230 lines
8.5 KiB
C#
230 lines
8.5 KiB
C#
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using System;
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using System.Diagnostics;
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namespace UnityEngine.Experimental.Rendering.RenderGraphModule
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{
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/// <summary>
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/// Compute Buffer resource handle.
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/// </summary>
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[DebuggerDisplay("ComputeBuffer ({handle.index})")]
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public struct ComputeBufferHandle
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{
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private static ComputeBufferHandle s_NullHandle = new ComputeBufferHandle();
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/// <summary>
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/// Returns a null compute buffer handle
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/// </summary>
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/// <returns>A null compute buffer handle.</returns>
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public static ComputeBufferHandle nullHandle { get { return s_NullHandle; } }
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internal ResourceHandle handle;
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internal ComputeBufferHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.ComputeBuffer, shared); }
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/// <summary>
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/// Cast to ComputeBuffer
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/// </summary>
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/// <param name="buffer">Input ComputeBufferHandle</param>
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/// <returns>Resource as a Compute Buffer.</returns>
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public static implicit operator ComputeBuffer(ComputeBufferHandle buffer) => buffer.IsValid() ? RenderGraphResourceRegistry.current.GetComputeBuffer(buffer) : null;
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/// <summary>
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/// Return true if the handle is valid.
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/// </summary>
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/// <returns>True if the handle is valid.</returns>
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public bool IsValid() => handle.IsValid();
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}
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/// <summary>
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/// Descriptor used to create compute buffer resources
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/// </summary>
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public struct ComputeBufferDesc
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{
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///<summary>Number of elements in the buffer..</summary>
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public int count;
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///<summary>Size of one element in the buffer. Has to match size of buffer type in the shader.</summary>
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public int stride;
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///<summary>Type of the buffer, default is ComputeBufferType.Default (structured buffer).</summary>
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public ComputeBufferType type;
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/// <summary>Compute Buffer name.</summary>
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public string name;
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/// <summary>
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/// ComputeBufferDesc constructor.
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/// </summary>
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/// <param name="count">Number of elements in the buffer.</param>
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/// <param name="stride">Size of one element in the buffer.</param>
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public ComputeBufferDesc(int count, int stride)
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: this()
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{
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this.count = count;
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this.stride = stride;
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type = ComputeBufferType.Default;
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}
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/// <summary>
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/// ComputeBufferDesc constructor.
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/// </summary>
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/// <param name="count">Number of elements in the buffer.</param>
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/// <param name="stride">Size of one element in the buffer.</param>
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/// <param name="type">Type of the buffer.</param>
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public ComputeBufferDesc(int count, int stride, ComputeBufferType type)
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: this()
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{
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this.count = count;
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this.stride = stride;
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this.type = type;
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}
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/// <summary>
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/// Hash function
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/// </summary>
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/// <returns>The texture descriptor hash.</returns>
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public override int GetHashCode()
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{
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int hashCode = 17;
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hashCode = hashCode * 23 + count;
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hashCode = hashCode * 23 + stride;
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hashCode = hashCode * 23 + (int)type;
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return hashCode;
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}
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}
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[DebuggerDisplay("ComputeBufferResource ({desc.name})")]
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class ComputeBufferResource : RenderGraphResource<ComputeBufferDesc, ComputeBuffer>
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{
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public override string GetName()
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{
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if (imported)
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return "ImportedComputeBuffer"; // No getter for compute buffer name.
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else
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return desc.name;
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}
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// NOTE:
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// Next two functions should have been implemented in RenderGraphResource<DescType, ResType> but for some reason,
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// when doing so, it's impossible to break in the Texture version of the virtual function (with VS2017 at least), making this completely un-debuggable.
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// To work around this, we just copy/pasted the implementation in each final class...
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public override void CreatePooledGraphicsResource()
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{
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Debug.Assert(m_Pool != null, "ComputeBufferResource: CreatePooledGraphicsResource should only be called for regular pooled resources");
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int hashCode = desc.GetHashCode();
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if (graphicsResource != null)
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throw new InvalidOperationException(string.Format("ComputeBufferResource: Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName()));
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var pool = m_Pool as ComputeBufferPool;
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if (!pool.TryGetResource(hashCode, out graphicsResource))
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{
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CreateGraphicsResource(desc.name);
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}
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cachedHash = hashCode;
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pool.RegisterFrameAllocation(cachedHash, graphicsResource);
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graphicsResource.name = desc.name;
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}
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public override void ReleasePooledGraphicsResource(int frameIndex)
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{
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if (graphicsResource == null)
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throw new InvalidOperationException($"ComputeBufferResource: Tried to release a resource ({GetName()}) that was never created. Check that there is at least one pass writing to it first.");
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// Shared resources don't use the pool
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var pool = m_Pool as ComputeBufferPool;
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if (pool != null)
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{
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pool.ReleaseResource(cachedHash, graphicsResource, frameIndex);
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pool.UnregisterFrameAllocation(cachedHash, graphicsResource);
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}
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Reset(null);
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}
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public override void CreateGraphicsResource(string name = "")
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{
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graphicsResource = new ComputeBuffer(desc.count, desc.stride, desc.type);
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graphicsResource.name = name == "" ? $"RenderGraphComputeBuffer_{desc.count}_{desc.stride}_{desc.type}" : name;
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}
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public override void ReleaseGraphicsResource()
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{
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if (graphicsResource != null)
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graphicsResource.Release();
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base.ReleaseGraphicsResource();
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}
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public override void LogCreation(RenderGraphLogger logger)
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{
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logger.LogLine($"Created ComputeBuffer: {desc.name}");
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}
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public override void LogRelease(RenderGraphLogger logger)
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{
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logger.LogLine($"Released ComputeBuffer: {desc.name}");
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}
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}
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class ComputeBufferPool : RenderGraphResourcePool<ComputeBuffer>
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{
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protected override void ReleaseInternalResource(ComputeBuffer res)
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{
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res.Release();
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}
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protected override string GetResourceName(ComputeBuffer res)
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{
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return "ComputeBufferNameNotAvailable"; // ComputeBuffer.name is a setter only :(
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}
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protected override long GetResourceSize(ComputeBuffer res)
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{
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return res.count * res.stride;
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}
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override protected string GetResourceTypeName()
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{
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return "ComputeBuffer";
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}
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override protected int GetSortIndex(ComputeBuffer res)
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{
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return res.GetHashCode();
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}
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// Another C# nicety.
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// We need to re-implement the whole thing every time because:
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// - obj.resource.Release is Type specific so it cannot be called on a generic (and there's no shared interface for resources like RTHandle, ComputeBuffers etc)
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// - We can't use a virtual release function because it will capture this in the lambda for RemoveAll generating GCAlloc in the process.
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override public void PurgeUnusedResources(int currentFrameIndex)
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{
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// Update the frame index for the lambda. Static because we don't want to capture.
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s_CurrentFrameIndex = currentFrameIndex;
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m_RemoveList.Clear();
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foreach (var kvp in m_ResourcePool)
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{
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// WARNING: No foreach here. Sorted list GetEnumerator generates garbage...
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var list = kvp.Value;
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var keys = list.Keys;
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var values = list.Values;
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for (int i = 0; i < list.Count; ++i)
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{
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var value = values[i];
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if (ShouldReleaseResource(value.frameIndex, s_CurrentFrameIndex))
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{
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value.resource.Release();
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m_RemoveList.Add(keys[i]);
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}
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}
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foreach (var key in m_RemoveList)
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list.Remove(key);
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}
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}
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}
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}
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