UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/BLASPositionsPool.cs

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2024-10-27 10:53:47 +03:00
using System;
using Unity.Mathematics;
using UnityEngine.Assertions;
using UnityEngine.Rendering.RadeonRays;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal struct VertexBufferChunk
{
public GraphicsBuffer vertices;
public int verticesStartOffset; // in DWORD
public uint vertexCount;
public uint vertexStride; // in DWORD
public int baseVertex;
}
internal sealed class BLASPositionsPool : IDisposable
{
public BLASPositionsPool(ComputeShader copyPositionsShader, ComputeShader copyShader)
{
m_VerticesBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, intialVertexCount*3, 4);
m_VerticesAllocator = new BlockAllocator();
m_VerticesAllocator.Initialize(intialVertexCount);
m_CopyPositionsShader = copyPositionsShader;
m_CopyVerticesKernel = m_CopyPositionsShader.FindKernel("CopyVertexBuffer");
m_CopyShader = copyShader;
}
public void Dispose()
{
m_VerticesBuffer.Dispose();
m_VerticesAllocator.Dispose();
}
public GraphicsBuffer VertexBuffer { get { return m_VerticesBuffer; } }
public void Clear()
{
m_VerticesBuffer.Dispose();
m_VerticesBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, intialVertexCount * 3, 4);
m_VerticesAllocator.Dispose();
m_VerticesAllocator = new BlockAllocator();
m_VerticesAllocator.Initialize(intialVertexCount*3);
}
const int intialVertexCount = 1000;
GraphicsBuffer m_VerticesBuffer;
BlockAllocator m_VerticesAllocator;
readonly ComputeShader m_CopyPositionsShader;
readonly int m_CopyVerticesKernel;
readonly ComputeShader m_CopyShader;
const uint kItemsPerWorkgroup = 48u * 128u;
public void Add(VertexBufferChunk info, out BlockAllocator.Allocation verticesAllocation)
{
verticesAllocation = m_VerticesAllocator.Allocate((int)info.vertexCount*3);
if (!verticesAllocation.valid)
{
verticesAllocation = m_VerticesAllocator.GrowAndAllocate((int)info.vertexCount * 3, int.MaxValue/4, out int oldCapacity, out int newCapacity);
if (!verticesAllocation.valid)
throw new UnifiedRayTracingException("Can't allocate a GraphicsBuffer bigger than 2GB", UnifiedRayTracingError.OutOfGraphicsBufferMemory);
var newVertexBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, newCapacity, 4);
GraphicsHelpers.CopyBuffer(m_CopyShader, m_VerticesBuffer, 0, newVertexBuffer, 0, oldCapacity);
m_VerticesBuffer.Dispose();
m_VerticesBuffer = newVertexBuffer;
}
var cmd = new CommandBuffer();
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferCount", (int)info.vertexCount);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferOffset", info.verticesStartOffset);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputBaseVertex", info.baseVertex);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferStride", (int)info.vertexStride);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_OutputPosBufferOffset", verticesAllocation.block.offset);
cmd.SetComputeBufferParam(m_CopyPositionsShader, m_CopyVerticesKernel, "_InputPosBuffer", info.vertices);
cmd.SetComputeBufferParam(m_CopyPositionsShader, m_CopyVerticesKernel, "_OutputPosBuffer", m_VerticesBuffer);
cmd.DispatchCompute(m_CopyPositionsShader, m_CopyVerticesKernel, (int)Common.CeilDivide(info.vertexCount, kItemsPerWorkgroup), 1, 1);
Graphics.ExecuteCommandBuffer(cmd);
}
public void Remove(ref BlockAllocator.Allocation verticesAllocation)
{
m_VerticesAllocator.FreeAllocation(verticesAllocation);
verticesAllocation = BlockAllocator.Allocation.Invalid;
}
}
}