UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs

180 lines
7.5 KiB
C#
Raw Normal View History

2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace UnityEngine.Rendering.RenderGraphModule
{
abstract class IRenderGraphResourcePool
{
public abstract void PurgeUnusedResources(int currentFrameIndex);
public abstract void Cleanup();
public abstract void CheckFrameAllocation(bool onException, int frameIndex);
public abstract void LogResources(RenderGraphLogger logger);
}
abstract class RenderGraphResourcePool<Type> : IRenderGraphResourcePool where Type : class
{
// Dictionary tracks resources by hash and stores resources with same hash in a List (list instead of a stack because we need to be able to remove stale allocations, potentially in the middle of the stack).
// The list needs to be sorted otherwise you could get inconsistent resource usage from one frame to another.
protected Dictionary<int, SortedList<int, (Type resource, int frameIndex)>> m_ResourcePool = new Dictionary<int, SortedList<int, (Type resource, int frameIndex)>>();
// This list allows us to determine if all resources were correctly released in the frame when validity checks are enabled.
// This is useful to warn in case of user error or avoid leaks when a render graph execution errors occurs for example.
List<(int, Type)> m_FrameAllocatedResources = new List<(int, Type)>();
const int kStaleResourceLifetime = 10;
// Release the GPU resource itself
protected abstract void ReleaseInternalResource(Type res);
protected abstract string GetResourceName(in Type res);
protected abstract long GetResourceSize(in Type res);
protected abstract string GetResourceTypeName();
protected abstract int GetSortIndex(Type res);
public void ReleaseResource(int hash, Type resource, int currentFrameIndex)
{
if (!m_ResourcePool.TryGetValue(hash, out var list))
{
list = new SortedList<int, (Type, int)>();
m_ResourcePool.Add(hash, list);
}
list.Add(GetSortIndex(resource), (resource, currentFrameIndex));
}
public bool TryGetResource(int hashCode, out Type resource)
{
if (m_ResourcePool.TryGetValue(hashCode, out SortedList<int, (Type resource, int frameIndex)> list) && list.Count > 0)
{
var index = list.Count - 1;
resource = list.Values[index].resource;
list.RemoveAt(index); // O(1) since it's the last element.
return true;
}
resource = null;
return false;
}
public override void Cleanup()
{
foreach (var kvp in m_ResourcePool)
{
foreach (var res in kvp.Value)
{
ReleaseInternalResource(res.Value.resource);
}
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
public void RegisterFrameAllocation(int hash, Type value)
{
if (RenderGraph.enableValidityChecks && hash != -1)
m_FrameAllocatedResources.Add((hash, value));
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
public void UnregisterFrameAllocation(int hash, Type value)
{
if (RenderGraph.enableValidityChecks && hash != -1)
m_FrameAllocatedResources.Remove((hash, value));
}
public override void CheckFrameAllocation(bool onException, int frameIndex)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR // conditional not working with override
if (RenderGraph.enableValidityChecks)
{
// In case of exception we need to release all resources to the pool to avoid leaking.
// If it's not an exception then it's a user error so we need to log the problem.
if (m_FrameAllocatedResources.Count != 0)
{
string logMessage = "";
if (!onException)
logMessage = $"RenderGraph: Not all resources of type {GetResourceTypeName()} were released. This can be caused by a resources being allocated but never read by any pass.";
foreach (var value in m_FrameAllocatedResources)
{
if (!onException)
logMessage = $"{logMessage}\n\t{GetResourceName(value.Item2)}";
ReleaseResource(value.Item1, value.Item2, frameIndex);
}
Debug.LogWarning(logMessage);
}
// If an error occurred during execution, it's expected that textures are not all released so we clear the tracking list.
m_FrameAllocatedResources.Clear();
}
#endif
}
struct ResourceLogInfo
{
public string name;
public long size;
}
public override void LogResources(RenderGraphLogger logger)
{
List<ResourceLogInfo> allocationList = new List<ResourceLogInfo>();
foreach (var kvp in m_ResourcePool)
{
foreach (var res in kvp.Value)
{
allocationList.Add(new ResourceLogInfo { name = GetResourceName(res.Value.resource), size = GetResourceSize(res.Value.resource) });
}
}
logger.LogLine($"== {GetResourceTypeName()} Resources ==");
allocationList.Sort((a, b) => a.size < b.size ? 1 : -1);
int index = 0;
float total = 0;
foreach (var element in allocationList)
{
float size = element.size / (1024.0f * 1024.0f);
total += size;
logger.LogLine($"[{index++:D2}]\t[{size:0.00} MB]\t{element.name}");
}
logger.LogLine($"\nTotal Size [{total:0.00}]");
}
static List<int> s_ToRemoveList = new List<int>(32);
public override void PurgeUnusedResources(int currentFrameIndex)
{
foreach (var kvp in m_ResourcePool)
{
s_ToRemoveList.Clear();
var list = kvp.Value;
var keys = list.Keys;
var values = list.Values;
for (int i = 0; i < list.Count; ++i)
{
var value = values[i];
var key = keys[i];
// When a resource hasn't been used for a few frames, we release it for good to reduce memory footprint.
// We wait a few frames because when having multiple off-screen cameras,
// they are rendered in a separate SRP render call and thus with a different frame index than main camera
// This causes texture to be deallocated/reallocated every frame if the two cameras don't need the same buffers.
if (value.frameIndex + kStaleResourceLifetime < currentFrameIndex)
{
ReleaseInternalResource(value.resource);
// Adding stale resource to the remove list
s_ToRemoveList.Add(key);
}
}
// Removing the stale resource from the pool
for (int j = 0; j < s_ToRemoveList.Count; ++j)
list.Remove(s_ToRemoveList[j]);
}
}
}
}