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using System;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine.Assertions;
using UnityEngine.Rendering.RadeonRays;
using UnityEngine.UIElements;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal struct VertexBufferChunk
{
public GraphicsBuffer vertices;
public int verticesStartOffset; // in DWORD
public uint vertexCount;
public uint vertexStride; // in DWORD
public int baseVertex;
}
internal sealed class BLASPositionsPool : IDisposable
{
public BLASPositionsPool(ComputeShader copyPositionsShader, ComputeShader copyShader)
{
m_VerticesBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, intialVertexCount * VertexSizeInDwords, 4);
m_VerticesAllocator = new BlockAllocator();
m_VerticesAllocator.Initialize(intialVertexCount);
m_CopyPositionsShader = copyPositionsShader;
m_CopyVerticesKernel = m_CopyPositionsShader.FindKernel("CopyVertexBuffer");
m_CopyShader = copyShader;
}
public void Dispose()
{
m_VerticesBuffer.Dispose();
m_VerticesAllocator.Dispose();
}
public const int VertexSizeInDwords = 3;
public GraphicsBuffer VertexBuffer { get { return m_VerticesBuffer; } }
public void Clear()
{
m_VerticesBuffer.Dispose();
m_VerticesBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, intialVertexCount * VertexSizeInDwords, 4);
m_VerticesAllocator.Dispose();
m_VerticesAllocator = new BlockAllocator();
m_VerticesAllocator.Initialize(intialVertexCount);
}
const int intialVertexCount = 1000;
GraphicsBuffer m_VerticesBuffer;
BlockAllocator m_VerticesAllocator;
readonly ComputeShader m_CopyPositionsShader;
readonly int m_CopyVerticesKernel;
readonly ComputeShader m_CopyShader;
const uint kItemsPerWorkgroup = 48u * 128u;
public void Add(VertexBufferChunk info, out BlockAllocator.Allocation verticesAllocation)
{
verticesAllocation = m_VerticesAllocator.Allocate((int)info.vertexCount);
if (!verticesAllocation.valid)
{
int oldCapacity = m_VerticesAllocator.capacity;
// Capping capacity to 2,147,483,647 vertices because m_VerticesAllocator is using NativeList which has int max capacity
int maxCapacity = (int)math.min((long)Int32.MaxValue, GraphicsHelpers.MaxGraphicsBufferSizeInBytes / (long)UnsafeUtility.SizeOf<float3>());
if (!m_VerticesAllocator.GetExpectedGrowthToFitAllocation((int)info.vertexCount, maxCapacity, out int newCapacity))
throw new UnifiedRayTracingException($"VerticesAllocator can't grow to {maxCapacity } elements", UnifiedRayTracingError.GraphicsBufferAllocationFailed);
if (!GraphicsHelpers.ReallocateBuffer(m_CopyShader, oldCapacity, newCapacity, UnsafeUtility.SizeOf<float3>(), ref m_VerticesBuffer))
throw new UnifiedRayTracingException($"Failed to allocate buffer of size: {newCapacity * UnsafeUtility.SizeOf<float3>()} bytes", UnifiedRayTracingError.GraphicsBufferAllocationFailed);
verticesAllocation = m_VerticesAllocator.GrowAndAllocate((int)info.vertexCount, maxCapacity, out oldCapacity, out newCapacity);
Debug.Assert(verticesAllocation.valid);
}
var cmd = new CommandBuffer();
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferCount", (int)info.vertexCount);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferOffset", info.verticesStartOffset);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputBaseVertex", info.baseVertex);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_InputPosBufferStride", (int)info.vertexStride);
cmd.SetComputeIntParam(m_CopyPositionsShader, "_OutputPosBufferOffset", verticesAllocation.block.offset * VertexSizeInDwords);
cmd.SetComputeBufferParam(m_CopyPositionsShader, m_CopyVerticesKernel, "_InputPosBuffer", info.vertices);
cmd.SetComputeBufferParam(m_CopyPositionsShader, m_CopyVerticesKernel, "_OutputPosBuffer", m_VerticesBuffer);
cmd.DispatchCompute(m_CopyPositionsShader, m_CopyVerticesKernel, (int)Common.CeilDivide(info.vertexCount, kItemsPerWorkgroup), 1, 1);
Graphics.ExecuteCommandBuffer(cmd);
}
public void Remove(ref BlockAllocator.Allocation verticesAllocation)
{
m_VerticesAllocator.FreeAllocation(verticesAllocation);
verticesAllocation = BlockAllocator.Allocation.Invalid;
}
}
}