalKeyword(m_GeometryPoolKernelsCS, $"UV{uvChannel}_DIM4"));
break;
}
}
int totalGroupCount = DivUp(vertexCount, kThreadGroupSize);
int dispatchCount = DivUp(totalGroupCount, kMaxThreadGroupsPerDispatch);
for (int dispatchIndex = 0; dispatchIndex < dispatchCount; ++dispatchIndex)
{
int vertexOffset = dispatchIndex * kMaxThreadGroupsPerDispatch * kThreadGroupSize;
int dispatchGroupCount = Math.Min(kMaxThreadGroupsPerDispatch, totalGroupCount - dispatchIndex * kMaxThreadGroupsPerDispatch);
cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._DispatchVertexOffset, vertexOffset);
cmdBuffer.DispatchCompute(m_GeometryPoolKernelsCS, kernel, dispatchGroupCount, 1, 1);
}
}
}
}