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LightmappingContext.cs
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247 lines (216 loc) · 10.3 KB
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using System;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.PathTracing.Core;
using UnityEngine.PathTracing.Integration;
using UnityEngine.Rendering;
using UnityEngine.Rendering.UnifiedRayTracing;
namespace UnityEngine.PathTracing.Lightmapping
{
internal class LightmappingContext: IDisposable
{
UnityComputeDeviceContext _deviceContext;
public UnityComputeWorld World;
public GraphicsBuffer TraceScratchBuffer;
public LightmapIntegratorContext IntegratorContext;
public LightmapIntegrationResourceCache ResourceCache;
public RenderTexture AccumulatedOutput;
public RenderTexture AccumulatedDirectionalOutput;
public GraphicsBuffer ExpandedOutput;
public GraphicsBuffer ExpandedDirectional;
public GraphicsBuffer GBuffer;
public GraphicsBuffer CompactedTexelIndices;
public GraphicsBuffer CompactedGBufferLength;
public GraphicsBuffer IndirectDispatchBuffer;
public GraphicsBuffer IndirectDispatchRayTracingBuffer;
public ChartRasterizer ChartRasterizer;
// Temporary buffers required for chart rasterization
public ChartRasterizer.Buffers ChartRasterizerBuffers;
private int _width;
private int _height;
public int Width => _width;
public int Height => _height;
public void ClearOutputs()
{
CommandBuffer cmd = GetCommandBuffer();
if (AccumulatedOutput is not null)
{
cmd.SetRenderTarget(AccumulatedOutput);
cmd.ClearRenderTarget(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
}
if (AccumulatedDirectionalOutput is not null)
{
cmd.SetRenderTarget(AccumulatedDirectionalOutput);
cmd.ClearRenderTarget(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
}
}
static public RenderTexture MakeRenderTexture(int width, int height, string name)
{
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(width, height, RenderTextureFormat.ARGBFloat, 0)
{
sRGB = false,
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
dimension = TextureDimension.Tex2D,
volumeDepth = 1,
msaaSamples = 1,
vrUsage = VRTextureUsage.None,
memoryless = RenderTextureMemoryless.None,
useDynamicScale = false,
depthBufferBits = 0
};
RenderTexture renderTexture = new RenderTexture(rtDesc)
{
name = name,
enableRandomWrite = true,
hideFlags = HideFlags.HideAndDontSave
};
return renderTexture;
}
internal bool ExpandedBufferNeedsUpdating(UInt64 expandedSize)
{
if (ExpandedOutput is not null &&
ExpandedDirectional is not null &&
CompactedTexelIndices is not null &&
GBuffer is not null &&
expandedSize == (UInt64)ExpandedOutput.count &&
expandedSize == (UInt64)ExpandedDirectional.count &&
expandedSize == (UInt64)CompactedTexelIndices.count &&
expandedSize == (UInt64)CompactedTexelIndices.count)
{
return false;
}
return true;
}
internal bool InitializeExpandedBuffer(UInt64 expandedSize)
{
if (!ExpandedBufferNeedsUpdating(expandedSize))
return true;
ExpandedOutput?.Dispose();
ExpandedOutput = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, (int)(expandedSize), sizeof(float) * 4);
if (ExpandedOutput is null)
{
Dispose();
return false;
}
ExpandedDirectional?.Dispose();
ExpandedDirectional = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, (int)(expandedSize), sizeof(float) * 4);
if (ExpandedDirectional is null)
{
Dispose();
return false;
}
CompactedTexelIndices?.Dispose();
CompactedTexelIndices = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, (int)(expandedSize), sizeof(uint));
if (CompactedTexelIndices is null)
{
Dispose();
return false;
}
GBuffer?.Dispose();
GBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, (int)(expandedSize), 16); // the GBuffer is used to store the UV samples as HitEntry (StochasticLightmapSampling.hlsl) hence the stride
if (GBuffer is null)
{
Dispose();
return false;
}
return true;
}
internal bool Initialize(UnityComputeDeviceContext deviceContext, int width, int height, UnityComputeWorld world, uint maxIndexCount, uint maxVertexCount, LightmapResourceLibrary resources)
{
_deviceContext = deviceContext;
World = world;
IntegratorContext = new LightmapIntegratorContext();
ResourceCache = new LightmapIntegrationResourceCache();
ChartRasterizer = new ChartRasterizer(resources.SoftwareChartRasterizationShader, resources.HardwareChartRasterizationShader);
InitializeChartRasterizationBuffers(maxIndexCount, maxVertexCount);
return SetOutputResolution(width, height);
}
internal bool SetOutputResolution(int width, int height) // In case of failure, the context is disposed and is thus not usable anymore
{
_width = width;
_height = height;
ReleaseAndDestroy(ref AccumulatedOutput);
AccumulatedOutput = MakeRenderTexture(width, height, "AccumulatedOutput");
if (AccumulatedOutput == null || !AccumulatedOutput.Create())
{
Dispose();
return false;
}
ReleaseAndDestroy(ref AccumulatedDirectionalOutput);
AccumulatedDirectionalOutput = MakeRenderTexture(width, height, "AccumulatedDirectionalOutput");
if (AccumulatedDirectionalOutput == null || !AccumulatedDirectionalOutput.Create())
{
Dispose();
return false;
}
CompactedGBufferLength?.Dispose();
IndirectDispatchBuffer?.Dispose();
IndirectDispatchRayTracingBuffer?.Dispose();
CompactedGBufferLength = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, 1, sizeof(uint));
IndirectDispatchBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments | GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource | GraphicsBuffer.Target.CopyDestination, 3, sizeof(uint));
IndirectDispatchRayTracingBuffer = RayTracingHelper.CreateDispatchIndirectBuffer();
return true;
}
public void InitializeTraceScratchBuffer(uint width, uint height, uint expandedSampleWidth)
{
TraceScratchBuffer?.Dispose();
TraceScratchBuffer = null;
Debug.Assert(World is not null);
ulong scratchSize = World.RayTracingContext.GetRequiredTraceScratchBufferSizeInBytes(width, height, expandedSampleWidth);
uint scratchStride = RayTracingContext.GetScratchBufferStrideInBytes();
if (scratchSize > 0)
{
TraceScratchBuffer = new GraphicsBuffer(RayTracingHelper.ScratchBufferTarget, (int)(scratchSize / scratchStride), 4);
Debug.Assert(TraceScratchBuffer == null || TraceScratchBuffer.target == RayTracingHelper.ScratchBufferTarget);
}
}
private void InitializeChartRasterizationBuffers(uint maxIndexCount, uint maxVertexCount)
{
ChartRasterizerBuffers.vertex?.Dispose();
ChartRasterizerBuffers.vertex = null;
ChartRasterizerBuffers.vertexToOriginalVertex?.Dispose();
ChartRasterizerBuffers.vertexToOriginalVertex = null;
ChartRasterizerBuffers.vertexToChartID?.Dispose();
ChartRasterizerBuffers.vertexToChartID = null;
// We base the size of the temporary buffers on the vertex count or index count of the mesh with the most vertices / indices, to avoid constant reallocations.
uint maxCount = Math.Max(maxIndexCount, maxVertexCount);
ChartRasterizerBuffers.vertex = new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)maxCount, UnsafeUtility.SizeOf<Vector2>());
ChartRasterizerBuffers.vertexToOriginalVertex = new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)maxCount, sizeof(uint));
ChartRasterizerBuffers.vertexToChartID = new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)maxCount, sizeof(uint));
}
public CommandBuffer GetCommandBuffer()
{
Debug.Assert(_deviceContext != null);
return _deviceContext.GetCommandBuffer();
}
public void Dispose()
{
TraceScratchBuffer?.Dispose();
ResourceCache?.Dispose();
IntegratorContext?.Dispose();
ReleaseAndDestroy(ref AccumulatedOutput);
ReleaseAndDestroy(ref AccumulatedDirectionalOutput);
ExpandedOutput?.Dispose();
ExpandedDirectional?.Dispose();
CompactedTexelIndices?.Dispose();
GBuffer?.Dispose();
CompactedGBufferLength?.Dispose();
IndirectDispatchBuffer?.Dispose();
IndirectDispatchRayTracingBuffer?.Dispose();
ChartRasterizerBuffers.vertex?.Dispose();
ChartRasterizerBuffers.vertexToOriginalVertex?.Dispose();
ChartRasterizerBuffers.vertexToChartID?.Dispose();
ChartRasterizer?.Dispose();
ChartRasterizer = null;
}
private static void ReleaseAndDestroy(ref RenderTexture tex)
{
if (tex == null)
return;
tex.Release();
CoreUtils.Destroy(tex);
tex = null;
}
}
}