您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
532 行
19 KiB
532 行
19 KiB
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
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;
|
|
|
|
#if UNITY_EDITOR
|
|
static int s_TextureCacheIdGenerator = 0;
|
|
int m_TextureCacheId = 0;
|
|
|
|
static bool s_ForceReinjectGlobalFirst = false;
|
|
static bool s_ForceReinjectGlobalSecond = false;
|
|
static int s_GlobalSecondSetByTexCacheID = -1;
|
|
|
|
|
|
// here we receive the in-editor updated textures. These must be reinjected into
|
|
// any texture cache which has a stale copy of it. However, we don't have a this-pointer to the texture cache
|
|
// so instead we defer this to NewFrame() where we force reinject.
|
|
// Ideally we'd build up a list here of textures which are to be reinjected but unfortunately the texture we receive
|
|
// is an intermediate one and not the final compressed one. So instead we will have to reinject all in NewFrame().
|
|
internal class AssetReloader : UnityEditor.AssetPostprocessor
|
|
{
|
|
void OnPostprocessTexture(Texture texture)
|
|
{
|
|
s_ForceReinjectGlobalFirst = true;
|
|
s_ForceReinjectGlobalSecond = false;
|
|
s_GlobalSecondSetByTexCacheID = -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
public static bool isMobileBuildTarget
|
|
{
|
|
get
|
|
{
|
|
#if UNITY_EDITOR
|
|
switch (EditorUserBuildSettings.activeBuildTarget)
|
|
{
|
|
case BuildTarget.iOS:
|
|
case BuildTarget.Android:
|
|
case BuildTarget.Tizen:
|
|
case 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 UNITY_2017_2_OR_NEWER
|
|
if (SystemInfo.SupportsTextureFormat(probeFormat) && !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm))
|
|
format = probeFormat;
|
|
//#else
|
|
// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
|
|
// format = probeFormat;
|
|
//#endif
|
|
|
|
return format;
|
|
}
|
|
}
|
|
|
|
public static bool supportsCubemapArrayTextures
|
|
{
|
|
get
|
|
{
|
|
//#if UNITY_2017_2_OR_NEWER
|
|
return !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_CUBEMAP_ARRAY);
|
|
//#else
|
|
// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
|
|
//#endif
|
|
}
|
|
}
|
|
|
|
private struct SSliceEntry
|
|
{
|
|
public uint texId;
|
|
public uint countLRU;
|
|
};
|
|
|
|
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();
|
|
|
|
//assert(TexID!=g_InvalidTexID);
|
|
if (texId == g_InvalidTexID) return 0;
|
|
|
|
var bSwapSlice = forceReinject;
|
|
var bFoundAvailOrExistingSlice = false;
|
|
|
|
// search for existing copy
|
|
if (m_LocatorInSliceArray.ContainsKey(texId))
|
|
{
|
|
sliceIndex = m_LocatorInSliceArray[texId];
|
|
bFoundAvailOrExistingSlice = true;
|
|
Debug.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()
|
|
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); // if this fails either increase the size of the texture cache or reduce number of unique cached textures in use.
|
|
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;
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
//for(int q=1; q<m_numTextures; q++)
|
|
// assert(m_SliceArray[m_SortedIdxArray[q-1]].CountLRU>=m_SliceArray[m_SortedIdxArray[q]].CountLRU);
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
// one or more textures got updated in editor. Unfortunately we do not know exactly which since
|
|
// OnPostprocessTexture() receives intermediate uncompressed textures. So we will have to reinject all slices to force an update.
|
|
if(s_ForceReinjectGlobalSecond && s_GlobalSecondSetByTexCacheID==m_TextureCacheId)
|
|
{
|
|
s_ForceReinjectGlobalSecond = false;
|
|
s_GlobalSecondSetByTexCacheID = -1;
|
|
}
|
|
|
|
if(s_ForceReinjectGlobalFirst)
|
|
{
|
|
s_ForceReinjectGlobalSecond = true;
|
|
s_GlobalSecondSetByTexCacheID = m_TextureCacheId;
|
|
s_ForceReinjectGlobalFirst = false;
|
|
}
|
|
|
|
if(s_ForceReinjectGlobalSecond)
|
|
{
|
|
// all texture caches must loop through and force a reinject on all entries when this is true.
|
|
for(int i = 0; i < m_NumTextures; i++)
|
|
{
|
|
var texID = m_SliceArray[i].texId;
|
|
if(texID!=g_InvalidTexID)
|
|
{
|
|
Texture texture = (Texture) EditorUtility.InstanceIDToObject((int) texID);
|
|
if(texture!=null) TransferToSlice(i, texture);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
protected TextureCache()
|
|
{
|
|
m_NumTextures = 0;
|
|
m_NumMipLevels = 0;
|
|
|
|
#if UNITY_EDITOR
|
|
m_TextureCacheId = s_TextureCacheIdGenerator; // assign an ID so we can tell the caches apart
|
|
++s_TextureCacheIdGenerator; // static/global
|
|
#endif
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|