forked from BilalY/Rasagar
64 lines
2.3 KiB
C#
64 lines
2.3 KiB
C#
using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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[BurstCompile(FloatMode = FloatMode.Fast, DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
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struct TileRangeExpansionJob : IJobFor
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{
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[ReadOnly]
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public NativeArray<InclusiveRange> tileRanges;
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[NativeDisableParallelForRestriction]
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public NativeArray<uint> tileMasks;
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public int rangesPerItem;
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public int itemsPerTile;
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public int wordsPerTile;
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public int2 tileResolution;
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public void Execute(int jobIndex)
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{
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var rowIndex = jobIndex % tileResolution.y;
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var viewIndex = jobIndex / tileResolution.y;
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var compactCount = 0;
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var itemIndices = new NativeArray<short>(itemsPerTile, Allocator.Temp);
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var itemRanges = new NativeArray<InclusiveRange>(itemsPerTile, Allocator.Temp);
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// Compact the light ranges for the current row.
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for (var itemIndex = 0; itemIndex < itemsPerTile; itemIndex++)
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{
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var range = tileRanges[viewIndex * rangesPerItem * itemsPerTile + itemIndex * rangesPerItem + 1 + rowIndex];
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if (!range.isEmpty)
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{
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itemIndices[compactCount] = (short)itemIndex;
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itemRanges[compactCount] = range;
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compactCount++;
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}
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}
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var rowBaseMaskIndex = viewIndex * wordsPerTile * tileResolution.x * tileResolution.y + rowIndex * wordsPerTile * tileResolution.x;
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for (var tileIndex = 0; tileIndex < tileResolution.x; tileIndex++)
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{
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var tileBaseIndex = rowBaseMaskIndex + tileIndex * wordsPerTile;
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for (var i = 0; i < compactCount; i++)
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{
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var itemIndex = (int)itemIndices[i];
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var wordIndex = itemIndex / 32;
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var itemMask = 1u << (itemIndex % 32);
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var range = itemRanges[i];
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if (range.Contains((short)tileIndex))
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{
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tileMasks[tileBaseIndex + wordIndex] |= itemMask;
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}
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}
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}
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itemIndices.Dispose();
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itemRanges.Dispose();
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}
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}
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}
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