TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/RenderGraph/RenderGraphResourceBuffer.cs

235 lines
8.7 KiB
C#

using System;
using System.Diagnostics;
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
{
/// <summary>
/// Graphics Buffer resource handle.
/// </summary>
[DebuggerDisplay("Buffer ({handle.index})")]
public struct BufferHandle
{
private static BufferHandle s_NullHandle = new BufferHandle();
/// <summary>
/// Returns a null graphics buffer handle
/// </summary>
/// <returns>A null graphics buffer handle.</returns>
public static BufferHandle nullHandle { get { return s_NullHandle; } }
internal ResourceHandle handle;
internal BufferHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.Buffer, shared); }
/// <summary>
/// Cast to GraphicsBuffer
/// </summary>
/// <param name="buffer">Input BufferHandle</param>
/// <returns>Resource as a Graphics Buffer.</returns>
public static implicit operator GraphicsBuffer(BufferHandle buffer) => buffer.IsValid() ? RenderGraphResourceRegistry.current.GetBuffer(buffer) : null;
/// <summary>
/// Return true if the handle is valid.
/// </summary>
/// <returns>True if the handle is valid.</returns>
public bool IsValid() => handle.IsValid();
}
/// <summary>
/// Descriptor used to create graphics buffer resources
/// </summary>
public struct BufferDesc
{
///<summary>Number of elements in the buffer..</summary>
public int count;
///<summary>Size of one element in the buffer. Has to match size of buffer type in the shader.</summary>
public int stride;
/// <summary>Graphics Buffer name.</summary>
public string name;
/// <summary>The intended usage of a GraphicsBuffer.</summary>
public GraphicsBuffer.Target target;
/// <summary>The intended update mode of a GraphicsBuffer.</summary>
public GraphicsBuffer.UsageFlags usageFlags;
/// <summary>
/// BufferDesc constructor.
/// </summary>
/// <param name="count">Number of elements in the buffer.</param>
/// <param name="stride">Size of one element in the buffer.</param>
public BufferDesc(int count, int stride)
: this()
{
this.count = count;
this.stride = stride;
this.target = GraphicsBuffer.Target.Structured;
this.usageFlags = GraphicsBuffer.UsageFlags.None;
}
/// <summary>
/// BufferDesc constructor.
/// </summary>
/// <param name="count">Number of elements in the buffer.</param>
/// <param name="stride">Size of one element in the buffer.</param>
/// <param name="target">Type of the buffer.</param>
public BufferDesc(int count, int stride, GraphicsBuffer.Target target)
: this()
{
this.count = count;
this.stride = stride;
this.target = target;
this.usageFlags = GraphicsBuffer.UsageFlags.None;
}
/// <summary>
/// Hash function
/// </summary>
/// <returns>The texture descriptor hash.</returns>
public override int GetHashCode()
{
int hashCode = 17;
hashCode = hashCode * 23 + count;
hashCode = hashCode * 23 + stride;
hashCode = hashCode * 23 + (int)target;
hashCode = hashCode * 23 + (int)usageFlags;
return hashCode;
}
}
[DebuggerDisplay("BufferResource ({desc.name})")]
class BufferResource : RenderGraphResource<BufferDesc, GraphicsBuffer>
{
public override string GetName()
{
if (imported)
return "ImportedGraphicsBuffer"; // No getter for graphics buffer name.
else
return desc.name;
}
// NOTE:
// Next two functions should have been implemented in RenderGraphResource<DescType, ResType> but for some reason,
// when doing so, it's impossible to break in the Texture version of the virtual function (with VS2017 at least), making this completely un-debuggable.
// To work around this, we just copy/pasted the implementation in each final class...
public override void CreatePooledGraphicsResource()
{
Debug.Assert(m_Pool != null, "GraphicsBufferResource: CreatePooledGraphicsResource should only be called for regular pooled resources");
int hashCode = desc.GetHashCode();
if (graphicsResource != null)
throw new InvalidOperationException(string.Format("GraphicsBufferResource: Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName()));
var pool = m_Pool as BufferPool;
if (!pool.TryGetResource(hashCode, out graphicsResource))
{
CreateGraphicsResource(desc.name);
}
cachedHash = hashCode;
pool.RegisterFrameAllocation(cachedHash, graphicsResource);
graphicsResource.name = desc.name;
}
public override void ReleasePooledGraphicsResource(int frameIndex)
{
if (graphicsResource == null)
throw new InvalidOperationException($"BufferResource: Tried to release a resource ({GetName()}) that was never created. Check that there is at least one pass writing to it first.");
// Shared resources don't use the pool
var pool = m_Pool as BufferPool;
if (pool != null)
{
pool.ReleaseResource(cachedHash, graphicsResource, frameIndex);
pool.UnregisterFrameAllocation(cachedHash, graphicsResource);
}
Reset(null);
}
public override void CreateGraphicsResource(string name = "")
{
graphicsResource = new GraphicsBuffer(desc.target, desc.usageFlags, desc.count, desc.stride);
graphicsResource.name = name == "" ? $"RenderGraphBuffer_{desc.count}_{desc.stride}_{desc.target}" : name;
}
public override void ReleaseGraphicsResource()
{
if (graphicsResource != null)
graphicsResource.Release();
base.ReleaseGraphicsResource();
}
public override void LogCreation(RenderGraphLogger logger)
{
logger.LogLine($"Created GraphicsBuffer: {desc.name}");
}
public override void LogRelease(RenderGraphLogger logger)
{
logger.LogLine($"Released GraphicsBuffer: {desc.name}");
}
}
class BufferPool : RenderGraphResourcePool<GraphicsBuffer>
{
protected override void ReleaseInternalResource(GraphicsBuffer res)
{
res.Release();
}
protected override string GetResourceName(GraphicsBuffer res)
{
return "GraphicsBufferNameNotAvailable"; // GraphicsBuffer.name is a setter only :(
}
protected override long GetResourceSize(GraphicsBuffer res)
{
return res.count * res.stride;
}
override protected string GetResourceTypeName()
{
return "GraphicsBuffer";
}
override protected int GetSortIndex(GraphicsBuffer res)
{
return res.GetHashCode();
}
// Another C# nicety.
// We need to re-implement the whole thing every time because:
// - obj.resource.Release is Type specific so it cannot be called on a generic (and there's no shared interface for resources like RTHandle, GraphicsBuffers etc)
// - We can't use a virtual release function because it will capture this in the lambda for RemoveAll generating GCAlloc in the process.
override public void PurgeUnusedResources(int currentFrameIndex)
{
// Update the frame index for the lambda. Static because we don't want to capture.
s_CurrentFrameIndex = currentFrameIndex;
m_RemoveList.Clear();
foreach (var kvp in m_ResourcePool)
{
// WARNING: No foreach here. Sorted list GetEnumerator generates garbage...
var list = kvp.Value;
var keys = list.Keys;
var values = list.Values;
for (int i = 0; i < list.Count; ++i)
{
var value = values[i];
if (ShouldReleaseResource(value.frameIndex, s_CurrentFrameIndex))
{
value.resource.Release();
m_RemoveList.Add(keys[i]);
}
}
foreach (var key in m_RemoveList)
list.Remove(key);
}
}
}
}