using System; using System.Collections.Generic; using Unity.Collections; using UnityEngine.Assertions; // This file is a fork of the GeometryPool used by the GPU Driven Pipeline // TODO: remove that file and use GeometryPool v2 (written in C++) namespace UnityEngine.Rendering.UnifiedRayTracing { // Initial description of geometry pool, contains memory limits to hold cluster / index & vertex data. internal struct GeometryPoolDesc { public int vertexPoolByteSize; public int indexPoolByteSize; public int meshChunkTablesByteSize; public static GeometryPoolDesc NewDefault() { return new GeometryPoolDesc() { vertexPoolByteSize = 256 * 1024 * 1024, //256 mb indexPoolByteSize = 32 * 1024 * 1024, //32 mb meshChunkTablesByteSize = 4 * 1024 * 1024 }; } } // Handle to a piece of geo. Geometry meshes registered are ref counted. // Each handle allocation must be deallocated manually. internal struct GeometryPoolHandle : IEquatable { public int index; public static readonly GeometryPoolHandle Invalid = new GeometryPoolHandle() { index = -1 }; public readonly bool valid => index != -1; public bool Equals(GeometryPoolHandle other) => index == other.index; } // Entry information of a geometry handle. // Use this helper to check validity, material hashes and active refcounts. internal struct GeometryPoolEntryInfo { public bool valid; public uint refCount; public static GeometryPoolEntryInfo NewDefault() { return new GeometryPoolEntryInfo() { valid = false, refCount = 0 }; } } // Descriptor of piece of geometry (the submesh information). internal struct GeometryPoolSubmeshData { public int submeshIndex; public Material material; } // Description of the geometry pool entry. // Contains master list and the submesh data information. internal struct GeometryPoolEntryDesc { public Mesh mesh; public GeometryPoolSubmeshData[] submeshData; } // Geometry pool container. Contains a global set of geometry accessible from the GPU. internal sealed class GeometryPool : IDisposable { private const int kMaxThreadGroupsPerDispatch = 65535; // Counted in groups, not threads. private const int kThreadGroupSize = 256; // Counted in threads private static class GeoPoolShaderIDs { // MainUpdateIndexBuffer32 and MainUpdateIndexBuffer16 Kernel Strings public static readonly int _InputIBBaseOffset = Shader.PropertyToID("_InputIBBaseOffset"); public static readonly int _DispatchIndexOffset = Shader.PropertyToID("_DispatchIndexOffset"); public static readonly int _InputIBCount = Shader.PropertyToID("_InputIBCount"); public static readonly int _OutputIBOffset = Shader.PropertyToID("_OutputIBOffset"); public static readonly int _InputFirstVertex = Shader.PropertyToID("_InputFirstVertex"); public static readonly int _InputIndexBuffer = Shader.PropertyToID("_InputIndexBuffer"); public static readonly int _OutputIndexBuffer = Shader.PropertyToID("_OutputIndexBuffer"); // MainUpdateVertexBuffer Kernel Strings public static readonly int _InputVBCount = Shader.PropertyToID("_InputVBCount"); public static readonly int _InputBaseVertexOffset = Shader.PropertyToID("_InputBaseVertexOffset"); public static readonly int _DispatchVertexOffset = Shader.PropertyToID("_DispatchVertexOffset"); public static readonly int _OutputVBSize = Shader.PropertyToID("_OutputVBSize"); public static readonly int _OutputVBOffset = Shader.PropertyToID("_OutputVBOffset"); public static readonly int _InputPosBufferStride = Shader.PropertyToID("_InputPosBufferStride"); public static readonly int _InputPosBufferOffset = Shader.PropertyToID("_InputPosBufferOffset"); public static readonly int _InputUv0BufferStride = Shader.PropertyToID("_InputUv0BufferStride"); public static readonly int _InputUv0BufferOffset = Shader.PropertyToID("_InputUv0BufferOffset"); public static readonly int _InputUv1BufferStride = Shader.PropertyToID("_InputUv1BufferStride"); public static readonly int _InputUv1BufferOffset = Shader.PropertyToID("_InputUv1BufferOffset"); public static readonly int _InputNormalBufferStride = Shader.PropertyToID("_InputNormalBufferStride"); public static readonly int _InputNormalBufferOffset = Shader.PropertyToID("_InputNormalBufferOffset"); public static readonly int _PosBuffer = Shader.PropertyToID("_PosBuffer"); public static readonly int _Uv0Buffer = Shader.PropertyToID("_Uv0Buffer"); public static readonly int _Uv1Buffer = Shader.PropertyToID("_Uv1Buffer"); public static readonly int _NormalBuffer = Shader.PropertyToID("_NormalBuffer"); public static readonly int _OutputVB = Shader.PropertyToID("_OutputVB"); public static readonly int _AttributesMask = Shader.PropertyToID("_AttributesMask"); } // Geometry slot represents a set of pointers to the blobs of vertex, index and cluster information private const int InvalidHandle = -1; public struct MeshChunk { public BlockAllocator.Allocation vertexAlloc; public BlockAllocator.Allocation indexAlloc; public GeoPoolMeshChunk EncodeGPUEntry() { return new GeoPoolMeshChunk() { indexOffset = indexAlloc.block.offset, indexCount = indexAlloc.block.count, vertexOffset = vertexAlloc.block.offset, vertexCount = vertexAlloc.block.count, }; } public static MeshChunk Invalid => new MeshChunk() { vertexAlloc = BlockAllocator.Allocation.Invalid, indexAlloc = BlockAllocator.Allocation.Invalid }; } public struct GeometrySlot { public uint refCount; public uint hash; public BlockAllocator.Allocation meshChunkTableAlloc; public NativeArray meshChunks; public bool hasGPUData; public static readonly GeometrySlot Invalid = new GeometrySlot() { meshChunkTableAlloc = BlockAllocator.Allocation.Invalid, hasGPUData = false, }; public bool valid => meshChunkTableAlloc.valid; } private struct GeoPoolEntrySlot { public uint refCount; public uint hash; public int geoSlotHandle; public static readonly GeoPoolEntrySlot Invalid = new GeoPoolEntrySlot() { refCount = 0u, hash = 0u, geoSlotHandle = InvalidHandle, }; public bool valid => geoSlotHandle != InvalidHandle; } private struct VertexBufferAttribInfo { public GraphicsBuffer buffer; public int stride; public int offset; public int byteCount; public bool valid => buffer != null; } public static int GetVertexByteSize() => GeometryPoolConstants.GeoPoolVertexByteSize; public static int GetIndexByteSize() => GeometryPoolConstants.GeoPoolIndexByteSize; public static int GetMeshChunkTableEntryByteSize() => System.Runtime.InteropServices.Marshal.SizeOf(); private int GetFormatByteCount(VertexAttributeFormat format) { switch (format) { case VertexAttributeFormat.Float32: return 4; case VertexAttributeFormat.Float16: return 2; case VertexAttributeFormat.UNorm8: return 1; case VertexAttributeFormat.SNorm8: return 1; case VertexAttributeFormat.UNorm16: return 2; case VertexAttributeFormat.SNorm16: return 2; case VertexAttributeFormat.UInt8: return 1; case VertexAttributeFormat.SInt8: return 1; case VertexAttributeFormat.UInt16: return 2; case VertexAttributeFormat.SInt16: return 2; case VertexAttributeFormat.UInt32: return 4; case VertexAttributeFormat.SInt32: return 4; } return 4; } private static int DivUp(int x, int y) => (x + y - 1) / y; private const GraphicsBuffer.Target VertexBufferTarget = GraphicsBuffer.Target.Structured; private const GraphicsBuffer.Target IndexBufferTarget = GraphicsBuffer.Target.Structured; public GraphicsBuffer globalIndexBuffer { get { return m_GlobalIndexBuffer; } } public GraphicsBuffer globalVertexBuffer { get { return m_GlobalVertexBuffer; } } public int globalVertexBufferStrideBytes { get { return GetVertexByteSize(); } } public GraphicsBuffer globalMeshChunkTableEntryBuffer { get { return m_GlobalMeshChunkTableEntryBuffer; } } public int indicesCount => m_MaxIndexCounts; public int verticesCount => m_MaxVertCounts; public int meshChunkTablesEntryCount => m_MaxMeshChunkTableEntriesCount; GraphicsBuffer m_GlobalIndexBuffer = null; GraphicsBuffer m_GlobalVertexBuffer = null; GraphicsBuffer m_GlobalMeshChunkTableEntryBuffer = null; readonly GraphicsBuffer m_DummyBuffer = null; int m_MaxVertCounts; int m_MaxIndexCounts; int m_MaxMeshChunkTableEntriesCount; BlockAllocator m_VertexAllocator; BlockAllocator m_IndexAllocator; BlockAllocator m_MeshChunkTableAllocator; NativeParallelHashMap m_MeshHashToGeoSlot; List m_GeoSlots; NativeList m_FreeGeoSlots; NativeParallelHashMap m_GeoPoolEntryHashToSlot; NativeList m_GeoPoolEntrySlots; NativeList m_FreeGeoPoolEntrySlots; readonly List m_InputBufferReferences; readonly ComputeShader m_CopyShader; ComputeShader m_GeometryPoolKernelsCS; int m_KernelMainUpdateIndexBuffer16; int m_KernelMainUpdateIndexBuffer32; int m_KernelMainUpdateVertexBuffer; readonly CommandBuffer m_CmdBuffer; bool m_MustClearCmdBuffer; int m_PendingCmds; public GeometryPool(in GeometryPoolDesc desc, ComputeShader geometryPoolShader, ComputeShader copyShader) { m_CopyShader = copyShader; LoadKernels(geometryPoolShader); m_CmdBuffer = new CommandBuffer(); m_InputBufferReferences = new List(); m_MustClearCmdBuffer = false; m_PendingCmds = 0; m_MaxVertCounts = CalcVertexCount(desc.vertexPoolByteSize); m_MaxIndexCounts = CalcIndexCount(desc.indexPoolByteSize); m_MaxMeshChunkTableEntriesCount = CalcMeshChunkTablesCount(desc.meshChunkTablesByteSize); m_GlobalVertexBuffer = new GraphicsBuffer(VertexBufferTarget, DivUp(m_MaxVertCounts * GetVertexByteSize(), 4), 4); m_GlobalIndexBuffer = new GraphicsBuffer(IndexBufferTarget, m_MaxIndexCounts, 4); m_GlobalMeshChunkTableEntryBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, m_MaxMeshChunkTableEntriesCount, GetMeshChunkTableEntryByteSize()); m_DummyBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 16, 4); var initialCapacity = 4096; m_MeshHashToGeoSlot = new NativeParallelHashMap(initialCapacity, Allocator.Persistent); m_GeoSlots = new List(); m_FreeGeoSlots = new NativeList(Allocator.Persistent); m_GeoPoolEntryHashToSlot = new NativeParallelHashMap(initialCapacity, Allocator.Persistent); m_GeoPoolEntrySlots = new NativeList(Allocator.Persistent); m_FreeGeoPoolEntrySlots = new NativeList(Allocator.Persistent); m_VertexAllocator = new BlockAllocator(); m_VertexAllocator.Initialize(m_MaxVertCounts); m_IndexAllocator = new BlockAllocator(); m_IndexAllocator.Initialize(m_MaxIndexCounts); m_MeshChunkTableAllocator = new BlockAllocator(); m_MeshChunkTableAllocator.Initialize(m_MaxMeshChunkTableEntriesCount); } void DisposeInputBuffers() { if (m_InputBufferReferences.Count == 0) return; foreach (var b in m_InputBufferReferences) b.Dispose(); m_InputBufferReferences.Clear(); } public void Dispose() { m_IndexAllocator.Dispose(); m_VertexAllocator.Dispose(); m_MeshChunkTableAllocator.Dispose(); m_DummyBuffer.Dispose(); m_MeshHashToGeoSlot.Dispose(); foreach (var geoSlot in m_GeoSlots) { if (geoSlot.valid) geoSlot.meshChunks.Dispose(); } m_GeoSlots = null; m_FreeGeoSlots.Dispose(); m_GeoPoolEntryHashToSlot.Dispose(); m_GeoPoolEntrySlots.Dispose(); m_FreeGeoPoolEntrySlots.Dispose(); m_GlobalIndexBuffer.Dispose(); m_GlobalVertexBuffer.Release(); m_GlobalMeshChunkTableEntryBuffer.Dispose(); m_CmdBuffer.Release(); DisposeInputBuffers(); } private void LoadKernels(ComputeShader geometryPoolShader) { m_GeometryPoolKernelsCS = geometryPoolShader; m_KernelMainUpdateIndexBuffer16 = m_GeometryPoolKernelsCS.FindKernel("MainUpdateIndexBuffer16"); m_KernelMainUpdateIndexBuffer32 = m_GeometryPoolKernelsCS.FindKernel("MainUpdateIndexBuffer32"); m_KernelMainUpdateVertexBuffer = m_GeometryPoolKernelsCS.FindKernel("MainUpdateVertexBuffer"); } private int CalcVertexCount(int bufferByteSize) => DivUp(bufferByteSize, GetVertexByteSize()); private int CalcIndexCount(int bufferByteSize) => DivUp(bufferByteSize, GetIndexByteSize()); private int CalcMeshChunkTablesCount(int bufferByteSize) => DivUp(bufferByteSize, GetMeshChunkTableEntryByteSize()); private void DeallocateGeometrySlot(ref GeometrySlot slot) { if (slot.meshChunkTableAlloc.valid) { m_MeshChunkTableAllocator.FreeAllocation(slot.meshChunkTableAlloc); if (slot.meshChunks.IsCreated) { for (int i = 0; i < slot.meshChunks.Length; ++i) { var meshChunk = slot.meshChunks[i]; if (meshChunk.vertexAlloc.valid) m_VertexAllocator.FreeAllocation(meshChunk.vertexAlloc); if (meshChunk.indexAlloc.valid) m_IndexAllocator.FreeAllocation(meshChunk.indexAlloc); } slot.meshChunks.Dispose(); } } slot = GeometrySlot.Invalid; } private void DeallocateGeometrySlot(int geoSlotHandle) { var geoSlot = m_GeoSlots[geoSlotHandle]; Assertions.Assert.IsTrue(geoSlot.valid); --geoSlot.refCount; if (geoSlot.refCount == 0) { m_MeshHashToGeoSlot.Remove(geoSlot.hash); DeallocateGeometrySlot(ref geoSlot); m_FreeGeoSlots.Add(geoSlotHandle); } m_GeoSlots[geoSlotHandle] = geoSlot; } private bool AllocateGeo(Mesh mesh, out int allocationHandle) { uint meshHash = (uint)mesh.GetHashCode(); int indexCount = 0; for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex) { indexCount += (int)mesh.GetIndexCount(submeshIndex); } if (m_MeshHashToGeoSlot.TryGetValue(meshHash, out allocationHandle)) { var geoSlot = m_GeoSlots[allocationHandle]; Assertions.Assert.IsTrue(geoSlot.hash == meshHash); Assertions.Assert.IsTrue(geoSlot.meshChunkTableAlloc.block.count == mesh.subMeshCount); ++geoSlot.refCount; m_GeoSlots[allocationHandle] = geoSlot; return true; } allocationHandle = InvalidHandle; var newSlot = GeometrySlot.Invalid; newSlot.refCount = 1; newSlot.hash = meshHash; bool allocationSuccess = true; if (mesh.subMeshCount > 0) { newSlot.meshChunkTableAlloc = m_MeshChunkTableAllocator.Allocate(mesh.subMeshCount); if (!newSlot.meshChunkTableAlloc.valid) { var oldChunkCount = m_MeshChunkTableAllocator.capacity; var newChunkCount = m_MeshChunkTableAllocator.Grow(m_MeshChunkTableAllocator.capacity + mesh.subMeshCount); var newChunkTableBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, newChunkCount, GetMeshChunkTableEntryByteSize()); GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalMeshChunkTableEntryBuffer, 0, newChunkTableBuffer, 0, DivUp(oldChunkCount * GetMeshChunkTableEntryByteSize(), 4)); m_GlobalMeshChunkTableEntryBuffer.Dispose(); m_GlobalMeshChunkTableEntryBuffer = newChunkTableBuffer; m_MaxMeshChunkTableEntriesCount = newChunkCount; newSlot.meshChunkTableAlloc = m_MeshChunkTableAllocator.Allocate(mesh.subMeshCount); Assert.IsTrue(newSlot.meshChunkTableAlloc.valid); } newSlot.meshChunks = new NativeArray(mesh.subMeshCount, Allocator.Persistent); for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex) { SubMeshDescriptor submeshDescriptor = mesh.GetSubMesh(submeshIndex); var newMeshChunk = MeshChunk.Invalid; newMeshChunk.vertexAlloc = m_VertexAllocator.Allocate(submeshDescriptor.vertexCount); if (!newMeshChunk.vertexAlloc.valid) { var oldVertexCount = m_VertexAllocator.capacity; var newVertexCount = m_VertexAllocator.Grow(m_VertexAllocator.capacity + submeshDescriptor.vertexCount); var newVertexBuffer = new GraphicsBuffer(VertexBufferTarget, DivUp(newVertexCount * GetVertexByteSize(), 4), 4); GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalVertexBuffer, 0, newVertexBuffer, 0, DivUp(oldVertexCount * GetVertexByteSize(), 4)); m_GlobalVertexBuffer.Dispose(); m_GlobalVertexBuffer = newVertexBuffer; m_MaxVertCounts = newVertexCount; newMeshChunk.vertexAlloc = m_VertexAllocator.Allocate(submeshDescriptor.vertexCount); Assert.IsTrue(newMeshChunk.vertexAlloc.valid); } newMeshChunk.indexAlloc = m_IndexAllocator.Allocate(submeshDescriptor.indexCount); if (!newMeshChunk.indexAlloc.valid) { var oldIndexcount = m_IndexAllocator.capacity; var newIndexCount = m_IndexAllocator.Grow(m_IndexAllocator.capacity + submeshDescriptor.indexCount); var newIndexBuffer = new GraphicsBuffer(IndexBufferTarget, newIndexCount, 4); GraphicsHelpers.CopyBuffer(m_CopyShader, m_GlobalIndexBuffer, 0, newIndexBuffer, 0, oldIndexcount); m_GlobalIndexBuffer.Dispose(); m_GlobalIndexBuffer = newIndexBuffer; m_MaxIndexCounts = newIndexCount; newMeshChunk.indexAlloc = m_IndexAllocator.Allocate(submeshDescriptor.indexCount); Assert.IsTrue(newMeshChunk.indexAlloc.valid); } newSlot.meshChunks[submeshIndex] = newMeshChunk; } } if (!allocationSuccess) { DeallocateGeometrySlot(ref newSlot); return false; } if (m_FreeGeoSlots.IsEmpty) { allocationHandle = m_GeoSlots.Count; m_GeoSlots.Add(newSlot); } else { allocationHandle = m_FreeGeoSlots[m_FreeGeoSlots.Length - 1]; m_FreeGeoSlots.RemoveAtSwapBack(m_FreeGeoSlots.Length - 1); Assertions.Assert.IsTrue(!m_GeoSlots[allocationHandle].valid); m_GeoSlots[allocationHandle] = newSlot; } m_MeshHashToGeoSlot.Add(newSlot.hash, allocationHandle); return true; } private void DeallocateGeoPoolEntrySlot(GeometryPoolHandle handle) { var slot = m_GeoPoolEntrySlots[handle.index]; --slot.refCount; if (slot.refCount == 0) { m_GeoPoolEntryHashToSlot.Remove(slot.hash); DeallocateGeoPoolEntrySlot(ref slot); m_FreeGeoPoolEntrySlots.Add(handle); } m_GeoPoolEntrySlots[handle.index] = slot; } private void DeallocateGeoPoolEntrySlot(ref GeoPoolEntrySlot geoPoolEntrySlot) { if (geoPoolEntrySlot.geoSlotHandle != InvalidHandle) DeallocateGeometrySlot(geoPoolEntrySlot.geoSlotHandle); geoPoolEntrySlot = GeoPoolEntrySlot.Invalid; } public GeometryPoolEntryInfo GetEntryInfo(GeometryPoolHandle handle) { if (!handle.valid) return GeometryPoolEntryInfo.NewDefault(); GeoPoolEntrySlot slot = m_GeoPoolEntrySlots[handle.index]; if (!slot.valid) return GeometryPoolEntryInfo.NewDefault(); if (slot.geoSlotHandle == -1) Debug.LogErrorFormat("Found invalid geometry slot handle with handle id {0}.", handle.index); return new GeometryPoolEntryInfo() { valid = slot.valid, refCount = slot.refCount }; } public GeometrySlot GetEntryGeomAllocation(GeometryPoolHandle handle) { var slot = m_GeoPoolEntrySlots[handle.index]; Assertions.Assert.IsTrue(slot.valid); var geoSlot = m_GeoSlots[slot.geoSlotHandle]; Assertions.Assert.IsTrue(geoSlot.valid); return geoSlot; } public int GetInstanceGeometryIndex(Mesh mesh) { return GetEntryGeomAllocation(GetHandle(mesh)).meshChunkTableAlloc.block.offset; } private void UpdateGeoGpuState(Mesh mesh, GeometryPoolHandle handle) { var entrySlot = m_GeoPoolEntrySlots[handle.index]; var geoSlot = m_GeoSlots[entrySlot.geoSlotHandle]; CommandBuffer cmdBuffer = AllocateCommandBuffer(); //clear any previous cmd buffers. //Upload mesh information. if (!geoSlot.hasGPUData) { //Load index buffer GraphicsBuffer buffer = LoadIndexBuffer(mesh); Assertions.Assert.IsTrue((buffer.target & GraphicsBuffer.Target.Raw) != 0); // Load attribute buffers VertexBufferAttribInfo posAttrib; LoadVertexAttribInfo(mesh, VertexAttribute.Position, out posAttrib); VertexBufferAttribInfo uv0Attrib; LoadVertexAttribInfo(mesh, VertexAttribute.TexCoord0, out uv0Attrib); VertexBufferAttribInfo uv1Attrib; LoadVertexAttribInfo(mesh, VertexAttribute.TexCoord1, out uv1Attrib); VertexBufferAttribInfo normalAttrib; LoadVertexAttribInfo(mesh, VertexAttribute.Normal, out normalAttrib); var meshChunkAllocationTable = new NativeArray(geoSlot.meshChunks.Length, Allocator.Temp); for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex) { SubMeshDescriptor submeshDescriptor = mesh.GetSubMesh(submeshIndex); MeshChunk targetMeshChunk = geoSlot.meshChunks[submeshIndex]; //Update mesh chunk vertex offset AddVertexUpdateCommand( cmdBuffer, submeshDescriptor.baseVertex + submeshDescriptor.firstVertex, posAttrib, uv0Attrib, uv1Attrib, normalAttrib, targetMeshChunk.vertexAlloc, m_GlobalVertexBuffer); //Update mesh chunk index offset AddIndexUpdateCommand( cmdBuffer, mesh.indexFormat, buffer, targetMeshChunk.indexAlloc, submeshDescriptor.firstVertex, submeshDescriptor.indexStart, submeshDescriptor.indexCount, 0, m_GlobalIndexBuffer); meshChunkAllocationTable[submeshIndex] = targetMeshChunk.EncodeGPUEntry(); } cmdBuffer.SetBufferData(m_GlobalMeshChunkTableEntryBuffer, meshChunkAllocationTable, 0, geoSlot.meshChunkTableAlloc.block.offset, meshChunkAllocationTable.Length); meshChunkAllocationTable.Dispose(); geoSlot.hasGPUData = true; m_GeoSlots[entrySlot.geoSlotHandle] = geoSlot; } } private uint FNVHash(uint prevHash, uint dword) { //https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function const uint fnvPrime = 0x811C9DC5; for (int i = 0; i < 4; ++i) { prevHash ^= ((dword >> (i * 8)) & 0xFF); prevHash *= fnvPrime; } return prevHash; } private uint CalculateClusterHash(Mesh mesh, GeometryPoolSubmeshData[] submeshData) { uint meshHash = (uint)mesh.GetHashCode(); uint clusterHash = meshHash; if (submeshData != null) { foreach (var data in submeshData) { clusterHash = FNVHash(clusterHash, (uint)data.submeshIndex); clusterHash = FNVHash(clusterHash, (uint)(data.material == null ? 0 : data.material.GetHashCode())); } } return clusterHash; } public GeometryPoolHandle GetHandle(Mesh mesh) { uint geoPoolEntryHash = CalculateClusterHash(mesh, null); if (m_GeoPoolEntryHashToSlot.TryGetValue(geoPoolEntryHash, out GeometryPoolHandle outHandle)) return outHandle; else return GeometryPoolHandle.Invalid; } private static int FindSubmeshEntryInDesc(int submeshIndex, in GeometryPoolSubmeshData[] submeshData) { if (submeshData == null) return -1; for (int i = 0; i < submeshData.Length; ++i) { if (submeshData[i].submeshIndex == submeshIndex) return i; } return -1; } public bool Register(Mesh mesh, out GeometryPoolHandle outHandle) { return Register(new GeometryPoolEntryDesc() { mesh = mesh, submeshData = null }, out outHandle); } public bool Register(in GeometryPoolEntryDesc entryDesc, out GeometryPoolHandle outHandle) { outHandle = GeometryPoolHandle.Invalid; if (entryDesc.mesh == null) { return false; } Mesh mesh = entryDesc.mesh; uint geoPoolEntryHash = CalculateClusterHash(entryDesc.mesh, entryDesc.submeshData); if (m_GeoPoolEntryHashToSlot.TryGetValue(geoPoolEntryHash, out outHandle)) { GeoPoolEntrySlot geoPoolEntrySlot = m_GeoPoolEntrySlots[outHandle.index]; Assertions.Assert.IsTrue(geoPoolEntrySlot.hash == geoPoolEntryHash); GeometrySlot geoSlot = m_GeoSlots[geoPoolEntrySlot.geoSlotHandle]; Assertions.Assert.IsTrue(geoSlot.hash == (uint)mesh.GetHashCode()); ++geoPoolEntrySlot.refCount; m_GeoPoolEntrySlots[outHandle.index] = geoPoolEntrySlot; return true; } var newSlot = GeoPoolEntrySlot.Invalid; newSlot.refCount = 1; newSlot.hash = geoPoolEntryHash; // Validate submesh information var validSubmeshData = new List(mesh.subMeshCount); if (mesh.subMeshCount > 0 && entryDesc.submeshData != null) { for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; ++submeshIndex) { int entryIndex = FindSubmeshEntryInDesc(submeshIndex, entryDesc.submeshData); if (entryIndex == -1) { Debug.LogErrorFormat("Could not find submesh index {0} for mesh entry descriptor of mesh {1}.", submeshIndex, mesh.name); continue; } validSubmeshData.Add(entryDesc.submeshData[entryIndex]); } } if (!AllocateGeo(mesh, out newSlot.geoSlotHandle)) { DeallocateGeoPoolEntrySlot(ref newSlot); return false; } if (m_FreeGeoPoolEntrySlots.IsEmpty) { outHandle = new GeometryPoolHandle() { index = m_GeoPoolEntrySlots.Length }; m_GeoPoolEntrySlots.Add(newSlot); } else { outHandle = m_FreeGeoPoolEntrySlots[m_FreeGeoPoolEntrySlots.Length - 1]; m_FreeGeoPoolEntrySlots.RemoveAtSwapBack(m_FreeGeoPoolEntrySlots.Length - 1); Assertions.Assert.IsTrue(!m_GeoPoolEntrySlots[outHandle.index].valid); m_GeoPoolEntrySlots[outHandle.index] = newSlot; } m_GeoPoolEntryHashToSlot.Add(newSlot.hash, outHandle); UpdateGeoGpuState(mesh, outHandle); return true; } public void Unregister(GeometryPoolHandle handle) { var slot = m_GeoPoolEntrySlots[handle.index]; Assertions.Assert.IsTrue(slot.valid); DeallocateGeoPoolEntrySlot(handle); } public void SendGpuCommands() { if (m_PendingCmds != 0) { Graphics.ExecuteCommandBuffer(m_CmdBuffer); m_MustClearCmdBuffer = true; m_PendingCmds = 0; } DisposeInputBuffers(); } private GraphicsBuffer LoadIndexBuffer(Mesh mesh) { Debug.Assert((mesh.indexBufferTarget & GraphicsBuffer.Target.Raw) != 0 || (mesh.GetIndices(0) != null && mesh.GetIndices(0).Length != 0), "Cant use a mesh buffer that is not raw and has no CPU index information."); mesh.indexBufferTarget |= GraphicsBuffer.Target.Raw; mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw; var idxBuffer = mesh.GetIndexBuffer(); m_InputBufferReferences.Add(idxBuffer); return idxBuffer; } void LoadVertexAttribInfo(Mesh mesh, VertexAttribute attribute, out VertexBufferAttribInfo output) { if (!mesh.HasVertexAttribute(attribute)) { output.buffer = null; output.stride = output.offset = output.byteCount = 0; return; } int stream = mesh.GetVertexAttributeStream(attribute); output.stride = mesh.GetVertexBufferStride(stream); output.offset = mesh.GetVertexAttributeOffset(attribute); output.byteCount = GetFormatByteCount(mesh.GetVertexAttributeFormat(attribute)) * mesh.GetVertexAttributeDimension(attribute); output.buffer = mesh.GetVertexBuffer(stream); m_InputBufferReferences.Add(output.buffer); Assertions.Assert.IsTrue((output.buffer.target & GraphicsBuffer.Target.Raw) != 0); } private CommandBuffer AllocateCommandBuffer() { if (m_MustClearCmdBuffer) { m_CmdBuffer.Clear(); m_MustClearCmdBuffer = false; } ++m_PendingCmds; return m_CmdBuffer; } private void AddIndexUpdateCommand( CommandBuffer cmdBuffer, IndexFormat inputFormat, in GraphicsBuffer inputBuffer, in BlockAllocator.Allocation location, int firstVertex, int inputOffset, int indexCount, int outputOffset, GraphicsBuffer outputIdxBuffer) { if (location.block.count == 0) return; Assertions.Assert.IsTrue(indexCount <= location.block.count); Assertions.Assert.IsTrue(outputOffset < location.block.count); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputIBBaseOffset, inputOffset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputIBCount, indexCount); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputFirstVertex, firstVertex); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputIBOffset, location.block.offset + outputOffset); int kernel = inputFormat == IndexFormat.UInt16 ? m_KernelMainUpdateIndexBuffer16 : m_KernelMainUpdateIndexBuffer32; cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._InputIndexBuffer, inputBuffer); cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._OutputIndexBuffer, outputIdxBuffer); int totalGroupCount = DivUp(location.block.count, kThreadGroupSize); int dispatchCount = DivUp(totalGroupCount, kMaxThreadGroupsPerDispatch); for (int dispatchIndex = 0; dispatchIndex < dispatchCount; ++dispatchIndex) { int indexOffset = dispatchIndex * kMaxThreadGroupsPerDispatch * kThreadGroupSize; int dispatchGroupCount = Math.Min(kMaxThreadGroupsPerDispatch, totalGroupCount - dispatchIndex * kMaxThreadGroupsPerDispatch); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._DispatchIndexOffset, indexOffset); cmdBuffer.DispatchCompute(m_GeometryPoolKernelsCS, kernel, dispatchGroupCount, 1, 1); } } private void AddVertexUpdateCommand( CommandBuffer cmdBuffer, int baseVertexOffset, in VertexBufferAttribInfo pos, in VertexBufferAttribInfo uv0, in VertexBufferAttribInfo uv1, in VertexBufferAttribInfo n, in BlockAllocator.Allocation location, GraphicsBuffer outputVertexBuffer) { if (location.block.count == 0) return; GeoPoolVertexAttribs attributes = 0; if (pos.valid) attributes |= GeoPoolVertexAttribs.Position; if (uv0.valid) attributes |= GeoPoolVertexAttribs.Uv0; if (uv1.valid) attributes |= GeoPoolVertexAttribs.Uv1; if (n.valid) attributes |= GeoPoolVertexAttribs.Normal; int vertexCount = location.block.count; cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputVBCount, vertexCount); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputBaseVertexOffset, baseVertexOffset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputVBSize, m_MaxVertCounts); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._OutputVBOffset, location.block.offset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputPosBufferStride, pos.stride); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputPosBufferOffset, pos.offset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv0BufferStride, uv0.stride); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv0BufferOffset, uv0.offset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv1BufferStride, uv1.stride); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputUv1BufferOffset, uv1.offset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputNormalBufferStride, n.stride); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._InputNormalBufferOffset, n.offset); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._AttributesMask, (int)attributes); int kernel = m_KernelMainUpdateVertexBuffer; cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._PosBuffer, pos.valid ? pos.buffer : m_DummyBuffer); cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._Uv0Buffer, uv0.valid ? uv0.buffer : m_DummyBuffer); cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._Uv1Buffer, uv1.valid ? uv1.buffer : m_DummyBuffer); cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._NormalBuffer, n.valid ? n.buffer : m_DummyBuffer); cmdBuffer.SetComputeBufferParam(m_GeometryPoolKernelsCS, kernel, GeoPoolShaderIDs._OutputVB, outputVertexBuffer); int totalGroupCount = DivUp(vertexCount, kThreadGroupSize); int dispatchCount = DivUp(totalGroupCount, kMaxThreadGroupsPerDispatch); for (int dispatchIndex = 0; dispatchIndex < dispatchCount; ++dispatchIndex) { int vertexOffset = dispatchIndex * kMaxThreadGroupsPerDispatch * kThreadGroupSize; int dispatchGroupCount = Math.Min(kMaxThreadGroupsPerDispatch, totalGroupCount - dispatchIndex * kMaxThreadGroupsPerDispatch); cmdBuffer.SetComputeIntParam(m_GeometryPoolKernelsCS, GeoPoolShaderIDs._DispatchVertexOffset, vertexOffset); cmdBuffer.DispatchCompute(m_GeometryPoolKernelsCS, kernel, dispatchGroupCount, 1, 1); } } } }