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282 行
7.7 KiB
282 行
7.7 KiB
using UnityEngine;
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//using System;
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using System.Collections.Generic;
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public class TextureCache2D : TextureCache
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{
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private Texture2DArray cache;
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public override void TransferToSlice(int sliceIndex, Texture texture)
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{
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for (int m=0; m<m_numMipLevels; m++)
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Graphics.CopyTexture(texture, 0, m, cache, sliceIndex, m);
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}
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public override Texture GetTexCache()
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{
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return cache;
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}
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public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped)
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{
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bool res = AllocTextureArray(numTextures);
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m_numMipLevels = GetNumMips(width, height);
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cache = new Texture2DArray(width, height, numTextures, format, isMipMapped);
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cache.wrapMode = TextureWrapMode.Clamp;
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return res;
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}
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public void Release()
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{
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Texture.DestroyImmediate(cache); // do I need this?
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}
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}
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public class TextureCacheCubemap : TextureCache
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{
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private CubemapArray cache;
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public override void TransferToSlice(int sliceIndex, Texture texture)
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{
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for(int f=0; f<6; f++)
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for(int m=0; m<m_numMipLevels; m++)
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Graphics.CopyTexture(texture, f, m, cache, 6*sliceIndex + f, m);
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}
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public override Texture GetTexCache()
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{
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return cache;
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}
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public bool AllocTextureArray(int numCubeMaps, int width, int height, TextureFormat format, bool isMipMapped)
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{
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bool res = AllocTextureArray(6*numCubeMaps);
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m_numMipLevels = GetNumMips(width, height);
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cache = new CubemapArray(width, height, numCubeMaps, format, isMipMapped);
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cache.wrapMode = TextureWrapMode.Clamp;
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return res;
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}
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public void Release()
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{
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Texture.DestroyImmediate(cache); // do I need this?
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}
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}
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abstract public class TextureCache : Object
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{
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protected int m_numMipLevels;
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private struct SSliceEntry
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{
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public uint TexID;
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public uint CountLRU;
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};
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private int m_numTextures;
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private int [] m_SortedIdxArray;
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private SSliceEntry [] m_SliceArray;
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Dictionary<uint, int> m_locatorInSliceArray;
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private static uint g_MaxFrameCount = unchecked( (uint) (-1) );
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private static uint g_InvalidTexID = (uint) 0;
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public int FetchSlice(Texture texture)
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{
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uint TexID = (uint)texture.GetInstanceID();
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//assert(TexID!=g_InvalidTexID);
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if(TexID==g_InvalidTexID) return 0;
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bool bSwapSlice = false;
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bool bFoundAvailOrExistingSlice = false;
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int sliceIndex = -1;
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// search for existing copy
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if(m_locatorInSliceArray.ContainsKey(TexID))
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{
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sliceIndex = m_locatorInSliceArray[TexID];
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bFoundAvailOrExistingSlice = true;
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//assert(m_SliceArray[sliceIndex].TexID==TexID);
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}
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// If no existing copy found in the array
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if(!bFoundAvailOrExistingSlice)
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{
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// look for first non zero entry. Will by the least recently used entry
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// since the array was pre-sorted (in linear time) in NewFrame()
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bool bFound = false;
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int j=0, idx=0;
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while((!bFound) && j<m_numTextures)
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{
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idx = m_SortedIdxArray[j];
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if(m_SliceArray[idx].CountLRU==0) ++j; // if entry already snagged by a new texture in this frame then ++j
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else bFound=true;
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}
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if(bFound)
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{
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// if we are replacing an existing entry delete it from m_locatorInSliceArray.
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if(m_SliceArray[idx].TexID!=g_InvalidTexID)
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{
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m_locatorInSliceArray.Remove( m_SliceArray[idx].TexID );
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}
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m_locatorInSliceArray.Add(TexID,idx);
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m_SliceArray[idx].TexID=TexID;
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sliceIndex=idx;
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bFoundAvailOrExistingSlice=true;
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bSwapSlice = true;
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}
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}
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// wrap up
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//assert(bFoundAvailOrExistingSlice);
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if(bFoundAvailOrExistingSlice)
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{
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m_SliceArray[sliceIndex].CountLRU=0; // mark slice as in use this frame
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if(bSwapSlice) // if this was a miss
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{
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// transfer new slice to sliceIndex from source texture
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TransferToSlice(sliceIndex, texture);
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}
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}
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return sliceIndex;
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}
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public void NewFrame()
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{
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int numNonZeros = 0;
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int [] tmpBuffer = new int[m_numTextures];
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for(int i=0; i<m_numTextures; i++)
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{
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tmpBuffer[i]=m_SortedIdxArray[i]; // copy buffer
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if(m_SliceArray[m_SortedIdxArray[i]].CountLRU!=0) ++numNonZeros;
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}
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int nonZerosBase = 0, zerosBase = 0;
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for(int i=0; i<m_numTextures; i++)
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{
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if( m_SliceArray[tmpBuffer[i]].CountLRU==0 )
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{
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m_SortedIdxArray[zerosBase+numNonZeros]=tmpBuffer[i];
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++zerosBase;
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}
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else
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{
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m_SortedIdxArray[nonZerosBase]=tmpBuffer[i];
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++nonZerosBase;
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}
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}
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for(int i=0; i<m_numTextures; i++)
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{
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if(m_SliceArray[i].CountLRU<g_MaxFrameCount) ++m_SliceArray[i].CountLRU; // next frame
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}
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//for(int q=1; q<m_numTextures; q++)
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// assert(m_SliceArray[m_SortedIdxArray[q-1]].CountLRU>=m_SliceArray[m_SortedIdxArray[q]].CountLRU);
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}
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public TextureCache()
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{
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m_numTextures=0;
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m_numMipLevels=0;
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}
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public virtual void TransferToSlice(int sliceIndex, Texture texture)
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{
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}
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public virtual Texture GetTexCache()
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{
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return null;
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}
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protected bool AllocTextureArray(int numTextures)
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{
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if (numTextures > 0)
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{
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m_SliceArray = new SSliceEntry[numTextures];
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m_SortedIdxArray = new int[numTextures];
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m_locatorInSliceArray = new Dictionary<uint, int>();
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m_numTextures = numTextures;
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for (int i = 0; i < m_numTextures; i++)
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{
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m_SliceArray[i].CountLRU = g_MaxFrameCount; // never used before
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m_SliceArray[i].TexID = g_InvalidTexID;
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m_SortedIdxArray[i] = i;
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}
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}
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//return m_SliceArray != NULL && m_SortedIdxArray != NULL && numTextures > 0;
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return numTextures > 0;
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}
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// should not really be used in general. Assuming lights are culled properly entries will automatically be replaced efficiently.
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public void RemoveEntryFromSlice(Texture texture)
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{
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uint TexID = (uint)texture.GetInstanceID();
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//assert(TexID!=g_InvalidTexID);
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if(TexID==g_InvalidTexID) return;
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// search for existing copy
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if(m_locatorInSliceArray.ContainsKey(TexID))
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{
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int sliceIndex = m_locatorInSliceArray[TexID];
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//assert(m_SliceArray[sliceIndex].TexID==TexID);
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// locate entry sorted by uCountLRU in m_pSortedIdxArray
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bool bFoundIdxSortLRU = false;
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int i=0;
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while((!bFoundIdxSortLRU) && i<m_numTextures)
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{
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if(m_SortedIdxArray[i]==sliceIndex) bFoundIdxSortLRU=true;
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else ++i;
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}
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if(bFoundIdxSortLRU)
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{
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// relocate sliceIndex to front of m_pSortedIdxArray since uCountLRU will be set to maximum.
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for(int j=0; j<i; j++) { m_SortedIdxArray[j+1]=m_SortedIdxArray[j]; }
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m_SortedIdxArray[0]=sliceIndex;
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// delete from m_locatorInSliceArray and m_pSliceArray.
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m_locatorInSliceArray.Remove( TexID );
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m_SliceArray[sliceIndex].CountLRU=g_MaxFrameCount; // never used before
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m_SliceArray[sliceIndex].TexID=g_InvalidTexID;
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}
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}
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}
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protected int GetNumMips(int width, int height)
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{
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return GetNumMips(width>height ? width : height);
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}
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protected int GetNumMips(int dim)
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{
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uint uDim = (uint) dim;
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int iNumMips = 0;
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while(uDim>0)
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{ ++iNumMips; uDim>>=1; }
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return iNumMips;
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}
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}
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