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using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering
{
public class TextureCache2D : TextureCache
{
private Texture2DArray m_Cache;
public override void TransferToSlice(int sliceIndex, Texture texture)
{
var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);
if (texture is Texture2D)
{
mismatch |= (m_Cache.format != (texture as Texture2D).format);
}
if (mismatch)
{
if (!Graphics.ConvertTexture(texture, 0, m_Cache, sliceIndex))
{
Debug.LogErrorFormat(texture, "Unable to convert texture \"{0}\" to match renderloop settings ({1}x{2} {3})",
texture.name, m_Cache.width, m_Cache.height, m_Cache.format);
}
}
else
{
Graphics.CopyTexture(texture, 0, m_Cache, sliceIndex);
}
}
public override Texture GetTexCache()
{
return m_Cache;
}
public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped)
{
var res = AllocTextureArray(numTextures);
m_NumMipLevels = GetNumMips(width, height);
m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp
};
return res;
}
public void Release()
{
Texture.DestroyImmediate(m_Cache); // do I need this?
}
}
public class TextureCacheCubemap : TextureCache
{
private CubemapArray m_Cache;
// the member variables below are only in use when TextureCache.supportsCubemapArrayTextures is false
private Texture2DArray m_CacheNoCubeArray;
private RenderTexture[] m_StagingRTs;
private int m_NumPanoMipLevels;
private Material m_CubeBlitMaterial;
private int m_CubeMipLevelPropName;
private int m_cubeSrcTexPropName;
public override void TransferToSlice(int sliceIndex, Texture texture)
{
if (!TextureCache.supportsCubemapArrayTextures)
TransferToPanoCache(sliceIndex, texture);
else
{
var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);
if (texture is Cubemap)
{
mismatch |= (m_Cache.format != (texture as Cubemap).format);
}
if (mismatch)
{
bool failed = false;
for (int f = 0; f < 6; f++)
{
if (!Graphics.ConvertTexture(texture, f, m_Cache, 6 * sliceIndex + f))
{
failed = true;
break;
}
}
if (failed)
{
Debug.LogErrorFormat(texture, "Unable to convert texture \"{0}\" to match renderloop settings ({1}x{2} {3})",
texture.name, m_Cache.width, m_Cache.height, m_Cache.format);
}
}
else
{
for (int f = 0; f < 6; f++)
Graphics.CopyTexture(texture, f, m_Cache, 6 * sliceIndex + f);
}
}
}
public override Texture GetTexCache()
{
return !TextureCache.supportsCubemapArrayTextures ? (Texture)m_CacheNoCubeArray : m_Cache;
}
public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped)
{
var res = AllocTextureArray(numCubeMaps);
m_NumMipLevels = GetNumMips(width, width); // will calculate same way whether we have cube array or not
if (!TextureCache.supportsCubemapArrayTextures)
{
if (!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano")) { hideFlags = HideFlags.HideAndDontSave };
int panoWidthTop = 4 * width;
int panoHeightTop = 2 * width;
// create panorama 2D array. Hardcoding the render target for now. No convenient way atm to
// map from TextureFormat to RenderTextureFormat and don't want to deal with sRGB issues for now.
m_CacheNoCubeArray = new Texture2DArray(panoWidthTop, panoHeightTop, numCubeMaps, TextureFormat.RGBAHalf, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Repeat,
wrapModeV = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0
};
m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1;
m_StagingRTs = new RenderTexture[m_NumPanoMipLevels];
for (int m = 0; m < m_NumPanoMipLevels; m++)
{
m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
}
if (m_CubeBlitMaterial)
{
m_CubeMipLevelPropName = Shader.PropertyToID("_cubeMipLvl");
m_cubeSrcTexPropName = Shader.PropertyToID("_srcCubeTexture");
}
}
else
{
m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering
};
}
return res;
}
public void Release()
{
if (m_CacheNoCubeArray)
{
Texture.DestroyImmediate(m_CacheNoCubeArray);
for (int m = 0; m < m_NumPanoMipLevels; m++)
{
m_StagingRTs[m].Release();
}
m_StagingRTs = null;
if (m_CubeBlitMaterial) Material.DestroyImmediate(m_CubeBlitMaterial);
}
if (m_Cache)
Texture.DestroyImmediate(m_Cache);
}
private void TransferToPanoCache(int sliceIndex, Texture texture)
{
m_CubeBlitMaterial.SetTexture(m_cubeSrcTexPropName, texture);
for (int m = 0; m < m_NumPanoMipLevels; m++)
{
m_CubeBlitMaterial.SetInt(m_CubeMipLevelPropName, Mathf.Min(m_NumMipLevels - 1, m));
Graphics.SetRenderTarget(m_StagingRTs[m]);
Graphics.Blit(null, m_CubeBlitMaterial, 0);
}
for (int m = 0; m < m_NumPanoMipLevels; m++)
Graphics.CopyTexture(m_StagingRTs[m], 0, 0, m_CacheNoCubeArray, sliceIndex, m);
}
}
public abstract class TextureCache
{
protected int m_NumMipLevels;
public static bool isMobileBuildTarget
{
get
{
#if UNITY_EDITOR
switch (UnityEditor.EditorUserBuildSettings.activeBuildTarget)
{
case UnityEditor.BuildTarget.iOS:
case UnityEditor.BuildTarget.Android:
case UnityEditor.BuildTarget.Tizen:
case UnityEditor.BuildTarget.WSAPlayer:
// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
return true;
default:
return false;
}
#else
return Application.isMobilePlatform;
#endif
}
}
public static TextureFormat GetPreferredHdrCompressedTextureFormat
{
get
{
var format = TextureFormat.RGBAHalf;
var probeFormat = TextureFormat.BC6H;
// On editor the texture is uncompressed when operating against mobile build targets
if (SystemInfo.SupportsTextureFormat(probeFormat) && !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm))
format = probeFormat;
return format;
}
}
public static bool supportsCubemapArrayTextures
{
get
{
return !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_CUBEMAP_ARRAY);
}
}
private struct SSliceEntry
{
public uint texId;
public uint countLRU;
public uint updateCount;
};
private int m_NumTextures;
private int[] m_SortedIdxArray;
private SSliceEntry[] m_SliceArray;
Dictionary<uint, int> m_LocatorInSliceArray;
private static uint g_MaxFrameCount = unchecked((uint)(-1));
private static uint g_InvalidTexID = (uint)0;
public int FetchSlice(Texture texture, bool forceReinject=false)
{
var sliceIndex = -1;
if (texture == null)
return sliceIndex;
var texId = (uint)texture.GetInstanceID();
var updateCount = texture.updateCount;
//assert(TexID!=g_InvalidTexID);
if (texId == g_InvalidTexID) return 0;
var bSwapSlice = forceReinject;
var bFoundAvailOrExistingSlice = false;
// search for existing copy
int cachedSlice;
if (m_LocatorInSliceArray.TryGetValue(texId, out cachedSlice))
{
sliceIndex = cachedSlice;
Debug.Assert(m_SliceArray[sliceIndex].texId == texId);
bFoundAvailOrExistingSlice = true;
bSwapSlice = bSwapSlice || (m_SliceArray[sliceIndex].updateCount != updateCount);
}
// If no existing copy found in the array
if (!bFoundAvailOrExistingSlice)
{
// look for first non zero entry. Will by the least recently used entry
// since the array was pre-sorted (in linear time) in NewFrame()
var bFound = false;
int j = 0, idx = 0;
while ((!bFound) && j < m_NumTextures)
{
idx = m_SortedIdxArray[j];
if (m_SliceArray[idx].countLRU == 0) ++j; // if entry already snagged by a new texture in this frame then ++j
else bFound = true;
}
if (bFound)
{
// if we are replacing an existing entry delete it from m_locatorInSliceArray.
if (m_SliceArray[idx].texId != g_InvalidTexID)
{
m_LocatorInSliceArray.Remove(m_SliceArray[idx].texId);
}
m_LocatorInSliceArray.Add(texId, idx);
m_SliceArray[idx].texId = texId;
sliceIndex = idx;
bFoundAvailOrExistingSlice = true;
bSwapSlice = true;
}
}
// wrap up
Debug.Assert(bFoundAvailOrExistingSlice, "The texture cache doesn't have enough space to store all textures. Please either increase the size of the texture cache, or use fewer unique textures.");
if (bFoundAvailOrExistingSlice)
{
m_SliceArray[sliceIndex].countLRU = 0; // mark slice as in use this frame
if (bSwapSlice) // if this was a miss
{
m_SliceArray[sliceIndex].updateCount = updateCount;
// transfer new slice to sliceIndex from source texture
TransferToSlice(sliceIndex, texture);
}
}
return sliceIndex;
}
private static List<int> s_TempIntList = new List<int>();
public void NewFrame()
{
var numNonZeros = 0;
s_TempIntList.Clear();
for (int i = 0; i < m_NumTextures; i++)
{
s_TempIntList.Add(m_SortedIdxArray[i]); // copy buffer
if (m_SliceArray[m_SortedIdxArray[i]].countLRU != 0) ++numNonZeros;
}
int nonZerosBase = 0, zerosBase = 0;
for (int i = 0; i < m_NumTextures; i++)
{
if (m_SliceArray[s_TempIntList[i]].countLRU == 0)
{
m_SortedIdxArray[zerosBase + numNonZeros] = s_TempIntList[i];
++zerosBase;
}
else
{
m_SortedIdxArray[nonZerosBase] = s_TempIntList[i];
++nonZerosBase;
}
}
for (int i = 0; i < m_NumTextures; i++)
{
if (m_SliceArray[i].countLRU < g_MaxFrameCount) ++m_SliceArray[i].countLRU; // next frame
}
}
protected TextureCache()
{
m_NumTextures = 0;
m_NumMipLevels = 0;
}
public virtual void TransferToSlice(int sliceIndex, Texture texture)
{
}
public virtual Texture GetTexCache()
{
return null;
}
protected bool AllocTextureArray(int numTextures)
{
if (numTextures > 0)
{
m_SliceArray = new SSliceEntry[numTextures];
m_SortedIdxArray = new int[numTextures];
m_LocatorInSliceArray = new Dictionary<uint, int>();
m_NumTextures = numTextures;
for (int i = 0; i < m_NumTextures; i++)
{
m_SliceArray[i].countLRU = g_MaxFrameCount; // never used before
m_SliceArray[i].texId = g_InvalidTexID;
m_SortedIdxArray[i] = i;
}
}
//return m_SliceArray != NULL && m_SortedIdxArray != NULL && numTextures > 0;
return numTextures > 0;
}
// should not really be used in general. Assuming lights are culled properly entries will automatically be replaced efficiently.
public void RemoveEntryFromSlice(Texture texture)
{
var texId = (uint)texture.GetInstanceID();
//assert(TexID!=g_InvalidTexID);
if (texId == g_InvalidTexID) return;
// search for existing copy
if (!m_LocatorInSliceArray.ContainsKey(texId))
return;
var sliceIndex = m_LocatorInSliceArray[texId];
//assert(m_SliceArray[sliceIndex].TexID==TexID);
// locate entry sorted by uCountLRU in m_pSortedIdxArray
var foundIdxSortLRU = false;
var i = 0;
while ((!foundIdxSortLRU) && i < m_NumTextures)
{
if (m_SortedIdxArray[i] == sliceIndex) foundIdxSortLRU = true;
else ++i;
}
if (!foundIdxSortLRU)
return;
// relocate sliceIndex to front of m_pSortedIdxArray since uCountLRU will be set to maximum.
for (int j = 0; j < i; j++)
{
m_SortedIdxArray[j + 1] = m_SortedIdxArray[j];
}
m_SortedIdxArray[0] = sliceIndex;
// delete from m_locatorInSliceArray and m_pSliceArray.
m_LocatorInSliceArray.Remove(texId);
m_SliceArray[sliceIndex].countLRU = g_MaxFrameCount; // never used before
m_SliceArray[sliceIndex].texId = g_InvalidTexID;
}
protected int GetNumMips(int width, int height)
{
return GetNumMips(width > height ? width : height);
}
protected int GetNumMips(int dim)
{
var uDim = (uint)dim;
var iNumMips = 0;
while (uDim > 0)
{ ++iNumMips; uDim >>= 1; }
return iNumMips;
}
}
}