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; } } }