UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Textures/Texture2DAtlas.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using System;
namespace UnityEngine.Rendering
{
class AtlasAllocator
{
private class AtlasNode
{
public AtlasNode m_RightChild = null;
public AtlasNode m_BottomChild = null;
public Vector4 m_Rect = new Vector4(0, 0, 0, 0); // x,y is width and height (scale) z,w offset into atlas (offset)
public AtlasNode Allocate(ref ObjectPool<AtlasNode> pool, int width, int height, bool powerOfTwoPadding)
{
// not a leaf node, try children
if (m_RightChild != null)
{
AtlasNode node = m_RightChild.Allocate(ref pool, width, height, powerOfTwoPadding);
if (node == null)
{
node = m_BottomChild.Allocate(ref pool, width, height, powerOfTwoPadding);
}
return node;
}
int wPadd = 0;
int hPadd = 0;
if (powerOfTwoPadding)
{
wPadd = (int)m_Rect.x % width;
hPadd = (int)m_Rect.y % height;
}
//leaf node, check for fit
if ((width <= m_Rect.x - wPadd) && (height <= m_Rect.y - hPadd))
{
// perform the split
m_RightChild = pool.Get();
m_BottomChild = pool.Get();
m_Rect.z += wPadd;
m_Rect.w += hPadd;
m_Rect.x -= wPadd;
m_Rect.y -= hPadd;
if (width > height) // logic to decide which way to split
{
// +--------+------+
m_RightChild.m_Rect.z = m_Rect.z + width; // | | |
m_RightChild.m_Rect.w = m_Rect.w; // +--------+------+
m_RightChild.m_Rect.x = m_Rect.x - width; // | |
m_RightChild.m_Rect.y = height; // | |
// +---------------+
m_BottomChild.m_Rect.z = m_Rect.z;
m_BottomChild.m_Rect.w = m_Rect.w + height;
m_BottomChild.m_Rect.x = m_Rect.x;
m_BottomChild.m_Rect.y = m_Rect.y - height;
}
else
{ // +---+-----------+
m_RightChild.m_Rect.z = m_Rect.z + width; // | | |
m_RightChild.m_Rect.w = m_Rect.w; // | | |
m_RightChild.m_Rect.x = m_Rect.x - width; // +---+ +
m_RightChild.m_Rect.y = m_Rect.y; // | | |
// +---+-----------+
m_BottomChild.m_Rect.z = m_Rect.z;
m_BottomChild.m_Rect.w = m_Rect.w + height;
m_BottomChild.m_Rect.x = width;
m_BottomChild.m_Rect.y = m_Rect.y - height;
}
m_Rect.x = width;
m_Rect.y = height;
return this;
}
return null;
}
public void Release(ref ObjectPool<AtlasNode> pool)
{
if (m_RightChild != null)
{
m_RightChild.Release(ref pool);
m_BottomChild.Release(ref pool);
pool.Release(m_RightChild);
pool.Release(m_BottomChild);
}
m_RightChild = null;
m_BottomChild = null;
m_Rect = Vector4.zero;
}
}
private AtlasNode m_Root;
private int m_Width;
private int m_Height;
private bool powerOfTwoPadding;
private ObjectPool<AtlasNode> m_NodePool;
public AtlasAllocator(int width, int height, bool potPadding)
{
m_Root = new AtlasNode();
m_Root.m_Rect.Set(width, height, 0, 0);
m_Width = width;
m_Height = height;
powerOfTwoPadding = potPadding;
m_NodePool = new ObjectPool<AtlasNode>(_ => { }, _ => { });
}
public bool Allocate(ref Vector4 result, int width, int height)
{
AtlasNode node = m_Root.Allocate(ref m_NodePool, width, height, powerOfTwoPadding);
if (node != null)
{
result = node.m_Rect;
return true;
}
else
{
result = Vector4.zero;
return false;
}
}
public void Reset()
{
m_Root.Release(ref m_NodePool);
m_Root.m_Rect.Set(m_Width, m_Height, 0, 0);
}
}
/// <summary>
/// A generic Atlas texture of 2D textures.
/// An atlas texture is a texture collection that collects multiple sub-textures into a single big texture.
/// Sub-texture allocation for Texture2DAtlas is static and will not change after initial allocation.
/// Does not add mipmap padding for sub-textures.
/// </summary>
public class Texture2DAtlas
{
private enum BlitType
{
Default,
CubeTo2DOctahedral,
SingleChannel,
CubeTo2DOctahedralSingleChannel,
}
/// <summary>
/// Texture is not on the GPU or is not up to date.
/// </summary>
private protected const int kGPUTexInvalid = 0;
/// <summary>
/// Texture Mip0 is on the GPU and up to date.
/// </summary>
private protected const int kGPUTexValidMip0 = 1;
/// <summary>
/// Texture and all mips are on the GPU and up to date.
/// </summary>
private protected const int kGPUTexValidMipAll = 2;
/// <summary>
/// The texture for the atlas.
/// </summary>
private protected RTHandle m_AtlasTexture = null;
/// <summary>
/// Width of the atlas.
/// </summary>
private protected int m_Width;
/// <summary>
/// Height of the atlas.
/// </summary>
private protected int m_Height;
/// <summary>
/// Format of the atlas.
/// </summary>
private protected GraphicsFormat m_Format;
/// <summary>
/// Atlas uses mip maps.
/// </summary>
private protected bool m_UseMipMaps;
bool m_IsAtlasTextureOwner = false;
private AtlasAllocator m_AtlasAllocator = null;
private Dictionary<int, (Vector4 scaleOffset, Vector2Int size)> m_AllocationCache = new Dictionary<int, (Vector4, Vector2Int)>();
private Dictionary<int, int> m_IsGPUTextureUpToDate = new Dictionary<int, int>();
private Dictionary<int, int> m_TextureHashes = new Dictionary<int, int>();
static readonly Vector4 fullScaleOffset = new Vector4(1, 1, 0, 0);
// Maximum mip padding that can be applied to the textures in the atlas (1 << 10 = 1024 pixels)
static readonly int s_MaxMipLevelPadding = 10;
/// <summary>
/// Maximum mip padding (pow2) that can be applied to the textures in the atlas
/// </summary>
public static int maxMipLevelPadding => s_MaxMipLevelPadding;
/// <summary>
/// Handle to the texture of the atlas.
/// </summary>
public RTHandle AtlasTexture
{
get
{
return m_AtlasTexture;
}
}
/// <summary>
/// Creates a new empty texture atlas.
/// </summary>
/// <param name="width">Width of the atlas in pixels.</param>
/// <param name="height">Height of atlas in pixels.</param>
/// <param name="format">GraphicsFormat of the atlas.</param>
/// <param name="filterMode">Filtering mode of the atlas.</param>
/// <param name="powerOfTwoPadding">Power of two padding.</param>
/// <param name="name">Name of the atlas</param>
/// <param name="useMipMap">Use mip maps</param>
public Texture2DAtlas(int width, int height, GraphicsFormat format, FilterMode filterMode = FilterMode.Point, bool powerOfTwoPadding = false, string name = "", bool useMipMap = true)
{
m_Width = width;
m_Height = height;
m_Format = format;
m_UseMipMaps = useMipMap;
m_AtlasTexture = RTHandles.Alloc(
width: m_Width,
height: m_Height,
format: m_Format,
filterMode: filterMode,
wrapMode: TextureWrapMode.Clamp,
useMipMap: useMipMap,
autoGenerateMips: false,
name: name
);
m_IsAtlasTextureOwner = true;
// We clear on create to avoid garbage data to be present in the atlas
int mipCount = useMipMap ? GetTextureMipmapCount(m_Width, m_Height) : 1;
for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx)
{
Graphics.SetRenderTarget(m_AtlasTexture, mipIdx);
GL.Clear(false, true, Color.clear);
}
m_AtlasAllocator = new AtlasAllocator(width, height, powerOfTwoPadding);
}
/// <summary>
/// Release atlas resources.
/// </summary>
public void Release()
{
ResetAllocator();
if (m_IsAtlasTextureOwner) { RTHandles.Release(m_AtlasTexture); }
}
/// <summary>
/// Clear atlas sub-texture allocations.
/// </summary>
public void ResetAllocator()
{
m_AtlasAllocator.Reset();
m_AllocationCache.Clear();
m_IsGPUTextureUpToDate.Clear(); // mark all GPU textures as invalid.
}
/// <summary>
/// Clear atlas texture.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
public void ClearTarget(CommandBuffer cmd)
{
int mipCount = (m_UseMipMaps) ? GetTextureMipmapCount(m_Width, m_Height) : 1;
// clear the atlas by blitting a black texture at every mips
for (int mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
cmd.SetRenderTarget(m_AtlasTexture, mipLevel);
Blitter.BlitQuad(cmd, Texture2D.blackTexture, fullScaleOffset, fullScaleOffset, mipLevel, true);
}
m_IsGPUTextureUpToDate.Clear(); // mark all GPU textures as invalid.
}
/// <summary>
/// Return texture mip map count based on the width and height.
/// </summary>
/// <param name="width">The texture width in pixels.</param>
/// <param name="height">The texture height in pixels.</param>
/// <returns>The number of mip maps.</returns>
private protected int GetTextureMipmapCount(int width, int height)
{
if (!m_UseMipMaps)
return 1;
// We don't care about the real mipmap count in the texture because they are generated by the atlas
float maxSize = Mathf.Max(width, height);
return CoreUtils.GetMipCount(maxSize);
}
/// <summary>
/// Test if a texture is a 2D texture.
/// </summary>
/// <param name="texture">Source texture.</param>
/// <returns>True if texture is 2D, false otherwise.</returns>
private protected bool Is2D(Texture texture)
{
RenderTexture rt = texture as RenderTexture;
return (texture is Texture2D || rt?.dimension == TextureDimension.Tex2D);
}
/// <summary>
/// Checks if single/multi/single channel format conversion is required.
/// </summary>
/// <param name="source">Blit source texture</param>
/// <param name="destination">Blit destination texture</param>
/// <returns>true on single channel conversion false otherwise</returns>
private protected bool IsSingleChannelBlit(Texture source, Texture destination)
{
var srcCount = GraphicsFormatUtility.GetComponentCount(source.graphicsFormat);
var dstCount = GraphicsFormatUtility.GetComponentCount(destination.graphicsFormat);
if (srcCount == 1 || dstCount == 1)
{
// One to many, many to one
if (srcCount != dstCount)
return true;
// Single channel swizzle
var srcSwizzle =
((1 << ((int)GraphicsFormatUtility.GetSwizzleA(source.graphicsFormat) & 0x7)) << 24) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleB(source.graphicsFormat) & 0x7)) << 16) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleG(source.graphicsFormat) & 0x7)) << 8) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleR(source.graphicsFormat) & 0x7)));
var dstSwizzle =
((1 << ((int)GraphicsFormatUtility.GetSwizzleA(destination.graphicsFormat) & 0x7)) << 24) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleB(destination.graphicsFormat) & 0x7)) << 16) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleG(destination.graphicsFormat) & 0x7)) << 8) |
((1 << ((int)GraphicsFormatUtility.GetSwizzleR(destination.graphicsFormat) & 0x7)));
if (srcSwizzle != dstSwizzle)
return true;
}
return false;
}
private void Blit2DTexture(CommandBuffer cmd, Vector4 scaleOffset, Texture texture, Vector4 sourceScaleOffset, bool blitMips, BlitType blitType)
{
int mipCount = GetTextureMipmapCount(texture.width, texture.height);
if (!blitMips)
mipCount = 1;
for (int mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
cmd.SetRenderTarget(m_AtlasTexture, mipLevel);
switch (blitType)
{
case BlitType.Default: Blitter.BlitQuad(cmd, texture, sourceScaleOffset, scaleOffset, mipLevel, true); break;
case BlitType.CubeTo2DOctahedral: Blitter.BlitCubeToOctahedral2DQuad(cmd, texture, scaleOffset, mipLevel); break;
case BlitType.SingleChannel: Blitter.BlitQuadSingleChannel(cmd, texture, sourceScaleOffset, scaleOffset, mipLevel); break;
case BlitType.CubeTo2DOctahedralSingleChannel: Blitter.BlitCubeToOctahedral2DQuadSingleChannel(cmd, texture, scaleOffset, mipLevel); break;
}
}
}
/// <summary>
/// Mark texture valid on the GPU.
/// </summary>
/// <param name="instanceId">Texture instance ID.</param>
/// <param name="mipAreValid">Texture has valid mip maps.</param>
private protected void MarkGPUTextureValid(int instanceId, bool mipAreValid = false)
{
m_IsGPUTextureUpToDate[instanceId] = (mipAreValid) ? kGPUTexValidMipAll : kGPUTexValidMip0;
}
/// <summary>
/// Mark texture invalid on the GPU.
/// </summary>
/// <param name="instanceId">Texture instance ID.</param>
private protected void MarkGPUTextureInvalid(int instanceId) => m_IsGPUTextureUpToDate[instanceId] = kGPUTexInvalid;
/// <summary>
/// Blit 2D texture into the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="texture">Source Texture</param>
/// <param name="sourceScaleOffset">Source scale (.xy) and offset(.zw).</param>
/// <param name="blitMips">Blit mip maps.</param>
/// <param name="overrideInstanceID">Override texture instance ID.</param>
public virtual void BlitTexture(CommandBuffer cmd, Vector4 scaleOffset, Texture texture, Vector4 sourceScaleOffset, bool blitMips = true, int overrideInstanceID = -1)
{
// This atlas only support 2D texture so we only blit 2D textures
if (Is2D(texture))
{
BlitType blitType = BlitType.Default;
if (IsSingleChannelBlit(texture, m_AtlasTexture.m_RT))
blitType = BlitType.SingleChannel;
Blit2DTexture(cmd, scaleOffset, texture, sourceScaleOffset, blitMips, blitType);
var instanceID = overrideInstanceID != -1 ? overrideInstanceID : GetTextureID(texture);
MarkGPUTextureValid(instanceID, blitMips);
m_TextureHashes[instanceID] = CoreUtils.GetTextureHash(texture);
}
}
/// <summary>
/// Blit octahedral texture into the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="texture">Source Texture</param>
/// <param name="sourceScaleOffset">Source scale (.xy) and offset(.zw).</param>
/// <param name="blitMips">Blit mip maps.</param>
/// <param name="overrideInstanceID">Override texture instance ID.</param>
public virtual void BlitOctahedralTexture(CommandBuffer cmd, Vector4 scaleOffset, Texture texture, Vector4 sourceScaleOffset, bool blitMips = true, int overrideInstanceID = -1)
{
// Default implementation. No padding in Texture2DAtlas, no need to handle specially.
BlitTexture(cmd, scaleOffset, texture, sourceScaleOffset, blitMips, overrideInstanceID);
}
/// <summary>
/// Blit and project Cube texture into a 2D texture in the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="texture">Source Texture</param>
/// <param name="blitMips">Blit mip maps.</param>
/// <param name="overrideInstanceID">Override texture instance ID.</param>
public virtual void BlitCubeTexture2D(CommandBuffer cmd, Vector4 scaleOffset, Texture texture, bool blitMips = true, int overrideInstanceID = -1)
{
Debug.Assert(texture.dimension == TextureDimension.Cube);
// This atlas only support 2D texture so we map Cube into set of 2D textures
if (texture.dimension == TextureDimension.Cube)
{
BlitType blitType = BlitType.CubeTo2DOctahedral;
if (IsSingleChannelBlit(texture, m_AtlasTexture.m_RT))
blitType = BlitType.CubeTo2DOctahedralSingleChannel;
// By default blit cube into a single octahedral 2D texture quad
Blit2DTexture(cmd, scaleOffset, texture, new Vector4(1.0f, 1.0f, 0.0f, 0.0f), blitMips, blitType);
var instanceID = overrideInstanceID != -1 ? overrideInstanceID : GetTextureID(texture);
MarkGPUTextureValid(instanceID, blitMips);
m_TextureHashes[instanceID] = CoreUtils.GetTextureHash(texture);
}
}
/// <summary>
/// Allocate space from the atlas for a texture and copy texture contents into the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="texture">Source Texture</param>
/// <param name="width">Request width in pixels.</param>
/// <param name="height">Request height in pixels.</param>
/// <param name="overrideInstanceID">Override texture instance ID.</param>
/// <returns>True if the texture was successfully allocated and copied; false otherwise.</returns>
public virtual bool AllocateTexture(CommandBuffer cmd, ref Vector4 scaleOffset, Texture texture, int width, int height, int overrideInstanceID = -1)
{
var instanceID = overrideInstanceID != -1 ? overrideInstanceID : GetTextureID(texture);
bool allocated = AllocateTextureWithoutBlit(instanceID, width, height, ref scaleOffset);
if (allocated)
{
if (Is2D(texture))
BlitTexture(cmd, scaleOffset, texture, fullScaleOffset);
else
BlitCubeTexture2D(cmd, scaleOffset, texture, true);
// texture is up to date
MarkGPUTextureValid(instanceID, true);
m_TextureHashes[instanceID] = CoreUtils.GetTextureHash(texture);
}
return allocated;
}
/// <summary>
/// Allocate space from the atlas for a texture.
/// </summary>
/// <param name="texture">Source texture.</param>
/// <param name="width">Request width in pixels.</param>
/// <param name="height">Request height in pixels.</param>
/// <param name="scaleOffset">Allocated scale (.xy) and offset (.zw).</param>
/// <returns>True on success, false otherwise.</returns>
public bool AllocateTextureWithoutBlit(Texture texture, int width, int height, ref Vector4 scaleOffset)
=> AllocateTextureWithoutBlit(texture.GetInstanceID(), width, height, ref scaleOffset);
/// <summary>
/// Allocate space from the atlas for a texture.
/// </summary>
/// <param name="instanceId">Source texture instance ID.</param>
/// <param name="width">Request width in pixels.</param>
/// <param name="height">Request height in pixels.</param>
/// <param name="scaleOffset">Allocated scale (.xy) and offset (.zw).</param>
/// <returns>True on success, false otherwise.</returns>
public virtual bool AllocateTextureWithoutBlit(int instanceId, int width, int height, ref Vector4 scaleOffset)
{
scaleOffset = Vector4.zero;
if (m_AtlasAllocator.Allocate(ref scaleOffset, width, height))
{
scaleOffset.Scale(new Vector4(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Width, 1.0f / m_Height));
m_AllocationCache[instanceId] = (scaleOffset, new Vector2Int(width, height));
MarkGPUTextureInvalid(instanceId); // the texture data haven't been uploaded
m_TextureHashes[instanceId] = -1;
return true;
}
else
{
return false;
}
}
/// <summary>
/// Compute hash from texture properties.
/// </summary>
/// <param name="textureA">Source texture A.</param>
/// <param name="textureB">Source texture B.</param>
/// <returns>Hash of texture porperties.</returns>
private protected int GetTextureHash(Texture textureA, Texture textureB)
{
int hash = CoreUtils.GetTextureHash(textureA) + 23 * CoreUtils.GetTextureHash(textureB);
return hash;
}
/// <summary>
/// Get sub-texture ID for the atlas.
/// </summary>
/// <param name="texture">Source texture.</param>
/// <returns>Texture instance ID.</returns>
public int GetTextureID(Texture texture)
{
return texture.GetInstanceID();
}
/// <summary>
/// Get sub-texture ID for the atlas.
/// </summary>
/// <param name="textureA">Source texture A.</param>
/// <param name="textureB">Source texture B.</param>
/// <returns>Combined texture instance ID.</returns>
public int GetTextureID(Texture textureA, Texture textureB)
{
return GetTextureID(textureA) + 23 * GetTextureID(textureB);
}
/// <summary>
/// Check if the atlas contains the textures.
/// </summary>
/// <param name="scaleOffset">Texture scale (.xy) and offset (.zw).</param>
/// <param name="textureA">Source texture A.</param>
/// <param name="textureB">Source texture B.</param>
/// <returns>True if the texture is in the atlas, false otherwise.</returns>
public bool IsCached(out Vector4 scaleOffset, Texture textureA, Texture textureB)
=> IsCached(out scaleOffset, GetTextureID(textureA, textureB));
/// <summary>
/// Check if the atlas contains the textures.
/// </summary>
/// <param name="scaleOffset">Texture scale (.xy) and offset (.zw).</param>
/// <param name="texture">Source texture</param>
/// <returns>True if the texture is in the atlas, false otherwise.</returns>
public bool IsCached(out Vector4 scaleOffset, Texture texture)
=> IsCached(out scaleOffset, GetTextureID(texture));
/// <summary>
/// Check if the atlas contains the texture.
/// </summary>
/// <param name="scaleOffset">Texture scale (.xy) and offset (.zw).</param>
/// <param name="id">Source texture instance ID.</param>
/// <returns>True if the texture is in the atlas, false otherwise</returns>
public bool IsCached(out Vector4 scaleOffset, int id)
{
bool cached = m_AllocationCache.TryGetValue(id, out var value);
scaleOffset = value.scaleOffset;
return cached;
}
/// <summary>
/// Get cached texture size.
/// </summary>
/// <param name="id">Source texture instance ID.</param>
/// <returns>Texture size.</returns>
internal Vector2Int GetCachedTextureSize(int id)
{
m_AllocationCache.TryGetValue(id, out var value);
return value.size;
}
/// <summary>
/// Check if contents of a texture needs to be updated in the atlas.
/// </summary>
/// <param name="texture">Source texture.</param>
/// <param name="needMips">Texture uses mips.</param>
/// <returns>True if texture needs update, false otherwise.</returns>
public virtual bool NeedsUpdate(Texture texture, bool needMips = false)
{
RenderTexture rt = texture as RenderTexture;
int key = GetTextureID(texture);
int textureHash = CoreUtils.GetTextureHash(texture);
// Update the render texture if needed
if (rt != null)
{
int updateCount;
if (m_IsGPUTextureUpToDate.TryGetValue(key, out updateCount))
{
if (rt.updateCount != updateCount)
{
m_IsGPUTextureUpToDate[key] = (int)rt.updateCount;
return true;
}
}
else
{
m_IsGPUTextureUpToDate[key] = (int)rt.updateCount;
}
}
// In case the texture settings/import settings have changed, we need to update it
else if (m_TextureHashes.TryGetValue(key, out int hash) && hash != textureHash)
{
m_TextureHashes[key] = textureHash;
return true;
}
// For regular textures, values == 0 means that their GPU data needs to be updated (either because
// the atlas have been re-layouted or the texture have never been uploaded. We also check if the mips
// are valid for the texture if we need them
else if (m_IsGPUTextureUpToDate.TryGetValue(key, out var value))
return value == kGPUTexInvalid || (needMips && value == kGPUTexValidMip0);
return false;
}
/// <summary>
/// Check if a slot needs to be updated in the atlas.
/// </summary>
/// <param name="id">The id.</param>
/// <param name="updateCount">The update count.</param>
/// <param name="needMips">Texture uses mips.</param>
/// <returns>True if slot needs update, false otherwise.</returns>
public virtual bool NeedsUpdate(int id, int updateCount, bool needMips = false)
{
int atlasUpdateCount;
if (m_IsGPUTextureUpToDate.TryGetValue(id, out atlasUpdateCount))
{
if (updateCount != atlasUpdateCount)
{
m_IsGPUTextureUpToDate[id] = updateCount;
return true;
}
}
else
{
m_IsGPUTextureUpToDate[id] = updateCount;
}
return false;
}
/// <summary>
/// Check if contents of a texture needs to be updated in the atlas.
/// </summary>
/// <param name="textureA">Source texture A.</param>
/// <param name="textureB">Source texture B.</param>
/// <param name="needMips">Texture uses mips.</param>
/// <returns>True if texture needs update, false otherwise.</returns>
public virtual bool NeedsUpdate(Texture textureA, Texture textureB, bool needMips = false)
{
RenderTexture rtA = textureA as RenderTexture;
RenderTexture rtB = textureB as RenderTexture;
int key = GetTextureID(textureA, textureB);
int textureHash = GetTextureHash(textureA, textureB);
// Update the render texture if needed
if (rtA != null || rtB != null)
{
int updateCount;
if (m_IsGPUTextureUpToDate.TryGetValue(key, out updateCount))
{
if (rtA != null && rtB != null && Math.Min(rtA.updateCount, rtB.updateCount) != updateCount)
{
m_IsGPUTextureUpToDate[key] = (int)Math.Min(rtA.updateCount, rtB.updateCount);
return true;
}
else if (rtA != null && rtA.updateCount != updateCount)
{
m_IsGPUTextureUpToDate[key] = (int)rtA.updateCount;
return true;
}
else if (rtB != null && rtB.updateCount != updateCount)
{
m_IsGPUTextureUpToDate[key] = (int)rtB.updateCount;
return true;
}
}
else
{
m_IsGPUTextureUpToDate[key] = textureHash;
}
}
// In case the texture settings/import settings have changed, we need to update it
else if (m_TextureHashes.TryGetValue(key, out int hash) && hash != textureHash)
{
m_TextureHashes[key] = key;
return true;
}
// For regular textures, values == 0 means that their GPU data needs to be updated (either because
// the atlas have been re-layouted or the texture have never been uploaded. We also check if the mips
// are valid for the texture if we need them
else if (m_IsGPUTextureUpToDate.TryGetValue(key, out var value))
return value == kGPUTexInvalid || (needMips && value == kGPUTexValidMip0);
return false;
}
/// <summary>
/// Add a texture into the atlas.
/// </summary>
/// <param name="cmd">Command buffer used for texture copy.</param>
/// <param name="scaleOffset">Sub-texture rectangle for the added texture. Scale in .xy, offset int .zw</param>
/// <param name="texture">The texture to be added.</param>
/// <returns>True if the atlas contains the texture, false otherwise.</returns>
public virtual bool AddTexture(CommandBuffer cmd, ref Vector4 scaleOffset, Texture texture)
{
if (IsCached(out scaleOffset, texture))
return true;
return AllocateTexture(cmd, ref scaleOffset, texture, texture.width, texture.height);
}
/// <summary>
/// Update a texture in the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="oldTexture">Texture in atlas.</param>
/// <param name="newTexture">Replacement source texture.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="sourceScaleOffset">Source scale (.xy) and offset(.zw).</param>
/// <param name="updateIfNeeded">Enable texture blit.</param>
/// <param name="blitMips">Blit mip maps.</param>
/// <returns>True on success, false otherwise.</returns>
public virtual bool UpdateTexture(CommandBuffer cmd, Texture oldTexture, Texture newTexture, ref Vector4 scaleOffset, Vector4 sourceScaleOffset, bool updateIfNeeded = true, bool blitMips = true)
{
// In case the old texture is here, we Blit the new one at the scale offset of the old one
if (IsCached(out scaleOffset, oldTexture))
{
if (updateIfNeeded && NeedsUpdate(newTexture))
{
if (Is2D(newTexture))
BlitTexture(cmd, scaleOffset, newTexture, sourceScaleOffset, blitMips);
else
BlitCubeTexture2D(cmd, scaleOffset, newTexture, blitMips);
MarkGPUTextureValid(GetTextureID(newTexture), blitMips); // texture is up to date
}
return true;
}
else // else we try to allocate the updated texture
{
return AllocateTexture(cmd, ref scaleOffset, newTexture, newTexture.width, newTexture.height);
}
}
/// <summary>
/// Update a texture in the atlas.
/// </summary>
/// <param name="cmd">Target command buffer for graphics commands.</param>
/// <param name="texture">Texture in atlas.</param>
/// <param name="scaleOffset">Destination scale (.xy) and offset (.zw)</param>
/// <param name="updateIfNeeded">Enable texture blit.</param>
/// <param name="blitMips">Blit mip maps.</param>
/// <returns>True on success, false otherwise.</returns>
public virtual bool UpdateTexture(CommandBuffer cmd, Texture texture, ref Vector4 scaleOffset, bool updateIfNeeded = true, bool blitMips = true)
=> UpdateTexture(cmd, texture, texture, ref scaleOffset, fullScaleOffset, updateIfNeeded, blitMips);
internal bool EnsureTextureSlot(out bool isUploadNeeded, ref Vector4 scaleBias, int key, int width, int height)
{
isUploadNeeded = false;
if (m_AllocationCache.TryGetValue(key, out var value))
{
scaleBias = value.scaleOffset;
return true;
}
if (!m_AtlasAllocator.Allocate(ref scaleBias, width, height))
return false;
isUploadNeeded = true;
scaleBias.Scale(new Vector4(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Width, 1.0f / m_Height));
m_AllocationCache.Add(key, (scaleBias, new Vector2Int(width, height)));
return true;
}
}
}