using System; using System.Diagnostics; namespace UnityEngine.Experimental.Rendering.RenderGraphModule { /// /// Compute Buffer resource handle. /// [DebuggerDisplay("ComputeBuffer ({handle.index})")] public struct ComputeBufferHandle { private static ComputeBufferHandle s_NullHandle = new ComputeBufferHandle(); /// /// Returns a null compute buffer handle /// /// A null compute buffer handle. public static ComputeBufferHandle nullHandle { get { return s_NullHandle; } } internal ResourceHandle handle; internal ComputeBufferHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.ComputeBuffer, shared); } /// /// Cast to ComputeBuffer /// /// Input ComputeBufferHandle /// Resource as a Compute Buffer. public static implicit operator ComputeBuffer(ComputeBufferHandle buffer) => buffer.IsValid() ? RenderGraphResourceRegistry.current.GetComputeBuffer(buffer) : null; /// /// Return true if the handle is valid. /// /// True if the handle is valid. public bool IsValid() => handle.IsValid(); } /// /// Descriptor used to create compute buffer resources /// public struct ComputeBufferDesc { ///Number of elements in the buffer.. public int count; ///Size of one element in the buffer. Has to match size of buffer type in the shader. public int stride; ///Type of the buffer, default is ComputeBufferType.Default (structured buffer). public ComputeBufferType type; /// Compute Buffer name. public string name; /// /// ComputeBufferDesc constructor. /// /// Number of elements in the buffer. /// Size of one element in the buffer. public ComputeBufferDesc(int count, int stride) : this() { this.count = count; this.stride = stride; type = ComputeBufferType.Default; } /// /// ComputeBufferDesc constructor. /// /// Number of elements in the buffer. /// Size of one element in the buffer. /// Type of the buffer. public ComputeBufferDesc(int count, int stride, ComputeBufferType type) : this() { this.count = count; this.stride = stride; this.type = type; } /// /// Hash function /// /// The texture descriptor hash. public override int GetHashCode() { int hashCode = 17; hashCode = hashCode * 23 + count; hashCode = hashCode * 23 + stride; hashCode = hashCode * 23 + (int)type; return hashCode; } } [DebuggerDisplay("ComputeBufferResource ({desc.name})")] class ComputeBufferResource : RenderGraphResource { public override string GetName() { if (imported) return "ImportedComputeBuffer"; // No getter for compute buffer name. else return desc.name; } // NOTE: // Next two functions should have been implemented in RenderGraphResource but for some reason, // 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. // To work around this, we just copy/pasted the implementation in each final class... public override void CreatePooledGraphicsResource() { Debug.Assert(m_Pool != null, "ComputeBufferResource: CreatePooledGraphicsResource should only be called for regular pooled resources"); int hashCode = desc.GetHashCode(); if (graphicsResource != null) 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())); var pool = m_Pool as ComputeBufferPool; if (!pool.TryGetResource(hashCode, out graphicsResource)) { CreateGraphicsResource(desc.name); } cachedHash = hashCode; pool.RegisterFrameAllocation(cachedHash, graphicsResource); graphicsResource.name = desc.name; } public override void ReleasePooledGraphicsResource(int frameIndex) { if (graphicsResource == null) 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."); // Shared resources don't use the pool var pool = m_Pool as ComputeBufferPool; if (pool != null) { pool.ReleaseResource(cachedHash, graphicsResource, frameIndex); pool.UnregisterFrameAllocation(cachedHash, graphicsResource); } Reset(null); } public override void CreateGraphicsResource(string name = "") { graphicsResource = new ComputeBuffer(desc.count, desc.stride, desc.type); graphicsResource.name = name == "" ? $"RenderGraphComputeBuffer_{desc.count}_{desc.stride}_{desc.type}" : name; } public override void ReleaseGraphicsResource() { if (graphicsResource != null) graphicsResource.Release(); base.ReleaseGraphicsResource(); } public override void LogCreation(RenderGraphLogger logger) { logger.LogLine($"Created ComputeBuffer: {desc.name}"); } public override void LogRelease(RenderGraphLogger logger) { logger.LogLine($"Released ComputeBuffer: {desc.name}"); } } class ComputeBufferPool : RenderGraphResourcePool { protected override void ReleaseInternalResource(ComputeBuffer res) { res.Release(); } protected override string GetResourceName(ComputeBuffer res) { return "ComputeBufferNameNotAvailable"; // ComputeBuffer.name is a setter only :( } protected override long GetResourceSize(ComputeBuffer res) { return res.count * res.stride; } override protected string GetResourceTypeName() { return "ComputeBuffer"; } override protected int GetSortIndex(ComputeBuffer res) { return res.GetHashCode(); } // Another C# nicety. // We need to re-implement the whole thing every time because: // - 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) // - We can't use a virtual release function because it will capture this in the lambda for RemoveAll generating GCAlloc in the process. override public void PurgeUnusedResources(int currentFrameIndex) { // Update the frame index for the lambda. Static because we don't want to capture. s_CurrentFrameIndex = currentFrameIndex; m_RemoveList.Clear(); foreach (var kvp in m_ResourcePool) { // WARNING: No foreach here. Sorted list GetEnumerator generates garbage... var list = kvp.Value; var keys = list.Keys; var values = list.Values; for (int i = 0; i < list.Count; ++i) { var value = values[i]; if (ShouldReleaseResource(value.frameIndex, s_CurrentFrameIndex)) { value.resource.Release(); m_RemoveList.Add(keys[i]); } } foreach (var key in m_RemoveList) list.Remove(key); } } } }