248 lines
9.7 KiB
C#
248 lines
9.7 KiB
C#
using Unity.Mathematics;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering.Universal
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{
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internal struct LayerBatch
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{
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#if UNITY_EDITOR
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public int startIndex;
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public int endIndex;
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#endif
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public int startLayerID;
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public int endLayerValue;
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public SortingLayerRange layerRange;
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public LightStats lightStats;
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public bool useNormals;
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private unsafe fixed int renderTargetIds[4];
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private unsafe fixed bool renderTargetUsed[4];
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public List<Light2D> lights;
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public List<Light2D> shadowLights;
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public List<ShadowCasterGroup2D> shadowCasters;
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internal int[] activeBlendStylesIndices;
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public void InitRTIds(int index)
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{
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for (var i = 0; i < 4; i++)
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{
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unsafe
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{
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renderTargetUsed[i] = false;
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renderTargetIds[i] = Shader.PropertyToID($"_LightTexture_{index}_{i}");
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}
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}
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lights = new List<Light2D>();
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shadowLights = new List<Light2D>();
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shadowCasters = new List<ShadowCasterGroup2D>();
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}
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public RenderTargetIdentifier GetRTId(CommandBuffer cmd, RenderTextureDescriptor desc, int index)
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{
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unsafe
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{
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if (!renderTargetUsed[index])
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{
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cmd.GetTemporaryRT(renderTargetIds[index], desc, FilterMode.Bilinear);
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renderTargetUsed[index] = true;
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}
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return new RenderTargetIdentifier(renderTargetIds[index]);
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}
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}
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public void ReleaseRT(CommandBuffer cmd)
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{
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for (var i = 0; i < 4; i++)
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{
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unsafe
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{
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if (!renderTargetUsed[i])
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continue;
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cmd.ReleaseTemporaryRT(renderTargetIds[i]);
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renderTargetUsed[i] = false;
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}
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}
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}
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}
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internal static class LayerUtility
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{
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private static LayerBatch[] s_LayerBatches;
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public static uint maxTextureCount { get; private set; }
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public static void InitializeBudget(uint maxTextureCount)
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{
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LayerUtility.maxTextureCount = math.max(4, maxTextureCount);
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}
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private static bool CanBatchLightsInLayer(int layerIndex1, int layerIndex2, SortingLayer[] sortingLayers, ILight2DCullResult lightCullResult)
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{
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var layerId1 = sortingLayers[layerIndex1].id;
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var layerId2 = sortingLayers[layerIndex2].id;
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foreach (var light in lightCullResult.visibleLights)
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{
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// If the lit layers are different don't batch.
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if (light.IsLitLayer(layerId1) != light.IsLitLayer(layerId2))
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return false;
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}
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foreach (var group in lightCullResult.visibleShadows)
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{
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foreach (var shadowCaster in group.GetShadowCasters())
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{
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// Don't batch when the layer has different shadow casters
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if (shadowCaster.IsShadowedLayer(layerId1) != shadowCaster.IsShadowedLayer(layerId2))
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return false;
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}
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}
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return true;
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}
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private static int FindUpperBoundInBatch(int startLayerIndex, SortingLayer[] sortingLayers, ILight2DCullResult lightCullResult)
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{
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// start checking at the next layer
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for (var i = startLayerIndex + 1; i < sortingLayers.Length; i++)
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{
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if (!CanBatchLightsInLayer(startLayerIndex, i, sortingLayers, lightCullResult))
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return i - 1;
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}
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return sortingLayers.Length - 1;
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}
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private static void InitializeBatchInfos(SortingLayer[] cachedSortingLayers)
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{
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var count = cachedSortingLayers.Length;
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var needInit = s_LayerBatches == null;
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if (s_LayerBatches is null)
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{
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s_LayerBatches = new LayerBatch[count];
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}
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#if UNITY_EDITOR
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// we should fix. Make a non allocating version of this
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if (!Application.isPlaying && s_LayerBatches.Length != count)
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{
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s_LayerBatches = new LayerBatch[count];
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needInit = true;
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}
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#endif
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if (needInit)
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{
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for (var i = 0; i < s_LayerBatches.Length; i++)
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{
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ref var layerBatch = ref s_LayerBatches[i];
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layerBatch.InitRTIds(i);
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}
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}
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}
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public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, out int batchCount)
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{
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var cachedSortingLayers = Light2DManager.GetCachedSortingLayer();
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InitializeBatchInfos(cachedSortingLayers);
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bool anyNormals = false;
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batchCount = 0;
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for (var i = 0; i < cachedSortingLayers.Length;)
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{
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var layerToRender = cachedSortingLayers[i].id;
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ref var layerBatch = ref s_LayerBatches[batchCount++];
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var lightStats = lightCullResult.GetLightStatsByLayer(layerToRender, ref layerBatch);
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// Find the highest layer that share the same set of lights and shadows as this layer.
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var upperLayerInBatch = FindUpperBoundInBatch(i, cachedSortingLayers, lightCullResult);
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// Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
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// When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
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// Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
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var startLayerValue = (short)cachedSortingLayers[i].value;
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var lowerBound = (i == 0) ? short.MinValue : startLayerValue;
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var endLayerValue = (short)cachedSortingLayers[upperLayerInBatch].value;
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var upperBound = (upperLayerInBatch == cachedSortingLayers.Length - 1) ? short.MaxValue : endLayerValue;
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// Renderer within this range share the same set of lights so they should be rendered together.
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var sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);
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#if UNITY_EDITOR
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layerBatch.startIndex = i;
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layerBatch.endIndex = upperLayerInBatch;
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#endif
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layerBatch.startLayerID = layerToRender;
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layerBatch.endLayerValue = endLayerValue;
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layerBatch.layerRange = sortingLayerRange;
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layerBatch.lightStats = lightStats;
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anyNormals |= layerBatch.lightStats.useNormalMap;
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i = upperLayerInBatch + 1;
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}
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// Account for Sprite Mask and normal map usage as there might be masks on a different layer that need to mask out the normals
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for (var i = 0; i < batchCount; ++i)
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{
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ref var layerBatch = ref s_LayerBatches[i];
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var hasSpriteMask = SpriteMaskUtility.HasSpriteMaskInLayerRange(layerBatch.layerRange);
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layerBatch.useNormals = layerBatch.lightStats.useNormalMap || (anyNormals && hasSpriteMask);
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}
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SetupActiveBlendStyles();
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return s_LayerBatches;
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}
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public static void GetFilterSettings(Renderer2DData rendererData, ref LayerBatch layerBatch, short cameraSortingLayerBoundsIndex, out FilteringSettings filterSettings)
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{
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filterSettings = FilteringSettings.defaultValue;
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filterSettings.renderQueueRange = RenderQueueRange.all;
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filterSettings.layerMask = -1;
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filterSettings.renderingLayerMask = 0xFFFFFFFF;
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short upperBound = layerBatch.layerRange.upperBound;
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if (rendererData.useCameraSortingLayerTexture && cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound)
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upperBound = cameraSortingLayerBoundsIndex;
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filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, upperBound);
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}
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static void SetupActiveBlendStyles()
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{
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// Calculate active blend styles to save on total light textures allocated
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for (int i = 0; i < s_LayerBatches.Length; ++i)
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{
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ref var layer = ref s_LayerBatches[i];
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// Determine number of blend styles used
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int size = 0;
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for (var blendStyleIndex = 0; blendStyleIndex < RendererLighting.k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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var blendStyleMask = (uint)(1 << blendStyleIndex);
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var blendStyleUsed = (layer.lightStats.blendStylesUsed & blendStyleMask) > 0;
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if (blendStyleUsed)
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size++;
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}
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if (layer.activeBlendStylesIndices == null || layer.activeBlendStylesIndices.Length != size)
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layer.activeBlendStylesIndices = new int[size];
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// Save indices so we don't have to copy the whole Light2DBlendStyle struct
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var index = 0;
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for (var blendStyleIndex = 0; blendStyleIndex < RendererLighting.k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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var blendStyleMask = (uint)(1 << blendStyleIndex);
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var blendStyleUsed = (layer.lightStats.blendStylesUsed & blendStyleMask) > 0;
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if (blendStyleUsed)
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layer.activeBlendStylesIndices[index++] = blendStyleIndex;
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}
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}
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}
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}
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}
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