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using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler;
class RenderGraphCompilationCache
{
struct HashEntry<T>
{
public int hash;
public int lastFrameUsed;
public T compiledGraph;
}
DynamicArray<HashEntry<RenderGraph.CompiledGraph>> m_HashEntries = new();
DynamicArray<HashEntry<CompilerContextData>> m_NativeHashEntries = new();
Stack<RenderGraph.CompiledGraph> m_CompiledGraphPool = new();
Stack<CompilerContextData> m_NativeCompiledGraphPool = new();
static int HashEntryComparer<T>(HashEntry<T> a, HashEntry<T> b)
{
if (a.lastFrameUsed < b.lastFrameUsed)
return -1;
else if (a.lastFrameUsed > b.lastFrameUsed)
return 1;
else
return 0;
}
static DynamicArray<HashEntry<RenderGraph.CompiledGraph>>.SortComparer s_EntryComparer = HashEntryComparer<RenderGraph.CompiledGraph>;
static DynamicArray<HashEntry<CompilerContextData>>.SortComparer s_NativeEntryComparer = HashEntryComparer<CompilerContextData>;
const int k_CachedGraphCount = 20;
public RenderGraphCompilationCache()
{
for (int i = 0; i < k_CachedGraphCount; ++i)
{
m_CompiledGraphPool.Push(new RenderGraph.CompiledGraph());
m_NativeCompiledGraphPool.Push(new CompilerContextData());
}
}
// Avoid GC in lambda.
static int s_Hash;
bool GetCompilationCache<T>(int hash, int frameIndex, out T outGraph, DynamicArray<HashEntry<T>> hashEntries, Stack<T> pool, DynamicArray<HashEntry<T>>.SortComparer comparer)
where T : RenderGraph.ICompiledGraph
{
s_Hash = hash;
int index = hashEntries.FindIndex(value => value.hash == s_Hash);
if (index != -1)
{
ref var entry = ref hashEntries[index];
outGraph = entry.compiledGraph;
entry.lastFrameUsed = frameIndex;
return true;
}
else
{
if (pool.Count != 0)
{
var newEntry = new HashEntry<T>()
{
hash = hash,
lastFrameUsed = frameIndex,
compiledGraph = pool.Pop()
};
hashEntries.Add(newEntry);
outGraph = newEntry.compiledGraph;
return false;
}
else
{
// Reuse the oldest one.
hashEntries.QuickSort(comparer);
ref var oldestEntry = ref hashEntries[0];
oldestEntry.hash = hash;
oldestEntry.lastFrameUsed = frameIndex;
oldestEntry.compiledGraph.Clear();
outGraph = oldestEntry.compiledGraph;
return false;
}
}
}
public bool GetCompilationCache(int hash, int frameIndex, out RenderGraph.CompiledGraph outGraph)
{
return GetCompilationCache(hash, frameIndex, out outGraph, m_HashEntries, m_CompiledGraphPool, s_EntryComparer);
}
public bool GetCompilationCache(int hash, int frameIndex, out CompilerContextData outGraph)
{
return GetCompilationCache(hash, frameIndex, out outGraph, m_NativeHashEntries, m_NativeCompiledGraphPool, s_NativeEntryComparer);
}
public void Clear()
{
for (int i = 0; i < m_HashEntries.size; ++i)
{
var compiledGraph = m_HashEntries[i].compiledGraph;
compiledGraph.Clear();
m_CompiledGraphPool.Push(m_HashEntries[i].compiledGraph);
}
m_HashEntries.Clear();
for (int i = 0; i < m_NativeHashEntries.size; ++i)
{
var compiledGraph = m_NativeHashEntries[i].compiledGraph;
compiledGraph.Clear();
m_NativeCompiledGraphPool.Push(compiledGraph);
}
m_NativeHashEntries.Clear();
}
public void Cleanup()
{
// We clear the contents of the pools but not the pool themselves, because they are only
// filled at the beginning of the renderer pipeline and never after. This means when we call
// Cleanup() after an error, if we were clearing the pools, the render graph could not gracefully start
// back up because the cache would have a size of 0 (so no room to cache anything).
// Cleanup compiled graphs currently in the cache
for (int i = 0; i < m_HashEntries.size; ++i)
{
var compiledGraph = m_HashEntries[i].compiledGraph;
compiledGraph.Clear();
}
m_HashEntries.Clear();
// Cleanup compiled graphs that might be left in the pool
var compiledGraphs = m_CompiledGraphPool.ToArray();
for (int i = 0; i < compiledGraphs.Length; ++i)
{
compiledGraphs[i].Clear();
}
// Dispose of CompilerContextData currently in the cache
for (int i = 0; i < m_NativeHashEntries.size; ++i)
{
var compiledGraph = m_NativeHashEntries[i].compiledGraph;
compiledGraph.Dispose();
}
m_NativeHashEntries.Clear();
// Dispose of CompilerContextData that might be left in the pool
var nativeCompiledGraphs = m_NativeCompiledGraphPool.ToArray();
for (int i = 0; i < nativeCompiledGraphs.Length; ++i)
{
nativeCompiledGraphs[i].Dispose();
}
}
}