using System; using System.Collections.Generic; using System.Runtime.InteropServices; using System.Threading; using UnityEngine.Assertions; using Unity.Burst; using Unity.Burst.CompilerServices; using Unity.Mathematics; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Jobs; using Unity.Jobs.LowLevel.Unsafe; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; namespace UnityEngine.Rendering { internal struct OccluderDerivedData { /// public Matrix4x4 viewProjMatrix; // from view-centered world space /// public Vector4 viewOriginWorldSpace; /// public Vector4 radialDirWorldSpace; /// public Vector4 facingDirWorldSpace; public static OccluderDerivedData FromParameters(in OccluderSubviewUpdate occluderSubviewUpdate) { var origin = occluderSubviewUpdate.viewOffsetWorldSpace + (Vector3)occluderSubviewUpdate.invViewMatrix.GetColumn(3); // view origin in world space var xViewVec = (Vector3)occluderSubviewUpdate.invViewMatrix.GetColumn(0); // positive x axis in world space var yViewVec = (Vector3)occluderSubviewUpdate.invViewMatrix.GetColumn(1); // positive y axis in world space var towardsVec = (Vector3)occluderSubviewUpdate.invViewMatrix.GetColumn(2); // positive z axis in world space var viewMatrixNoTranslation = occluderSubviewUpdate.viewMatrix; viewMatrixNoTranslation.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); return new OccluderDerivedData { viewOriginWorldSpace = origin, facingDirWorldSpace = towardsVec.normalized, radialDirWorldSpace = (xViewVec + yViewVec).normalized, viewProjMatrix = occluderSubviewUpdate.gpuProjMatrix * viewMatrixNoTranslation, }; } } internal struct OccluderHandles { public TextureHandle occluderDepthPyramid; public BufferHandle occlusionDebugOverlay; public bool IsValid() { return occluderDepthPyramid.IsValid(); } public void UseForOcclusionTest(IBaseRenderGraphBuilder builder) { builder.UseTexture(occluderDepthPyramid, AccessFlags.Read); if (occlusionDebugOverlay.IsValid()) builder.UseBuffer(occlusionDebugOverlay, AccessFlags.ReadWrite); } public void UseForOccluderUpdate(IBaseRenderGraphBuilder builder) { builder.UseTexture(occluderDepthPyramid, AccessFlags.ReadWrite); if (occlusionDebugOverlay.IsValid()) builder.UseBuffer(occlusionDebugOverlay, AccessFlags.ReadWrite); } } [GenerateHLSL(needAccessors = false)] internal enum InstanceOcclusionTestDebugCounter { Occluded, NotOccluded, Count, } [GenerateHLSL(needAccessors = false)] internal struct IndirectInstanceInfo { public int drawOffsetAndSplitMask; // [31:8]=draw_offset, [7:0]=split_mask public int instanceIndexAndCrossFade; // DOTS instance index } [GenerateHLSL(needAccessors = false)] internal struct IndirectDrawInfo { public uint indexCount; public uint firstIndex; public uint baseVertex; public uint firstInstanceGlobalIndex; public uint maxInstanceCount; } internal struct IndirectBufferAllocInfo { public int drawAllocIndex; public int drawCount; public int instanceAllocIndex; public int instanceCount; public bool IsEmpty() { return drawCount == 0; } public bool IsWithinLimits(in IndirectBufferLimits limits) { return drawAllocIndex + drawCount <= limits.maxDrawCount && instanceAllocIndex + instanceCount <= limits.maxInstanceCount; } public int GetExtraDrawInfoSlotIndex() { return drawAllocIndex + drawCount; } } internal struct IndirectBufferContext { public JobHandle cullingJobHandle; public enum BufferState { Pending, // Not synced with culling output yet Zeroed, // All draws have zero instances NoOcclusionTest, // Copy the results of CPU frustum/LOD culling AllInstancesOcclusionTested, // Occlusion test the results of CPU frustum/LOD culling OccludedInstancesReTested, // Re-test previously occluded instances (against updated occluders) } public BufferState bufferState; public int occluderVersion; public int subviewMask; public IndirectBufferContext(JobHandle cullingJobHandle) { this.cullingJobHandle = cullingJobHandle; this.bufferState = BufferState.Pending; this.occluderVersion = 0; this.subviewMask = 0; } public bool Matches(BufferState bufferState, int occluderVersion, int subviewMask) { return this.bufferState == bufferState && this.occluderVersion == occluderVersion && this.subviewMask == subviewMask; } } internal struct OccluderMipBounds { public Vector2Int offset; public Vector2Int size; } internal struct OccluderContext : IDisposable { private static class ShaderIDs { public static readonly int _SrcDepth = Shader.PropertyToID("_SrcDepth"); public static readonly int _DstDepth = Shader.PropertyToID("_DstDepth"); public static readonly int OccluderDepthPyramidConstants = Shader.PropertyToID("OccluderDepthPyramidConstants"); } public const int k_FirstDepthMipIndex = 3; // 8x8 tiles public const int k_MaxOccluderMips = (int)OcclusionCullingCommonConfig.MaxOccluderMips; public const int k_MaxSilhouettePlanes = (int)OcclusionCullingCommonConfig.MaxOccluderSilhouettePlanes; public const int k_MaxSubviewsPerView = (int)OcclusionCullingCommonConfig.MaxSubviewsPerView; public int version; public Vector2Int depthBufferSize; public NativeArray subviewData; public int subviewCount { get { return subviewData.Length; } } public int subviewValidMask; public bool IsSubviewValid(int subviewIndex) { return subviewIndex < subviewCount && (subviewValidMask & (1 << subviewIndex)) != 0; } public NativeArray occluderMipBounds; public Vector2Int occluderMipLayoutSize; // total size of 2D layout specified by occluderMipBounds public Vector2Int occluderDepthPyramidSize; // at least the size of N mip layouts tiled vertically (one per subview) public RTHandle occluderDepthPyramid; public int occlusionDebugOverlaySize; public GraphicsBuffer occlusionDebugOverlay; public bool debugNeedsClear; public ComputeBuffer constantBuffer; public NativeArray constantBufferData; public Vector2 depthBufferSizeInOccluderPixels { get { int occluderPixelSize = 1 << k_FirstDepthMipIndex; return new Vector2( (float)depthBufferSize.x / (float)occluderPixelSize, (float)depthBufferSize.y / (float)occluderPixelSize); } } public void Dispose() { if (subviewData.IsCreated) subviewData.Dispose(); if (occluderMipBounds.IsCreated) occluderMipBounds.Dispose(); if (occluderDepthPyramid != null) { occluderDepthPyramid.Release(); occluderDepthPyramid = null; } if (occlusionDebugOverlay != null) { occlusionDebugOverlay.Release(); occlusionDebugOverlay = null; } if (constantBuffer != null) { constantBuffer.Release(); constantBuffer = null; } if (constantBufferData.IsCreated) constantBufferData.Dispose(); } private void UpdateMipBounds() { int occluderPixelSize = 1 << k_FirstDepthMipIndex; Vector2Int topMipSize = (depthBufferSize + (occluderPixelSize - 1) * Vector2Int.one) / occluderPixelSize; Vector2Int totalSize = Vector2Int.zero; Vector2Int mipOffset = Vector2Int.zero; Vector2Int mipSize = topMipSize; if (!occluderMipBounds.IsCreated) occluderMipBounds = new NativeArray(k_MaxOccluderMips, Allocator.Persistent); for (int mipIndex = 0; mipIndex < k_MaxOccluderMips; ++mipIndex) { occluderMipBounds[mipIndex] = new OccluderMipBounds { offset = mipOffset, size = mipSize }; totalSize.x = Mathf.Max(totalSize.x, mipOffset.x + mipSize.x); totalSize.y = Mathf.Max(totalSize.y, mipOffset.y + mipSize.y); if (mipIndex == 0) { mipOffset.x = 0; mipOffset.y += mipSize.y; } else { mipOffset.x += mipSize.x; } mipSize.x = (mipSize.x + 1) / 2; mipSize.y = (mipSize.y + 1) / 2; } occluderMipLayoutSize = totalSize; } private void AllocateTexturesIfNecessary(bool debugOverlayEnabled) { Vector2Int minDepthPyramidSize = new Vector2Int(occluderMipLayoutSize.x, occluderMipLayoutSize.y * subviewCount); if (occluderDepthPyramidSize.x < minDepthPyramidSize.x || occluderDepthPyramidSize.y < minDepthPyramidSize.y) { if (occluderDepthPyramid != null) occluderDepthPyramid.Release(); occluderDepthPyramidSize = minDepthPyramidSize; occluderDepthPyramid = RTHandles.Alloc( occluderDepthPyramidSize.x, occluderDepthPyramidSize.y, dimension: TextureDimension.Tex2D, colorFormat: GraphicsFormat.R32_SFloat, filterMode: FilterMode.Point, wrapMode: TextureWrapMode.Clamp, enableRandomWrite: true, name: "Occluder Depths"); } int newDebugOverlaySize = debugOverlayEnabled ? (minDepthPyramidSize.x * minDepthPyramidSize.y) : 0; if (occlusionDebugOverlaySize < newDebugOverlaySize) { if (occlusionDebugOverlay != null) occlusionDebugOverlay.Release(); occlusionDebugOverlaySize = newDebugOverlaySize; debugNeedsClear = true; // We use buffer instead of texture, because some platforms don't support atmoic operations for Texture2D occlusionDebugOverlay = new GraphicsBuffer(GraphicsBuffer.Target.Structured, GraphicsBuffer.UsageFlags.None, occlusionDebugOverlaySize + (int)OcclusionCullingCommonConfig.DebugPyramidOffset, sizeof(uint)); } if (newDebugOverlaySize == 0) { if (occlusionDebugOverlay != null) { occlusionDebugOverlay.Release(); occlusionDebugOverlay = null; } occlusionDebugOverlaySize = newDebugOverlaySize; } if (constantBuffer == null) constantBuffer = new ComputeBuffer(1, UnsafeUtility.SizeOf(), ComputeBufferType.Constant); if (!constantBufferData.IsCreated) constantBufferData = new NativeArray(1, Allocator.Persistent); } internal static void SetKeyword(ComputeCommandBuffer cmd, ComputeShader cs, in LocalKeyword keyword, bool value) { if (value) cmd.EnableKeyword(cs, keyword); else cmd.DisableKeyword(cs, keyword); } private OccluderDepthPyramidConstants SetupFarDepthPyramidConstants(ReadOnlySpan occluderSubviewUpdates, NativeArray silhouettePlanes) { OccluderDepthPyramidConstants cb = new OccluderDepthPyramidConstants(); // write globals cb._OccluderMipLayoutSizeX = (uint)occluderMipLayoutSize.x; cb._OccluderMipLayoutSizeY = (uint)occluderMipLayoutSize.y; // write per-subview data int updateCount = occluderSubviewUpdates.Length; for (int updateIndex = 0; updateIndex < updateCount; ++updateIndex) { ref readonly OccluderSubviewUpdate update = ref occluderSubviewUpdates[updateIndex]; int subviewIndex = update.subviewIndex; subviewData[subviewIndex] = OccluderDerivedData.FromParameters(update); subviewValidMask |= 1 << update.subviewIndex; Matrix4x4 viewProjMatrix = update.gpuProjMatrix * update.viewMatrix * Matrix4x4.Translate(-update.viewOffsetWorldSpace); Matrix4x4 invViewProjMatrix = viewProjMatrix.inverse; unsafe { for (int j = 0; j < 16; ++j) cb._InvViewProjMatrix[16 * updateIndex + j] = invViewProjMatrix[j]; cb._SrcOffset[4 * updateIndex + 0] = (uint)update.depthOffset.x; cb._SrcOffset[4 * updateIndex + 1] = (uint)update.depthOffset.y; cb._SrcOffset[4 * updateIndex + 2] = 0; cb._SrcOffset[4 * updateIndex + 3] = 0; } cb._SrcSliceIndices |= (((uint)update.depthSliceIndex & 0xf) << (4 * updateIndex)); cb._DstSubviewIndices |= ((uint)subviewIndex << (4 * updateIndex)); } // TODO: transform these planes from world space into NDC space planes for (int i = 0; i < k_MaxSilhouettePlanes; ++i) { Plane plane = new Plane(Vector3.zero, 0.0f); if (i < silhouettePlanes.Length) plane = silhouettePlanes[i]; unsafe { cb._SilhouettePlanes[4 * i + 0] = plane.normal.x; cb._SilhouettePlanes[4 * i + 1] = plane.normal.y; cb._SilhouettePlanes[4 * i + 2] = plane.normal.z; cb._SilhouettePlanes[4 * i + 3] = plane.distance; } } cb._SilhouettePlaneCount = (uint)silhouettePlanes.Length; return cb; } public void CreateFarDepthPyramid(ComputeCommandBuffer cmd, in OccluderParameters occluderParams, ReadOnlySpan occluderSubviewUpdates, in OccluderHandles occluderHandles, NativeArray silhouettePlanes, ComputeShader occluderDepthPyramidCS, int occluderDepthDownscaleKernel) { OccluderDepthPyramidConstants cb = SetupFarDepthPyramidConstants(occluderSubviewUpdates, silhouettePlanes); var cs = occluderDepthPyramidCS; int kernel = occluderDepthDownscaleKernel; var srcKeyword = new LocalKeyword(cs, "USE_SRC"); var srcIsArrayKeyword = new LocalKeyword(cs, "SRC_IS_ARRAY"); var srcIsMsaaKeyword = new LocalKeyword(cs, "SRC_IS_MSAA"); bool srcIsArray = occluderParams.depthIsArray; RTHandle depthTexture = (RTHandle)occluderParams.depthTexture; bool srcIsMsaa = depthTexture?.isMSAAEnabled ?? false; int mipCount = k_FirstDepthMipIndex + k_MaxOccluderMips; for (int mipIndexBase = 0; mipIndexBase < mipCount - 1; mipIndexBase += 4) { cmd.SetComputeTextureParam(cs, kernel, ShaderIDs._DstDepth, occluderHandles.occluderDepthPyramid); bool useSrc = (mipIndexBase == 0); SetKeyword(cmd, cs, srcKeyword, useSrc); SetKeyword(cmd, cs, srcIsArrayKeyword, useSrc && srcIsArray); SetKeyword(cmd, cs, srcIsMsaaKeyword, useSrc && srcIsMsaa); if (useSrc) cmd.SetComputeTextureParam(cs, kernel, ShaderIDs._SrcDepth, occluderParams.depthTexture); cb._MipCount = (uint)Math.Min(mipCount - 1 - mipIndexBase, 4); Vector2Int srcSize = Vector2Int.zero; for (int i = 0; i < 5; ++i) { Vector2Int offset = Vector2Int.zero; Vector2Int size = Vector2Int.zero; int mipIndex = mipIndexBase + i; if (mipIndex == 0) { size = occluderParams.depthSize; } else { int occMipIndex = mipIndex - k_FirstDepthMipIndex; if (0 <= occMipIndex && occMipIndex < k_MaxOccluderMips) { offset = occluderMipBounds[occMipIndex].offset; size = occluderMipBounds[occMipIndex].size; } } if (i == 0) srcSize = size; unsafe { cb._MipOffsetAndSize[4 * i + 0] = (uint)offset.x; cb._MipOffsetAndSize[4 * i + 1] = (uint)offset.y; cb._MipOffsetAndSize[4 * i + 2] = (uint)size.x; cb._MipOffsetAndSize[4 * i + 3] = (uint)size.y; } } constantBufferData[0] = cb; cmd.SetBufferData(constantBuffer, constantBufferData); cmd.SetComputeConstantBufferParam(cs, ShaderIDs.OccluderDepthPyramidConstants, constantBuffer, 0, constantBuffer.stride); cmd.DispatchCompute(cs, kernel, (srcSize.x + 15) / 16, (srcSize.y + 15) / 16, occluderSubviewUpdates.Length); } } public OccluderHandles Import(RenderGraph renderGraph) { RenderTargetInfo rtInfo = new RenderTargetInfo { width = occluderDepthPyramidSize.x, height = occluderDepthPyramidSize.y, volumeDepth = 1, msaaSamples = 1, format = GraphicsFormat.R32_SFloat, bindMS = false, }; OccluderHandles occluderHandles = new OccluderHandles() { occluderDepthPyramid = renderGraph.ImportTexture(occluderDepthPyramid, rtInfo) }; if (occlusionDebugOverlay != null) occluderHandles.occlusionDebugOverlay = renderGraph.ImportBuffer(occlusionDebugOverlay); return occluderHandles; } public void PrepareOccluders(in OccluderParameters occluderParams) { if (subviewCount != occluderParams.subviewCount) { if (subviewData.IsCreated) subviewData.Dispose(); subviewData = new NativeArray(occluderParams.subviewCount, Allocator.Persistent); subviewValidMask = 0; } depthBufferSize = occluderParams.depthSize; // enable debug counters for cameras when the overlay is enabled bool debugOverlayEnabled = GPUResidentDrawer.GetDebugStats()?.occlusionOverlayEnabled ?? false; UpdateMipBounds(); AllocateTexturesIfNecessary(debugOverlayEnabled); } internal OcclusionCullingDebugOutput GetDebugOutput() { var debugOutput = new OcclusionCullingDebugOutput { occluderDepthPyramid = occluderDepthPyramid, occlusionDebugOverlay = occlusionDebugOverlay, }; debugOutput.cb._DepthSizeInOccluderPixels = depthBufferSizeInOccluderPixels; debugOutput.cb._OccluderMipLayoutSizeX = (uint)occluderMipLayoutSize.x; debugOutput.cb._OccluderMipLayoutSizeY = (uint)occluderMipLayoutSize.y; for (int i = 0; i < occluderMipBounds.Length; ++i) { var mipBounds = occluderMipBounds[i]; unsafe { debugOutput.cb._OccluderMipBounds[4 * i + 0] = (uint)mipBounds.offset.x; debugOutput.cb._OccluderMipBounds[4 * i + 1] = (uint)mipBounds.offset.y; debugOutput.cb._OccluderMipBounds[4 * i + 2] = (uint)mipBounds.size.x; debugOutput.cb._OccluderMipBounds[4 * i + 3] = (uint)mipBounds.size.y; } } return debugOutput; } } internal enum IndirectAllocator { NextInstanceIndex, NextDrawIndex, Count // keep last } internal struct IndirectBufferLimits { public int maxInstanceCount; public int maxDrawCount; } internal struct InstanceOcclusionTestSubviewSettings { public int testCount; public int occluderSubviewIndices; public int occluderSubviewMask; public int cullingSplitIndices; public int cullingSplitMask; public static InstanceOcclusionTestSubviewSettings FromSpan(ReadOnlySpan subviewOcclusionTests) { InstanceOcclusionTestSubviewSettings settings = new InstanceOcclusionTestSubviewSettings(); for (int testIndex = 0; testIndex < subviewOcclusionTests.Length; ++testIndex) { SubviewOcclusionTest subviewTest = subviewOcclusionTests[testIndex]; settings.occluderSubviewIndices |= subviewTest.occluderSubviewIndex << (4 * testIndex); settings.occluderSubviewMask |= 1 << subviewTest.occluderSubviewIndex; settings.cullingSplitIndices |= subviewTest.cullingSplitIndex << (4 * testIndex); settings.cullingSplitMask |= 1 << subviewTest.cullingSplitIndex; } settings.testCount = subviewOcclusionTests.Length; return settings; } } internal struct IndirectBufferContextHandles { public BufferHandle instanceBuffer; public BufferHandle instanceInfoBuffer; public BufferHandle argsBuffer; public BufferHandle drawInfoBuffer; public void UseForOcclusionTest(IBaseRenderGraphBuilder builder) { instanceBuffer = builder.UseBuffer(instanceBuffer, AccessFlags.ReadWrite); instanceInfoBuffer = builder.UseBuffer(instanceInfoBuffer, AccessFlags.Read); argsBuffer = builder.UseBuffer(argsBuffer, AccessFlags.ReadWrite); drawInfoBuffer = builder.UseBuffer(drawInfoBuffer, AccessFlags.Read); } } internal struct IndirectBufferContextStorage : IDisposable { private const int kAllocatorCount = (int)IndirectAllocator.Count; internal const int kExtraDrawAllocationCount = 1; // over-allocate by one for indirect args scratch space GPU-side internal const int kInstanceInfoGpuOffsetMultiplier = 2; // GPU side allocates storage for extra copy of instance list private IndirectBufferLimits m_BufferLimits; private GraphicsBuffer m_InstanceBuffer; private GraphicsBuffer m_InstanceInfoBuffer; private NativeArray m_InstanceInfoStaging; private GraphicsBuffer m_ArgsBuffer; private GraphicsBuffer m_DrawInfoBuffer; private NativeArray m_DrawInfoStaging; private int m_ContextAllocCounter; private NativeHashMap m_ContextIndexFromViewID; private NativeList m_Contexts; private NativeArray m_ContextAllocInfo; private NativeArray m_AllocationCounters; public GraphicsBuffer instanceBuffer { get { return m_InstanceBuffer; } } public GraphicsBuffer instanceInfoBuffer { get { return m_InstanceInfoBuffer; } } public GraphicsBuffer argsBuffer { get { return m_ArgsBuffer; } } public GraphicsBuffer drawInfoBuffer { get { return m_DrawInfoBuffer; } } public GraphicsBufferHandle visibleInstanceBufferHandle { get { return m_InstanceBuffer.bufferHandle; } } public GraphicsBufferHandle indirectArgsBufferHandle { get { return m_ArgsBuffer.bufferHandle; } } public IndirectBufferContextHandles ImportBuffers(RenderGraph renderGraph) { return new IndirectBufferContextHandles() { instanceBuffer = renderGraph.ImportBuffer(m_InstanceBuffer), instanceInfoBuffer = renderGraph.ImportBuffer(m_InstanceInfoBuffer), argsBuffer = renderGraph.ImportBuffer(m_ArgsBuffer), drawInfoBuffer = renderGraph.ImportBuffer(m_DrawInfoBuffer), }; } public NativeArray instanceInfoGlobalArray { get { return m_InstanceInfoStaging; } } public NativeArray drawInfoGlobalArray { get { return m_DrawInfoStaging; } } public NativeArray allocationCounters { get { return m_AllocationCounters; } } public void Init() { int initialDrawCount = 256; int initialInstanceCount = 64 * initialDrawCount; int initialContextCount = 8; AllocateInstanceBuffers(initialInstanceCount); AllocateDrawBuffers(initialDrawCount); m_ContextIndexFromViewID = new NativeHashMap(initialContextCount, Allocator.Persistent); m_Contexts = new NativeList(initialContextCount, Allocator.Persistent); m_ContextAllocInfo = new NativeArray(initialContextCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); m_AllocationCounters = new NativeArray(kAllocatorCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); ResetAllocators(); } void AllocateInstanceBuffers(int maxInstanceCount) { m_InstanceBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Raw, maxInstanceCount, sizeof(int)); m_InstanceInfoBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, kInstanceInfoGpuOffsetMultiplier * maxInstanceCount, System.Runtime.InteropServices.Marshal.SizeOf()); m_InstanceInfoStaging = new NativeArray(maxInstanceCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); m_BufferLimits.maxInstanceCount = maxInstanceCount; } void FreeInstanceBuffers() { m_InstanceBuffer.Release(); m_InstanceInfoBuffer.Release(); m_InstanceInfoStaging.Dispose(); m_BufferLimits.maxInstanceCount = 0; } void AllocateDrawBuffers(int maxDrawCount) { m_ArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, maxDrawCount * (GraphicsBuffer.IndirectDrawIndexedArgs.size / sizeof(int)), sizeof(int)); m_DrawInfoBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, maxDrawCount, System.Runtime.InteropServices.Marshal.SizeOf()); m_DrawInfoStaging = new NativeArray(maxDrawCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); m_BufferLimits.maxDrawCount = maxDrawCount; } void FreeDrawBuffers() { m_ArgsBuffer.Release(); m_DrawInfoBuffer.Release(); m_DrawInfoStaging.Dispose(); m_BufferLimits.maxDrawCount = 0; } public void Dispose() { SyncContexts(); FreeInstanceBuffers(); FreeDrawBuffers(); m_ContextIndexFromViewID.Dispose(); m_Contexts.Dispose(); m_ContextAllocInfo.Dispose(); m_AllocationCounters.Dispose(); } private void SyncContexts() { for (int contextIndex = 0; contextIndex < m_Contexts.Length; ++contextIndex) m_Contexts[contextIndex].cullingJobHandle.Complete(); } private void ResetAllocators() { m_ContextAllocCounter = 0; m_ContextIndexFromViewID.Clear(); m_Contexts.Clear(); m_AllocationCounters.FillArray(0); } private void GrowBuffers() { if (m_ContextAllocCounter > m_ContextAllocInfo.Length) { // allocate 20% more than the high water mark int newContextCount = (m_ContextAllocCounter * 6) / 5; m_Contexts.Clear(); m_Contexts.SetCapacity(newContextCount); m_ContextAllocInfo.Dispose(); m_ContextAllocInfo = new NativeArray(newContextCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); //Debug.Log("Raised indirect context count to " + newContextCount); } int instanceAllocCounter = m_AllocationCounters[(int)IndirectAllocator.NextInstanceIndex]; if (instanceAllocCounter > m_BufferLimits.maxInstanceCount) { // allocate 20% more than the high water mark int newInstanceCount = (instanceAllocCounter * 6) / 5; FreeInstanceBuffers(); AllocateInstanceBuffers(newInstanceCount); //Debug.Log("Raised indirect instance count to " + newInstanceCount); } int drawAllocCounter = m_AllocationCounters[(int)IndirectAllocator.NextDrawIndex]; if (drawAllocCounter > m_BufferLimits.maxDrawCount) { // allocate 20% more than the high water mark int newDrawCount = (drawAllocCounter * 6) / 5; FreeDrawBuffers(); AllocateDrawBuffers(newDrawCount); //Debug.Log("Raised indirect draw count to " + newDrawCount); } } public void ClearContextsAndGrowBuffers() { SyncContexts(); GrowBuffers(); ResetAllocators(); } public int TryAllocateContext(int viewID) { // Disallow using the same viewID multiple times for a frame, since it is used as a UID to update indirect args // This will prevent multiple context being created for example if a custom pass is being used if (m_ContextIndexFromViewID.ContainsKey(viewID)) return -1; int contextIndex = -1; m_ContextAllocCounter += 1; if (m_Contexts.Length < m_ContextAllocInfo.Length) { contextIndex = m_Contexts.Length; m_Contexts.Add(new IndirectBufferContext()); m_ContextIndexFromViewID.Add(viewID, contextIndex); } return contextIndex; } public int TryGetContextIndex(int viewID) { if (!m_ContextIndexFromViewID.TryGetValue(viewID, out var contextIndex)) contextIndex = -1; return contextIndex; } public NativeArray GetAllocInfoSubArray(int contextIndex) { int safeIndex = Mathf.Max(contextIndex, 0); return m_ContextAllocInfo.GetSubArray(safeIndex, 1); } public IndirectBufferAllocInfo GetAllocInfo(int contextIndex) { IndirectBufferAllocInfo allocInfo = new IndirectBufferAllocInfo(); if (0 <= contextIndex && contextIndex < m_Contexts.Length) allocInfo = m_ContextAllocInfo[contextIndex]; return allocInfo; } public void CopyFromStaging(CommandBuffer cmd, in IndirectBufferAllocInfo allocInfo) { if (!allocInfo.IsEmpty()) { cmd.SetBufferData( m_DrawInfoBuffer, m_DrawInfoStaging, allocInfo.drawAllocIndex, allocInfo.drawAllocIndex, allocInfo.drawCount); cmd.SetBufferData( m_InstanceInfoBuffer, m_InstanceInfoStaging, allocInfo.instanceAllocIndex, kInstanceInfoGpuOffsetMultiplier * allocInfo.instanceAllocIndex, allocInfo.instanceCount); } } public IndirectBufferLimits GetLimits(int contextIndex) { IndirectBufferLimits limits = new IndirectBufferLimits(); if (contextIndex >= 0) limits = m_BufferLimits; return limits; } public IndirectBufferContext GetBufferContext(int contextIndex) { IndirectBufferContext ctx = new IndirectBufferContext(); if (0 <= contextIndex && contextIndex < m_Contexts.Length) ctx = m_Contexts[contextIndex]; return ctx; } public void SetBufferContext(int contextIndex, IndirectBufferContext ctx) { if (0 <= contextIndex && contextIndex < m_Contexts.Length) m_Contexts[contextIndex] = ctx; } } }