forked from yaoya/ScriptableRenderLoop
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathTextureCache.cs
More file actions
430 lines (362 loc) · 13.6 KB
/
Copy pathTextureCache.cs
File metadata and controls
430 lines (362 loc) · 13.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
using UnityEngine;
using System.Collections.Generic;
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;
// alternative panorama path intended for mobile
// the member variables below are only in use when m_IsNoCubeArray is true.
private bool m_IsNoCubeArray = 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;
// alternative panorama path intended for mobile
// the member variables below are only in use when m_IsNoCubeArray is true.
public override void TransferToSlice(int sliceIndex, Texture texture)
{
if(m_IsNoCubeArray)
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 m_IsNoCubeArray ? (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(m_IsNoCubeArray)
{
if(!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano"));
int panoWidthTop = 4*width;
int panoHeightTop = 2*width;
// create panorama 2D array. Hardcoding the render target for now when m_IsNoCubeArray is true. 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,
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);
}
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_IsNoCubeArray)
{
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);
}
else 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;
static int s_GlobalTextureCacheVersion = 0;
int m_TextureCacheVersion = 0;
#if UNITY_EDITOR
internal class AssetReloader : UnityEditor.AssetPostprocessor
{
void OnPostprocessTexture(Texture texture)
{
s_GlobalTextureCacheVersion++;
}
}
#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)
{
if (texture == null) return 0;
var texId = (uint)texture.GetInstanceID();
//assert(TexID!=g_InvalidTexID);
if (texId == g_InvalidTexID) return 0;
var bSwapSlice = false;
var bFoundAvailOrExistingSlice = false;
var sliceIndex = -1;
// search for existing copy
if (m_LocatorInSliceArray.ContainsKey(texId))
{
if (m_TextureCacheVersion != s_GlobalTextureCacheVersion)
{
m_LocatorInSliceArray.Remove(texId);
m_TextureCacheVersion++;
Debug.Assert(m_TextureCacheVersion <= s_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()
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
//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()
{
var numNonZeros = 0;
var 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);
}
protected 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)
{
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;
}
}