247 lines
8.3 KiB
C#
247 lines
8.3 KiB
C#
using UnityEngine.Experimental.Rendering;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.Rendering.Universal
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{
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internal class LightBuffer
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{
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static readonly internal int kMax = 2048 * 8;
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static readonly internal int kCount = 1;
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static readonly internal int kLightMod = 64;
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static readonly internal int kBatchMax = 256;
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private GraphicsBuffer m_GraphicsBuffer;
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private NativeArray<int> m_Markers = new NativeArray<int>(kBatchMax, Allocator.Persistent, NativeArrayOptions.ClearMemory);
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private NativeArray<PerLight2D> m_NativeBuffer = new NativeArray<PerLight2D>(kMax, Allocator.Persistent, NativeArrayOptions.ClearMemory);
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internal GraphicsBuffer graphicsBuffer
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{
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get
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{
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if (null == m_GraphicsBuffer)
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m_GraphicsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, kMax, UnsafeUtility.SizeOf<PerLight2D>());
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return m_GraphicsBuffer;
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}
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}
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internal NativeArray<int> lightMarkers
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{
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get
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{
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return m_Markers;
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}
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}
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internal NativeArray<PerLight2D> nativeBuffer
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{
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get
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{
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return m_NativeBuffer;
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}
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}
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internal void Release()
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{
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m_GraphicsBuffer.Release();
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m_GraphicsBuffer = null;
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}
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internal void Reset()
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{
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unsafe { UnsafeUtility.MemClear(m_Markers.GetUnsafePtr(), UnsafeUtility.SizeOf<int>() * LightBuffer.kBatchMax); }
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unsafe { UnsafeUtility.MemClear(m_NativeBuffer.GetUnsafePtr(), UnsafeUtility.SizeOf<PerLight2D>() * LightBuffer.kMax); }
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}
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}
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// The idea is to avoid CPU cost when rendering meshes with the same shader (Consider this a light-weight SRP batcher). To identify the Mesh instance ID in the Light Buffer we utilize a Slot Index
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// identified from the Blue Channel of the Vertex Colors (Solely used for this purpose). This can batch a maximum of kLightMod meshes in best-case scenario. Simple but no optizations have been added yet
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internal class LightBatch
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{
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static readonly ProfilingSampler profilingDrawBatched = new ProfilingSampler("Light2D Batcher");
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static readonly int k_BufferOffset = Shader.PropertyToID("_BatchBufferOffset");
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static int sBatchIndexCounter = 0; // For LightMesh asset conditioning to facilitate batching.
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private static int batchLightMod => LightBuffer.kLightMod;
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private static float batchRunningIndex => (sBatchIndexCounter++) % LightBuffer.kLightMod / (float)LightBuffer.kLightMod;
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// Should be in Sync with USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
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public static bool isBatchingSupported => false;
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private int[] subsets = new int[LightBuffer.kMax];
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private Mesh[] lightMeshes = new Mesh[LightBuffer.kMax];
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private Matrix4x4[] matrices = new Matrix4x4[LightBuffer.kMax];
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private LightBuffer[] lightBuffer = new LightBuffer[LightBuffer.kCount];
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private Light2D cachedLight;
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private Material cachedMaterial;
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private int hashCode = 0;
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private int lightCount = 0;
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private int maxIndex = 0;
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private int batchCount = 0;
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private int activeCount = 0;
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internal NativeArray<PerLight2D> nativeBuffer
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{
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get
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{
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if (null == lightBuffer[activeCount])
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lightBuffer[activeCount] = new LightBuffer();
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return lightBuffer[activeCount].nativeBuffer;
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}
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}
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internal GraphicsBuffer graphicsBuffer
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{
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get
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{
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if (null == lightBuffer[activeCount])
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lightBuffer[activeCount] = new LightBuffer();
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return lightBuffer[activeCount].graphicsBuffer;
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}
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}
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internal NativeArray<int> lightMarker
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{
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get
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{
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if (null == lightBuffer[activeCount])
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lightBuffer[activeCount] = new LightBuffer();
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return lightBuffer[activeCount].lightMarkers;
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}
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}
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internal PerLight2D GetLight(int index) => nativeBuffer[index];
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internal static int batchSlotIndex => (int)(batchRunningIndex * LightBuffer.kLightMod);
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#if UNITY_EDITOR
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static bool kRegisterCallback = false;
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#endif
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internal void SetLight(int index, PerLight2D light)
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{
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var buffer = nativeBuffer;
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buffer[index] = light;
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}
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internal static float GetBatchColor()
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{
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return (float)batchSlotIndex / (float)batchLightMod;
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}
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internal static int GetBatchSlotIndex(float channelColor)
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{
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return (int)(channelColor * LightBuffer.kLightMod);
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}
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static int Hash(Light2D light, Material material)
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{
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unchecked
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{
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int _hashCode = (int)2166136261;
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_hashCode = _hashCode * 16777619 ^ material.GetHashCode();
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_hashCode = _hashCode * 16777619 ^ (light.lightCookieSprite == null ? 0 : light.lightCookieSprite.GetHashCode());
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return _hashCode;
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}
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}
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void Validate()
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{
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#if UNITY_EDITOR
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if (!kRegisterCallback)
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UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += OnAssemblyReload;
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kRegisterCallback = true;
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#endif
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}
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void OnAssemblyReload()
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{
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for (int i = 0; i < LightBuffer.kCount; ++i)
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lightBuffer[activeCount].Release();
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}
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void ResetInternals()
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{
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for (int i = 0; i < LightBuffer.kCount; ++i)
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if (null != lightBuffer[i])
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lightBuffer[i].Reset();
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}
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void SetBuffer()
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{
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Validate();
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graphicsBuffer.SetData(nativeBuffer, lightCount, lightCount, math.min(LightBuffer.kBatchMax, LightBuffer.kMax - lightCount));
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}
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internal int SlotIndex(int x)
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{
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return lightCount + x;
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}
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internal void Reset()
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{
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if (isBatchingSupported)
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{
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maxIndex = 0;
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hashCode = 0;
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batchCount = 0;
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lightCount = 0;
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activeCount = 0;
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Shader.SetGlobalBuffer("_Light2DBuffer", graphicsBuffer);
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}
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}
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internal bool CanBatch(Light2D light, Material material, int index, out int lightHash)
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{
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lightHash = Hash(light, material);
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hashCode = (hashCode == 0) ? lightHash : hashCode;
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if (batchCount == 0)
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{
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hashCode = lightHash;
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}
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else if (hashCode != lightHash || SlotIndex(index) >= LightBuffer.kMax || lightMarker[index] == 1)
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{
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hashCode = lightHash;
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return false;
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}
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return true;
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}
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internal bool AddBatch(Light2D light, Material material, Matrix4x4 mat, Mesh mesh, int subset, int lightHash, int index)
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{
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Debug.Assert(lightHash == hashCode);
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cachedLight = light;
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cachedMaterial = material;
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matrices[batchCount] = mat;
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lightMeshes[batchCount] = mesh;
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subsets[batchCount] = subset;
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batchCount++;
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maxIndex = math.max(maxIndex, index);
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var lightMark = lightMarker;
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lightMark[index] = 1;
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return true;
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}
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internal void Flush(RasterCommandBuffer cmd)
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{
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if (batchCount > 0)
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{
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using (new ProfilingScope(cmd, profilingDrawBatched))
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{
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SetBuffer();
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cmd.SetGlobalInt(k_BufferOffset, lightCount);
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cmd.DrawMultipleMeshes(matrices, lightMeshes, subsets, batchCount, cachedMaterial, -1, null);
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}
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lightCount = lightCount + maxIndex + 1;
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}
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for (int i = 0; i < batchCount; ++i)
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lightMeshes[i] = null;
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ResetInternals();
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batchCount = 0;
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maxIndex = 0;
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}
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}
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}
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