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498 行
18 KiB
498 行
18 KiB
using System;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Experimental.Rendering
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{
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public class TextureCache2D : TextureCache
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{
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private Texture2DArray m_Cache;
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public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
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{
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var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);
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if (texture is Texture2D)
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{
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mismatch |= (m_Cache.format != (texture as Texture2D).format);
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}
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if (mismatch)
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{
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cmd.ConvertTexture(texture, 0, m_Cache, sliceIndex);
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}
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else
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{
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cmd.CopyTexture(texture, 0, m_Cache, sliceIndex);
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}
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}
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public override Texture GetTexCache()
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{
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return m_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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var res = AllocTextureArray(numTextures);
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m_NumMipLevels = GetNumMips(width, height);
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m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped)
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{
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hideFlags = HideFlags.HideAndDontSave,
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wrapMode = TextureWrapMode.Clamp
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};
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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(m_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 m_Cache;
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// the member variables below are only in use when TextureCache.supportsCubemapArrayTextures is false
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private Texture2DArray m_CacheNoCubeArray;
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private RenderTexture[] m_StagingRTs;
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private int m_NumPanoMipLevels;
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private Material m_CubeBlitMaterial;
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private int m_CubeMipLevelPropName;
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private int m_cubeSrcTexPropName;
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public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
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{
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if (!TextureCache.supportsCubemapArrayTextures)
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TransferToPanoCache(cmd, sliceIndex, texture);
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else
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{
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var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);
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if (texture is Cubemap)
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{
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mismatch |= (m_Cache.format != (texture as Cubemap).format);
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}
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if (mismatch)
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{
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for (int f = 0; f < 6; f++)
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{
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cmd.ConvertTexture(texture, f, m_Cache, 6 * sliceIndex + f);
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}
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}
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else
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{
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for (int f = 0; f < 6; f++)
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cmd.CopyTexture(texture, f, m_Cache, 6 * sliceIndex + f);
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}
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}
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}
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public override Texture GetTexCache()
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{
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return !TextureCache.supportsCubemapArrayTextures ? (Texture)m_CacheNoCubeArray : m_Cache;
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}
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public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped)
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{
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var res = AllocTextureArray(numCubeMaps);
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m_NumMipLevels = GetNumMips(width, width); // will calculate same way whether we have cube array or not
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if (!TextureCache.supportsCubemapArrayTextures)
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{
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if (!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano")) { hideFlags = HideFlags.HideAndDontSave };
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int panoWidthTop = 4 * width;
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int panoHeightTop = 2 * width;
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// create panorama 2D array. Hardcoding the render target for now. No convenient way atm to
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// map from TextureFormat to RenderTextureFormat and don't want to deal with sRGB issues for now.
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m_CacheNoCubeArray = new Texture2DArray(panoWidthTop, panoHeightTop, numCubeMaps, TextureFormat.RGBAHalf, isMipMapped)
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{
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hideFlags = HideFlags.HideAndDontSave,
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wrapMode = TextureWrapMode.Repeat,
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wrapModeV = TextureWrapMode.Clamp,
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filterMode = FilterMode.Trilinear,
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anisoLevel = 0
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};
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m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1;
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m_StagingRTs = new RenderTexture[m_NumPanoMipLevels];
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for (int m = 0; m < m_NumPanoMipLevels; m++)
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{
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m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
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m_StagingRTs[m].name = CoreUtils.GetRenderTargetAutoName(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), RenderTextureFormat.ARGBHalf, String.Format("PanaCache{0}", m));
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}
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if (m_CubeBlitMaterial)
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{
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m_CubeMipLevelPropName = Shader.PropertyToID("_cubeMipLvl");
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m_cubeSrcTexPropName = Shader.PropertyToID("_srcCubeTexture");
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}
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}
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else
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{
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m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped)
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{
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hideFlags = HideFlags.HideAndDontSave,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Trilinear,
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anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering
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};
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}
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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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if (m_CacheNoCubeArray)
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{
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Texture.DestroyImmediate(m_CacheNoCubeArray);
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for (int m = 0; m < m_NumPanoMipLevels; m++)
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{
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m_StagingRTs[m].Release();
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}
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m_StagingRTs = null;
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if (m_CubeBlitMaterial) Material.DestroyImmediate(m_CubeBlitMaterial);
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}
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if (m_Cache)
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Texture.DestroyImmediate(m_Cache);
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}
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private void TransferToPanoCache(CommandBuffer cmd, int sliceIndex, Texture texture)
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{
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m_CubeBlitMaterial.SetTexture(m_cubeSrcTexPropName, texture);
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for (int m = 0; m < m_NumPanoMipLevels; m++)
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{
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m_CubeBlitMaterial.SetInt(m_CubeMipLevelPropName, Mathf.Min(m_NumMipLevels - 1, m));
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cmd.Blit(null, m_StagingRTs[m], m_CubeBlitMaterial, 0);
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}
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for (int m = 0; m < m_NumPanoMipLevels; m++)
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cmd.CopyTexture(m_StagingRTs[m], 0, 0, m_CacheNoCubeArray, sliceIndex, m);
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}
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}
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public abstract class TextureCache
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{
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protected int m_NumMipLevels;
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public static bool isMobileBuildTarget
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{
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get
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{
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#if UNITY_EDITOR
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.iOS:
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case BuildTarget.Android:
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case BuildTarget.Tizen:
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case BuildTarget.WSAPlayer:
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// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
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return true;
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default:
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return false;
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}
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#else
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return Application.isMobilePlatform;
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#endif
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}
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}
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public static TextureFormat GetPreferredHDRCompressedTextureFormat
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{
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get
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{
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var format = TextureFormat.RGBAHalf;
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var probeFormat = TextureFormat.BC6H;
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// // On editor the texture is uncompressed when operating against mobile build targets
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//#if UNITY_2017_2_OR_NEWER
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if (SystemInfo.SupportsTextureFormat(probeFormat) && !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm))
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format = probeFormat;
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//#else
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// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
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// format = probeFormat;
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//#endif
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return format;
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}
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}
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public static bool supportsCubemapArrayTextures
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{
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get
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{
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//#if UNITY_2017_2_OR_NEWER
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return !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_CUBEMAP_ARRAY);
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//#else
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// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
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//#endif
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}
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}
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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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public uint sliceEntryHash;
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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 uint GetTextureHash(Texture texture)
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{
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uint textureHash = texture.updateCount;
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// For baked probes in the editor we need to factor in the actual hash of texture because we can't increment the update count of a texture that's baked on the disk.
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// This code leaks logic from reflection probe baking into the texture cache which is not good... TODO: Find a way to do that outside of the texture cache.
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#if UNITY_EDITOR
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textureHash += (uint)texture.imageContentsHash.GetHashCode();
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#endif
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return textureHash;
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}
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public int ReserveSlice(Texture texture, out bool needUpdate)
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{
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needUpdate = false;
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if (texture == null)
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return -1;
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var texId = (uint)texture.GetInstanceID();
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if (texId == g_InvalidTexID)
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return -1;
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// search for existing copy
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var sliceIndex = -1;
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var foundIndex = -1;
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if (m_LocatorInSliceArray.TryGetValue(texId, out foundIndex))
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{
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sliceIndex = foundIndex;
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var textureHash = GetTextureHash(texture);
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needUpdate |= (m_SliceArray[sliceIndex].sliceEntryHash != textureHash);
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Debug.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(sliceIndex == -1)
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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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var 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)
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++j; // if entry already snagged by a new texture in this frame then ++j
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else
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bFound = true;
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}
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if (bFound)
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{
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needUpdate = true;
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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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}
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}
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if(sliceIndex != -1)
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{
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m_SliceArray[sliceIndex].countLRU = 0; // mark slice as in use this frame
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}
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return sliceIndex;
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}
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// In case the texture content with which we update the cache is not the input texture, we need to provide the right update count.
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public void UpdateSlice(CommandBuffer cmd, int sliceIndex, Texture content, uint textureHash)
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{
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// transfer new slice to sliceIndex from source texture
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SetSliceHash(sliceIndex, textureHash);
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TransferToSlice(cmd, sliceIndex, content);
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}
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public void SetSliceHash(int sliceIndex, uint hash)
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{
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// transfer new slice to sliceIndex from source texture
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m_SliceArray[sliceIndex].sliceEntryHash = hash;
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}
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public void UpdateSlice(CommandBuffer cmd, int sliceIndex, Texture content)
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{
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UpdateSlice(cmd, sliceIndex, content, GetTextureHash(content));
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}
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public int FetchSlice(CommandBuffer cmd, Texture texture, bool forceReinject=false)
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{
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bool needUpdate = false;
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var sliceIndex = ReserveSlice(texture, out needUpdate);
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var bSwapSlice = forceReinject || needUpdate;
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// wrap up
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Debug.Assert(sliceIndex != -1, "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.");
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if (sliceIndex != -1 && bSwapSlice)
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{
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UpdateSlice(cmd, sliceIndex, texture);
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}
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return sliceIndex;
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}
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private static List<int> s_TempIntList = new List<int>();
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public void NewFrame()
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{
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var numNonZeros = 0;
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s_TempIntList.Clear();
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for (int i = 0; i < m_NumTextures; i++)
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{
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s_TempIntList.Add(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[s_TempIntList[i]].countLRU == 0)
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{
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m_SortedIdxArray[zerosBase + numNonZeros] = s_TempIntList[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] = s_TempIntList[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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protected 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(CommandBuffer cmd, 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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var 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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return;
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var 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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var foundIdxSortLRU = false;
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var i = 0;
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while ((!foundIdxSortLRU) && i < m_NumTextures)
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{
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if (m_SortedIdxArray[i] == sliceIndex) foundIdxSortLRU = true;
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else ++i;
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}
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if (!foundIdxSortLRU)
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return;
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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++)
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{
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m_SortedIdxArray[j + 1] = m_SortedIdxArray[j];
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}
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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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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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var uDim = (uint)dim;
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var 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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}
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