181 lines
6.9 KiB
C#
181 lines
6.9 KiB
C#
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using System;
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using System.IO;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Rendering.UnifiedRayTracing
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{
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internal enum RayTracingBackend { Hardware = 0, Compute = 1}
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internal sealed class RayTracingContext : IDisposable
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{
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public RayTracingContext(RayTracingBackend backend, RayTracingResources resources)
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{
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if (!IsBackendSupported(backend))
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throw new System.InvalidOperationException("Unsupported backend: " + backend.ToString());
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BackendType = backend;
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if (backend == RayTracingBackend.Hardware)
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m_Backend = new HardwareRayTracingBackend(resources);
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else if (backend == RayTracingBackend.Compute)
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m_Backend = new ComputeRayTracingBackend(resources);
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Resources = resources;
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m_DispatchBuffer = RayTracingHelper.CreateDispatchDimensionBuffer();
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}
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public void Dispose()
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{
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if (m_AccelStructCounter.value != 0)
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{
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Debug.LogError("Memory Leak. Please call .Dispose() on all the IAccelerationStructure resources "+
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"that have been created with this context before calling RayTracingContext.Dispose()");
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}
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m_DispatchBuffer?.Release();
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}
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public RayTracingResources Resources;
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static public bool IsBackendSupported(RayTracingBackend backend)
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{
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if (backend == RayTracingBackend.Hardware)
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return SystemInfo.supportsRayTracing;
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else if (backend == RayTracingBackend.Compute)
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return SystemInfo.supportsComputeShaders;
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return false;
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}
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public IRayTracingShader CreateRayTracingShader(Object shader) =>
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m_Backend.CreateRayTracingShader(shader, "MainRayGenShader", m_DispatchBuffer);
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public static uint GetScratchBufferStrideInBytes() => 4;
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public IRayTracingShader CreateRayTracingShader(RayTracingShader rtShader)
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{
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var shader = m_Backend.CreateRayTracingShader(rtShader, "MainRayGenShader", m_DispatchBuffer);
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return shader;
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}
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public IRayTracingShader CreateRayTracingShader(ComputeShader computeShader)
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{
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var shader = m_Backend.CreateRayTracingShader(computeShader, "MainRayGenShader", m_DispatchBuffer);
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return shader;
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}
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#if UNITY_EDITOR
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public IRayTracingShader LoadRayTracingShader(string fileName)
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{
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Type shaderType = BackendHelpers.GetTypeOfShader(BackendType);
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Object asset = AssetDatabase.LoadAssetAtPath(fileName, shaderType);
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return CreateRayTracingShader(asset);
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}
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#endif
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public IRayTracingAccelStruct CreateAccelerationStructure(AccelerationStructureOptions options)
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{
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var accelStruct = m_Backend.CreateAccelerationStructure(options, m_AccelStructCounter);
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return accelStruct;
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}
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public ulong GetRequiredTraceScratchBufferSizeInBytes(uint width, uint height, uint depth)
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{
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return m_Backend.GetRequiredTraceScratchBufferSizeInBytes(width, height, depth);
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}
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public RayTracingBackend BackendType { get; private set; }
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readonly IRayTracingBackend m_Backend;
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readonly ReferenceCounter m_AccelStructCounter = new ReferenceCounter();
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readonly GraphicsBuffer m_DispatchBuffer;
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}
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[System.Flags]
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internal enum BuildFlags
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{
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None = 0,
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PreferFastTrace = 1 << 0,
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PreferFastBuild = 1 << 1,
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MinimizeMemory = 1 << 2
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}
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internal class AccelerationStructureOptions
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{
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public BuildFlags buildFlags = 0;
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public bool enableCompaction = false;
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#if UNITY_EDITOR
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public bool useCPUBuild = false;
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#endif
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}
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internal class ReferenceCounter
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{
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public ulong value = 0;
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public void Inc() { value++; }
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public void Dec() { value--; }
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}
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internal static class RayTracingHelper
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{
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public const GraphicsBuffer.Target ScratchBufferTarget = GraphicsBuffer.Target.Structured;
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static public readonly uint k_DimensionByteOffset = 0; // offset into the DispatchDimensionBuffer where the dimensions reside
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static public readonly uint k_GroupSizeByteOffset = 12; // offset into the DispatchDimensionBuffer where the group sizes reside
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static public GraphicsBuffer CreateDispatchDimensionBuffer()
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{
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return new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments | GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, 6, sizeof(uint));
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}
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static public GraphicsBuffer CreateScratchBufferForBuildAndDispatch(
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IRayTracingAccelStruct accelStruct,
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IRayTracingShader shader, uint dispatchWidth, uint dispatchHeight, uint dispatchDepth)
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{
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var sizeInBytes = System.Math.Max(accelStruct.GetBuildScratchBufferRequiredSizeInBytes(), shader.GetTraceScratchBufferRequiredSizeInBytes(dispatchWidth, dispatchHeight, dispatchDepth));
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if (sizeInBytes == 0)
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return null;
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return new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)(sizeInBytes / 4), 4);
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}
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static public GraphicsBuffer CreateScratchBufferForBuild(
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IRayTracingAccelStruct accelStruct)
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{
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var sizeInBytes = accelStruct.GetBuildScratchBufferRequiredSizeInBytes();
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return new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)(sizeInBytes / 4), 4);
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}
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static public void ResizeScratchBufferForTrace(
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IRayTracingShader shader, uint dispatchWidth, uint dispatchHeight, uint dispatchDepth, ref GraphicsBuffer scratchBuffer)
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{
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var sizeInBytes = shader.GetTraceScratchBufferRequiredSizeInBytes(dispatchWidth, dispatchHeight, dispatchDepth);
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if (sizeInBytes == 0)
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return;
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Debug.Assert(scratchBuffer == null || scratchBuffer.target == ScratchBufferTarget);
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if (scratchBuffer == null || (ulong)(scratchBuffer.count*scratchBuffer.stride) < sizeInBytes)
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{
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scratchBuffer?.Dispose();
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scratchBuffer = new GraphicsBuffer(ScratchBufferTarget, (int)(sizeInBytes / 4), 4);
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}
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}
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static public void ResizeScratchBufferForBuild(
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IRayTracingAccelStruct accelStruct, ref GraphicsBuffer scratchBuffer)
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{
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var sizeInBytes = accelStruct.GetBuildScratchBufferRequiredSizeInBytes();
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if (sizeInBytes == 0)
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return;
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Debug.Assert(scratchBuffer == null || scratchBuffer.target == ScratchBufferTarget);
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if (scratchBuffer == null || (ulong)(scratchBuffer.count * scratchBuffer.stride) < sizeInBytes)
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{
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scratchBuffer?.Dispose();
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scratchBuffer = new GraphicsBuffer(ScratchBufferTarget, (int)(sizeInBytes / 4), 4);
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}
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}
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}
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}
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