Rasagar/Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs
2024-08-26 23:07:20 +03:00

2311 lines
110 KiB
C#

using System;
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.SceneManagement;
using UnityEngine.Rendering.RenderGraphModule;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Rendering;
using UnityEditor.SceneManagement;
#endif
namespace UnityEngine.Rendering
{
internal struct RangeKey : IEquatable<RangeKey>
{
public byte layer;
public uint renderingLayerMask;
public MotionVectorGenerationMode motionMode;
public ShadowCastingMode shadowCastingMode;
public bool staticShadowCaster;
public int rendererPriority;
public bool supportsIndirect;
public bool Equals(RangeKey other)
{
return
layer == other.layer &&
renderingLayerMask == other.renderingLayerMask &&
motionMode == other.motionMode &&
shadowCastingMode == other.shadowCastingMode &&
staticShadowCaster == other.staticShadowCaster &&
rendererPriority == other.rendererPriority &&
supportsIndirect == other.supportsIndirect;
}
public override int GetHashCode()
{
int hash = 13;
hash = (hash * 23) + layer;
hash = (hash * 23) + (int)renderingLayerMask;
hash = (hash * 23) + (int)motionMode;
hash = (hash * 23) + (int)shadowCastingMode;
hash = (hash * 23) + (staticShadowCaster ? 1 : 0);
hash = (hash * 23) + rendererPriority;
hash = (hash * 23) + (supportsIndirect ? 1 : 0);
return hash;
}
}
internal struct DrawRange
{
public RangeKey key;
public int drawCount;
public int drawOffset;
}
internal struct DrawKey : IEquatable<DrawKey>
{
public BatchMeshID meshID;
public int submeshIndex;
public BatchMaterialID materialID;
public BatchDrawCommandFlags flags;
public int transparentInstanceId; // non-zero for transparent instances, to ensure each instance has its own draw command (for sorting)
public uint overridenComponents;
public RangeKey range;
public int lightmapIndex;
public bool Equals(DrawKey other)
{
return
meshID == other.meshID &&
submeshIndex == other.submeshIndex &&
materialID == other.materialID &&
flags == other.flags &&
transparentInstanceId == other.transparentInstanceId &&
overridenComponents == other.overridenComponents &&
range.Equals(other.range) &&
lightmapIndex == other.lightmapIndex;
}
public override int GetHashCode()
{
int hash = 13;
hash = (hash * 23) + (int)meshID.value;
hash = (hash * 23) + (int)submeshIndex;
hash = (hash * 23) + (int)materialID.value;
hash = (hash * 23) + (int)flags;
hash = (hash * 23) + transparentInstanceId;
hash = (hash * 23) + range.GetHashCode();
hash = (hash * 23) + (int)overridenComponents;
hash = (hash * 23) + lightmapIndex;
return hash;
}
}
internal struct DrawBatch
{
public DrawKey key;
public int instanceCount;
public int instanceOffset;
public MeshProceduralInfo procInfo;
}
internal struct DrawInstance
{
public DrawKey key;
public int instanceIndex;
}
internal struct BinningConfig
{
public int viewCount;
public bool supportsCrossFade;
public bool supportsMotionCheck;
public int visibilityConfigCount
{
get
{
// always bin based on flip winding state (the initial 1 bit)
int bitCount = 1 + viewCount + (supportsCrossFade ? 1 : 0) + (supportsMotionCheck ? 1 : 0);
return 1 << bitCount;
}
}
}
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
internal struct CullingJob : IJobParallelFor
{
public const int k_BatchSize = 32;
const uint k_LODFadeZeroPacked = 127;
const float k_LODPercentInvisible = 0.0f;
const float k_LODPercentFullyVisible = 1.0f;
const float k_LODPercentSpeedTree = 2.0f;
const float k_SmallMeshTransitionWidth = 0.1f;
enum CrossFadeType
{
kDisabled,
kCrossFadeOut, // 1 == instance is visible in current lod, and not next - could be fading out
kCrossFadeIn, // 2 == instance is visivle in next lod level, but not current - could be fading in
kVisible // 3 == instance is visible in both current and next lod level - could not be impacted by fade
}
[ReadOnly] public BinningConfig binningConfig;
[ReadOnly] public BatchCullingViewType viewType;
[ReadOnly] public float3 cameraPosition;
[ReadOnly] public float sqrScreenRelativeMetric;
[ReadOnly] public float minScreenRelativeHeight;
[ReadOnly] public bool isOrtho;
[ReadOnly] public bool cullLightmappedShadowCasters;
[ReadOnly] public int maxLOD;
[ReadOnly] public uint cullingLayerMask;
[ReadOnly] public ulong sceneCullingMask;
[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<FrustumPlaneCuller.PlanePacket4> frustumPlanePackets;
[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<FrustumPlaneCuller.SplitInfo> frustumSplitInfos;
[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<Plane> lightFacingFrustumPlanes;
[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<ReceiverSphereCuller.SplitInfo> receiverSplitInfos;
public float3x3 worldToLightSpaceRotation;
[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
[ReadOnly] public CPUSharedInstanceData.ReadOnly sharedInstanceData;
[NativeDisableContainerSafetyRestriction, NoAlias] [ReadOnly] public NativeList<LODGroupCullingData> lodGroupCullingData;
[NativeDisableUnsafePtrRestriction] [ReadOnly] public IntPtr occlusionBuffer;
[NativeDisableParallelForRestriction][WriteOnly] public NativeArray<byte> rendererVisibilityMasks;
[NativeDisableParallelForRestriction][WriteOnly] public NativeArray<byte> rendererCrossFadeValues;
// float [-1.0f... 1.0f] -> uint [0...254]
static uint PackFloatToUint8(float percent)
{
uint packed = (uint)((1.0f + percent) * 127.0f + 0.5f);
// avoid zero
if (percent < 0.0f)
packed = math.clamp(packed, 0, 126);
else
packed = math.clamp(packed, 128, 254);
return packed;
}
unsafe float CalculateLODVisibility(int instanceIndex, int sharedInstanceIndex, InstanceFlags instanceFlags)
{
var lodPercent = k_LODPercentFullyVisible;
var lodDataIndexAndMask = sharedInstanceData.lodGroupAndMasks[sharedInstanceIndex];
if (lodDataIndexAndMask != 0xFFFFFFFF)
{
lodPercent = k_LODPercentInvisible;
var lodIndex = lodDataIndexAndMask >> 8;
var lodMask = lodDataIndexAndMask & 0xFF;
Assert.IsTrue(lodMask > 0);
ref var lodGroup = ref lodGroupCullingData.ElementAt((int)lodIndex);
float cameraSqrDistToLODCenter = isOrtho ? sqrScreenRelativeMetric : LODGroupRenderingUtils.CalculateSqrPerspectiveDistance(lodGroup.worldSpaceReferencePoint, cameraPosition, sqrScreenRelativeMetric);
// Remove lods that are beyond the max lod.
uint maxLodMask = 0xffffffff << maxLOD;
lodMask &= maxLodMask;
// Offset to the lod preceding the first for proper cross fade calculation.
int m = math.max(math.tzcnt(lodMask) - 1, maxLOD);
lodMask >>= m;
while (lodMask > 0)
{
var lodRangeSqrMin = m == maxLOD ? 0.0f : lodGroup.sqrDistances[m - 1];
var lodRangeSqrMax = lodGroup.sqrDistances[m];
// Camera is beyond the range of this all further lods. No need to proceed.
if (cameraSqrDistToLODCenter < lodRangeSqrMin)
break;
// Instance is in the min/max range of this lod. Proceeding.
if (cameraSqrDistToLODCenter < lodRangeSqrMax)
{
var type = (CrossFadeType)(lodMask & 3);
// Instance is in this and/or the next lod.
if (type != CrossFadeType.kDisabled)
{
// Instance is in both this and the next lod. No need to fade.
if (type == CrossFadeType.kVisible)
{
lodPercent = k_LODPercentFullyVisible;
}
else
{
var distanceToLodCenter = math.sqrt(cameraSqrDistToLODCenter);
var maxDist = math.sqrt(lodRangeSqrMax);
// SpeedTree cross fade.
if (lodGroup.percentageFlags[m])
{
// The fading-in instance is not visible but the fading-out is visible and it does the speed tree vertex deformation.
if (type == CrossFadeType.kCrossFadeIn)
{
lodPercent = k_LODPercentInvisible;
}
else if (type == CrossFadeType.kCrossFadeOut)
{
var minDist = m > 0 ? math.sqrt(lodGroup.sqrDistances[m - 1]) : lodGroup.worldSpaceSize;
lodPercent = k_LODPercentSpeedTree + math.max(distanceToLodCenter - minDist, 0.0f) / (maxDist - minDist);
}
}
// Dithering cross fade.
else
{
// If in the transition zone, both fading-in and fading-out instances are visible. Calculate the lod percent.
// If not then only the fading-out instance is fully visible, and fading-in is invisible.
var transitionDist = lodGroup.transitionDistances[m];
var dif = maxDist - distanceToLodCenter;
if (dif < transitionDist)
{
lodPercent = dif / transitionDist;
if (type == CrossFadeType.kCrossFadeIn)
lodPercent = -lodPercent;
}
else if (type == CrossFadeType.kCrossFadeOut)
{
lodPercent = k_LODPercentFullyVisible;
}
}
}
}
// We found the lod and the percentage.
break;
}
++m;
lodMask >>= 1;
}
}
else if(viewType < BatchCullingViewType.SelectionOutline && (instanceFlags & InstanceFlags.SmallMeshCulling) != 0)
{
ref readonly AABB worldAABB = ref instanceData.worldAABBs.UnsafeElementAt(instanceIndex);
var cameraSqrDist = isOrtho ? sqrScreenRelativeMetric : LODGroupRenderingUtils.CalculateSqrPerspectiveDistance(worldAABB.center, cameraPosition, sqrScreenRelativeMetric);
var cameraDist = math.sqrt(cameraSqrDist);
var aabbSize = worldAABB.extents * 2.0f;
var worldSpaceSize = math.max(math.max(aabbSize.x, aabbSize.y), aabbSize.z);
var maxDist = LODGroupRenderingUtils.CalculateLODDistance(minScreenRelativeHeight, worldSpaceSize);
var transitionHeight = minScreenRelativeHeight + k_SmallMeshTransitionWidth * minScreenRelativeHeight;
var fadeOutRange = Mathf.Max(0.0f,maxDist - LODGroupRenderingUtils.CalculateLODDistance(transitionHeight, worldSpaceSize));
lodPercent = math.saturate((maxDist - cameraDist) / fadeOutRange);
}
return lodPercent;
}
private unsafe uint CalculateVisibilityMask(int instanceIndex, int sharedInstanceIndex, InstanceFlags instanceFlags)
{
if (cullingLayerMask == 0)
return 0;
if ((cullingLayerMask & (1 << sharedInstanceData.gameObjectLayers[sharedInstanceIndex])) == 0)
return 0;
if (cullLightmappedShadowCasters && (instanceFlags & InstanceFlags.AffectsLightmaps) != 0)
return 0;
#if UNITY_EDITOR
if ((sceneCullingMask & instanceData.editorData.sceneCullingMasks[instanceIndex]) == 0)
return 0;
if(viewType == BatchCullingViewType.SelectionOutline && !instanceData.editorData.selectedBits.Get(instanceIndex))
return 0;
#endif
// cull early for camera and shadow views based on the shadow culling mode
if (viewType == BatchCullingViewType.Camera && (instanceFlags & InstanceFlags.IsShadowsOnly) != 0)
return 0;
if (viewType == BatchCullingViewType.Light && (instanceFlags & InstanceFlags.IsShadowsOff) != 0)
return 0;
ref readonly AABB worldAABB = ref instanceData.worldAABBs.UnsafeElementAt(instanceIndex);
uint visibilityMask = FrustumPlaneCuller.ComputeSplitVisibilityMask(frustumPlanePackets, frustumSplitInfos, worldAABB);
if (visibilityMask != 0 && receiverSplitInfos.Length > 0)
visibilityMask &= ReceiverSphereCuller.ComputeSplitVisibilityMask(lightFacingFrustumPlanes, receiverSplitInfos, worldToLightSpaceRotation, worldAABB);
// Perform an occlusion test on the instance bounds if we have an occlusion buffer available and the instance is still visible
if (visibilityMask != 0 && occlusionBuffer != IntPtr.Zero)
visibilityMask = BatchRendererGroup.OcclusionTestAABB(occlusionBuffer, worldAABB.ToBounds()) ? visibilityMask : 0;
return visibilityMask;
}
public void Execute(int instanceIndex)
{
InstanceHandle instance = instanceData.instances[instanceIndex];
int sharedInstanceIndex = sharedInstanceData.InstanceToIndex(instanceData, instance);
var instanceFlags = sharedInstanceData.flags[sharedInstanceIndex].instanceFlags;
var visibilityMask = CalculateVisibilityMask(instanceIndex, sharedInstanceIndex, instanceFlags);
var crossFadeValue = k_LODFadeZeroPacked;
if (visibilityMask != 0)
{
float lodPercent = CalculateLODVisibility(instanceIndex, sharedInstanceIndex, instanceFlags);
if (lodPercent != k_LODPercentInvisible)
{
if (binningConfig.supportsMotionCheck)
{
bool hasMotion = instanceData.movedInPreviousFrameBits.Get(instanceIndex);
visibilityMask = (visibilityMask << 1) | (hasMotion ? 1U : 0);
}
if (binningConfig.supportsCrossFade)
{
bool hasDitheringCrossFade = false;
if (lodPercent != k_LODPercentFullyVisible)
{
bool isSpeedTreeCrossFade = lodPercent >= k_LODPercentSpeedTree;
// If this is a speed tree cross fade then we provide cross fade value but we don't enable cross fade keyword.
if (isSpeedTreeCrossFade)
lodPercent -= k_LODPercentSpeedTree;
else
hasDitheringCrossFade = true;
crossFadeValue = PackFloatToUint8(lodPercent);
}
visibilityMask = (visibilityMask << 1) | (hasDitheringCrossFade ? 1U : 0);
}
}
else
{
visibilityMask = 0;
}
}
rendererVisibilityMasks[instance.index] = (byte)visibilityMask;
rendererCrossFadeValues[instance.index] = (byte)crossFadeValue;
}
}
[BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)]
internal unsafe struct AllocateBinsPerBatch : IJobParallelFor
{
[ReadOnly] public BinningConfig binningConfig;
[ReadOnly] public NativeList<DrawBatch> drawBatches;
[ReadOnly] public NativeArray<int> drawInstanceIndices;
[ReadOnly] public CPUInstanceData.ReadOnly instanceData;
[ReadOnly] public NativeArray<byte> rendererVisibilityMasks;
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> batchBinAllocOffsets;
[NativeDisableContainerSafetyRestriction, NoAlias] [WriteOnly] public NativeArray<int> batchBinCounts;
[NativeDisableContainerSafetyRestriction, NoAlias] [DeallocateOnJobCompletion] public NativeArray<int> binAllocCounter;
[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();
}
}
}