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382 行
9.1 KiB

using UnityEngine;
using UnityEditor;
//using System;
using System.Collections.Generic;
public class TextureCache2D : TextureCache
{
private Texture2DArray cache;
public override void TransferToSlice(int sliceIndex, Texture texture)
{
bool mismatch = (cache.width != texture.width) || (cache.height != texture.height);
if (!mismatch)
{
if (texture is Texture2D)
{
mismatch = cache.format != (texture as Texture2D).format;
}
}
if (!mismatch)
{
Graphics.CopyTexture(texture, 0, cache, sliceIndex);
}
else
{
// TODO: move to C++
Texture2D src = texture as Texture2D;
if (src == null)
{
Debug.LogError("TransferToSlice() requires size conversion, but the input texture is not a Texture2D.");
return;
}
Color[] data = cache.GetPixels(sliceIndex);
float sx = 1.0f / (float)cache.width;
float sy = 1.0f / (float)cache.height;
for (int i = 0; i < data.Length; i++)
{
int x = i % cache.width;
int y = i / cache.width;
data[i] = src.GetPixelBilinear(sx * (float)x, sy * (float)y);
}
cache.SetPixels(data, sliceIndex);
cache.Apply();
}
}
public override Texture GetTexCache()
{
return cache;
}
public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped)
{
bool res = AllocTextureArray(numTextures);
m_numMipLevels = GetNumMips(width, height);
cache = new Texture2DArray(width, height, numTextures, format, isMipMapped);
cache.hideFlags = HideFlags.HideAndDontSave;
cache.wrapMode = TextureWrapMode.Clamp;
return res;
}
public void Release()
{
Texture.DestroyImmediate(cache); // do I need this?
}
}
public class TextureCacheCubemap : TextureCache
{
private CubemapArray cache;
public override void TransferToSlice(int sliceIndex, Texture texture)
{
bool mismatch = (cache.width != texture.width) || (cache.height != texture.height);
if (!mismatch)
{
if (texture is Cubemap)
{
mismatch = cache.format != (texture as Cubemap).format;
}
}
if (!mismatch)
{
for (int f = 0; f < 6; f++)
Graphics.CopyTexture(texture, f, cache, 6 * sliceIndex + f);
}
else
{
// TODO: move to C++
Cubemap src = texture as Cubemap;
if (src == null)
{
Debug.LogError("TransferToSlice() requires size conversion, but the input texture is not a Texture2D.");
return;
}
for (int f = 0; f < 6; f++)
{
Color[] rpixels = cache.GetPixels((CubemapFace)f, sliceIndex);
float sx = 1.0f / (float)cache.width;
float sy = 1.0f / (float)cache.height;
for (int i = 0; i < rpixels.Length; i++)
{
int x = i % cache.width;
int y = i / cache.width;
rpixels[i] = src.GetPixelBilinear((CubemapFace)f, sx * (float)x, sy * (float)y);
}
cache.SetPixels(rpixels, (CubemapFace)f, sliceIndex);
cache.Apply();
}
}
}
public override Texture GetTexCache()
{
return cache;
}
public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped)
{
bool res = AllocTextureArray(6 * numCubeMaps);
m_numMipLevels = GetNumMips(width, width);
cache = new CubemapArray(width, numCubeMaps, format, isMipMapped);
cache.hideFlags = HideFlags.HideAndDontSave;
cache.wrapMode = TextureWrapMode.Clamp;
return res;
}
public void Release()
{
Texture.DestroyImmediate(cache); // do I need this?
}
}
abstract public class TextureCache : Object
{
protected int m_numMipLevels;
public static int ms_GlobalTextureCacheVersion = 0;
public int m_TextureCacheVersion = 0;
internal class AssetReloader : AssetPostprocessor
{
void OnPostprocessTexture(Texture texture)
{
ms_GlobalTextureCacheVersion++;
}
}
private struct SSliceEntry
{
public uint TexID;
public uint CountLRU;
};
private int m_numTextures;
private int[] m_SortedIdxArray;
private SSliceEntry[] m_SliceArray;
private AssetReloader m_assetReloader;
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)
{
uint TexID = (uint)texture.GetInstanceID();
//assert(TexID!=g_InvalidTexID);
if (TexID == g_InvalidTexID) return 0;
bool bSwapSlice = false;
bool bFoundAvailOrExistingSlice = false;
int sliceIndex = -1;
// search for existing copy
if (m_locatorInSliceArray.ContainsKey(TexID))
{
if (m_TextureCacheVersion != ms_GlobalTextureCacheVersion)
{
m_locatorInSliceArray.Remove(TexID);
m_TextureCacheVersion++;
Debug.Assert(m_TextureCacheVersion <= ms_GlobalTextureCacheVersion);
}
else
{
sliceIndex = m_locatorInSliceArray[TexID];
bFoundAvailOrExistingSlice = true;
}
//assert(m_SliceArray[sliceIndex].TexID==TexID);
}
// 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()
bool 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
//assert(bFoundAvailOrExistingSlice);
if (bFoundAvailOrExistingSlice)
{
m_SliceArray[sliceIndex].CountLRU = 0; // mark slice as in use this frame
if (bSwapSlice) // if this was a miss
{
// transfer new slice to sliceIndex from source texture
TransferToSlice(sliceIndex, texture);
}
}
return sliceIndex;
}
public void NewFrame()
{
int numNonZeros = 0;
int[] tmpBuffer = new int[m_numTextures];
for (int i = 0; i < m_numTextures; i++)
{
tmpBuffer[i] = 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[tmpBuffer[i]].CountLRU == 0)
{
m_SortedIdxArray[zerosBase + numNonZeros] = tmpBuffer[i];
++zerosBase;
}
else
{
m_SortedIdxArray[nonZerosBase] = tmpBuffer[i];
++nonZerosBase;
}
}
for (int i = 0; i < m_numTextures; i++)
{
if (m_SliceArray[i].CountLRU < g_MaxFrameCount) ++m_SliceArray[i].CountLRU; // next frame
}
//for(int q=1; q<m_numTextures; q++)
// assert(m_SliceArray[m_SortedIdxArray[q-1]].CountLRU>=m_SliceArray[m_SortedIdxArray[q]].CountLRU);
}
public 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)
{
uint TexID = (uint)texture.GetInstanceID();
//assert(TexID!=g_InvalidTexID);
if (TexID == g_InvalidTexID) return;
// search for existing copy
if (m_locatorInSliceArray.ContainsKey(TexID))
{
int sliceIndex = m_locatorInSliceArray[TexID];
//assert(m_SliceArray[sliceIndex].TexID==TexID);
// locate entry sorted by uCountLRU in m_pSortedIdxArray
bool bFoundIdxSortLRU = false;
int i = 0;
while ((!bFoundIdxSortLRU) && i < m_numTextures)
{
if (m_SortedIdxArray[i] == sliceIndex) bFoundIdxSortLRU = true;
else ++i;
}
if (bFoundIdxSortLRU)
{
// 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)
{
uint uDim = (uint)dim;
int iNumMips = 0;
while (uDim > 0)
{ ++iNumMips; uDim >>= 1; }
return iNumMips;
}
}