506 lines
19 KiB
C#
506 lines
19 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using System;
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using System.Runtime.InteropServices;
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namespace UnityEngine.Rendering.HighDefinition
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{
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class Atlas3DAllocatorDynamic
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{
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private class Atlas3DNodePool
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{
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public Atlas3DNode[] m_Nodes;
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Int16 m_Next;
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Int16 m_FreelistHead;
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public Atlas3DNodePool(Int16 capacity)
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{
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m_Nodes = new Atlas3DNode[capacity];
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m_Next = 0;
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m_FreelistHead = -1;
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}
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public void Dispose()
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{
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Clear();
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m_Nodes = null;
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}
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public void Clear()
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{
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m_Next = 0;
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m_FreelistHead = -1;
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}
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public Int16 Atlas3DNodeCreate(Int16 parent)
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{
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Debug.Assert((m_Next < m_Nodes.Length) || (m_FreelistHead != -1), "Error: Atlas3DNodePool: Out of memory. Please pre-allocate pool to larger capacity");
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if (m_FreelistHead != -1)
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{
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Int16 freelistHeadNext = m_Nodes[m_FreelistHead].m_FreelistNext;
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m_Nodes[m_FreelistHead] = new Atlas3DNode(m_FreelistHead, parent);
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Int16 res = m_FreelistHead;
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m_FreelistHead = freelistHeadNext;
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return res;
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}
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m_Nodes[m_Next] = new Atlas3DNode(m_Next, parent);
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return m_Next++;
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}
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public void Atlas3DNodeFree(Int16 index)
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{
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Debug.Assert(index >= 0 && index < m_Nodes.Length, "Error: Atlas3DNodeFree: index out of range.");
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m_Nodes[index].m_FreelistNext = m_FreelistHead;
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m_FreelistHead = index;
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}
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}
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private struct Atlas3DNode
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{
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private enum Atlas3DNodeFlags : uint
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{
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IsOccupied = 1 << 0
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}
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public Int16 m_Self;
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public Int16 m_Parent;
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public Int16 m_LeftChild;
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public Int16 m_RightChild;
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public Int16 m_FreelistNext;
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public UInt16 m_Flags;
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public Vector3 m_RectSize;
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public Vector3 m_RectOffset;
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public Atlas3DNode(Int16 self, Int16 parent)
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{
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m_Self = self;
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m_Parent = parent;
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m_LeftChild = -1;
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m_RightChild = -1;
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m_Flags = 0;
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m_FreelistNext = -1;
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m_RectSize = Vector3.zero;
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m_RectOffset = Vector3.zero;
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}
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public bool IsOccupied()
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{
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return (m_Flags & (UInt16)Atlas3DNodeFlags.IsOccupied) > 0;
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}
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public void SetIsOccupied()
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{
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UInt16 isOccupiedMask = (UInt16)Atlas3DNodeFlags.IsOccupied;
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m_Flags |= isOccupiedMask;
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}
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public void ClearIsOccupied()
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{
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UInt16 isOccupiedMask = (UInt16)Atlas3DNodeFlags.IsOccupied;
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m_Flags &= (UInt16) ~isOccupiedMask;
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}
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public bool IsLeafNode()
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{
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// Note: Only need to check if m_LeftChild == null, as either both are allocated (split), or none are allocated (leaf).
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return m_LeftChild == -1;
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}
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public Int16 Allocate(Atlas3DNodePool pool, int width, int height, int depth)
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{
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if (Mathf.Min(Mathf.Min(width, height), depth) < 1)
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{
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// Degenerate allocation requested.
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Debug.Assert(false, "Error: Texture3DAtlasDynamic: Attempted to allocate a degenerate region. Please ensure width and height are >= 1");
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return -1;
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}
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// not a leaf node, try children
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// TODO: Rather than always going left, then right, we might want to always attempt to allocate in the smaller child, then larger.
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if (!IsLeafNode())
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{
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Int16 node = pool.m_Nodes[m_LeftChild].Allocate(pool, width, height, depth);
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if (node == -1)
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{
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node = pool.m_Nodes[m_RightChild].Allocate(pool, width, height, depth);
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}
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return node;
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}
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// leaf node, check for fit
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if (IsOccupied()) { return -1; }
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if (width > m_RectSize.x || height > m_RectSize.y || depth > m_RectSize.z) { return -1; }
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// perform the split
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Debug.Assert(m_LeftChild == -1);
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Debug.Assert(m_RightChild == -1);
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m_LeftChild = pool.Atlas3DNodeCreate(m_Self);
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m_RightChild = pool.Atlas3DNodeCreate(m_Self);
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// Debug.Log("m_LeftChild = " + m_LeftChild);
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// Debug.Log("m_RightChild = " + m_RightChild);
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Debug.Assert(m_LeftChild >= 0 && m_LeftChild < pool.m_Nodes.Length);
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Debug.Assert(m_RightChild >= 0 && m_RightChild < pool.m_Nodes.Length);
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// Debug.Log("Rect = {" + m_RectSize.x + ", " + m_RectSize.y + ", " + m_RectSize.z + ", " + m_RectOffset.x + ", " + m_RectOffset.y + "," + m_RectOffset.z + "}");
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float deltaX = m_RectSize.x - width;
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float deltaY = m_RectSize.y - height;
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float deltaZ = m_RectSize.z - depth;
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// Debug.Log("deltaX = " + deltaX);
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// Debug.Log("deltaY = " + deltaY);
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// Debug.Log("deltaZ = " + deltaZ);
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if (deltaX >= deltaY && deltaX >= deltaZ)
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{
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// Debug.Log("Split X");
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//
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// +--------+------+
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// / / /|
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// / / / |
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// +--------+------+ |
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// | | | |
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// | | | +
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// | | | /
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// | | |/
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// +--------+------+
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//
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pool.m_Nodes[m_LeftChild].m_RectSize = new Vector3(width, m_RectSize.y, m_RectSize.z);
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pool.m_Nodes[m_LeftChild].m_RectOffset = m_RectOffset;
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pool.m_Nodes[m_RightChild].m_RectSize = new Vector3(deltaX, m_RectSize.y, m_RectSize.z);
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pool.m_Nodes[m_RightChild].m_RectOffset = new Vector3(m_RectOffset.x + width, m_RectOffset.y, m_RectOffset.z);
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if (Mathf.Max(deltaY, deltaZ) < 1)
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{
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pool.m_Nodes[m_LeftChild].SetIsOccupied();
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return m_LeftChild;
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}
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else
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{
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Int16 node = pool.m_Nodes[m_LeftChild].Allocate(pool, width, height, depth);
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if (node >= 0) { pool.m_Nodes[node].SetIsOccupied(); }
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return node;
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}
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}
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else if (deltaY >= deltaX && deltaY >= deltaZ)
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{
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// Debug.Log("Split Y.");
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//
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// +---------------+
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// / /|
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// / / +
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// +---------------+ /|
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// | |/ |
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// +---------------+ +
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// | | /
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// | |/
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// +---------------+
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//
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pool.m_Nodes[m_LeftChild].m_RectSize = new Vector3(m_RectSize.x, height, m_RectSize.z);
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pool.m_Nodes[m_LeftChild].m_RectOffset = m_RectOffset;
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pool.m_Nodes[m_RightChild].m_RectSize = new Vector3(m_RectSize.x, deltaY, m_RectSize.z);
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pool.m_Nodes[m_RightChild].m_RectOffset = new Vector3(m_RectOffset.x, m_RectOffset.y + height, m_RectOffset.z);
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if (Math.Max(deltaX, deltaZ) < 1)
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{
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pool.m_Nodes[m_LeftChild].SetIsOccupied();
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return m_LeftChild;
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}
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else
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{
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Int16 node = pool.m_Nodes[m_LeftChild].Allocate(pool, width, height, depth);
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if (node >= 0) { pool.m_Nodes[node].SetIsOccupied(); }
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return node;
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}
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}
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else // deltaZ >= deltaX && deltaZ >= deltaY
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{
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// Debug.Log("Split Z.");
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//
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// +---------------+
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// +---------------+|
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// / /||
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// +---------------+ ||
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// | | ||
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// | | |+
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// | | +
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// | |/
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// +---------------+
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//
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pool.m_Nodes[m_LeftChild].m_RectSize = new Vector3(m_RectSize.x, m_RectSize.y, depth);
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pool.m_Nodes[m_LeftChild].m_RectOffset = m_RectOffset;
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pool.m_Nodes[m_RightChild].m_RectSize = new Vector3(m_RectSize.x, m_RectSize.y, deltaZ);
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pool.m_Nodes[m_RightChild].m_RectOffset = new Vector3(m_RectOffset.x, m_RectOffset.y, m_RectOffset.z + depth);
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if (Math.Max(deltaX, deltaY) < 1)
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{
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pool.m_Nodes[m_LeftChild].SetIsOccupied();
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return m_LeftChild;
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}
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else
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{
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Int16 node = pool.m_Nodes[m_LeftChild].Allocate(pool, width, height, depth);
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if (node >= 0) { pool.m_Nodes[node].SetIsOccupied(); }
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return node;
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}
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}
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}
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public void ReleaseChildren(Atlas3DNodePool pool)
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{
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if (IsLeafNode()) { return; }
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pool.m_Nodes[m_LeftChild].ReleaseChildren(pool);
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pool.m_Nodes[m_RightChild].ReleaseChildren(pool);
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pool.Atlas3DNodeFree(m_LeftChild);
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pool.Atlas3DNodeFree(m_RightChild);
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m_LeftChild = -1;
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m_RightChild = -1;
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}
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public void ReleaseAndMerge(Atlas3DNodePool pool)
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{
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Int16 n = m_Self;
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do
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{
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pool.m_Nodes[n].ReleaseChildren(pool);
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pool.m_Nodes[n].ClearIsOccupied();
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n = pool.m_Nodes[n].m_Parent;
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}
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while (n >= 0 && pool.m_Nodes[n].IsMergeNeeded(pool));
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}
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public bool IsMergeNeeded(Atlas3DNodePool pool)
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{
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return pool.m_Nodes[m_LeftChild].IsLeafNode() && (!pool.m_Nodes[m_LeftChild].IsOccupied())
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&& pool.m_Nodes[m_RightChild].IsLeafNode() && (!pool.m_Nodes[m_RightChild].IsOccupied());
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}
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}
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private int m_Width;
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private int m_Height;
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private int m_Depth;
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private Atlas3DNodePool m_Pool;
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private Int16 m_Root;
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private Dictionary<int, Int16> m_NodeFromID;
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public Atlas3DAllocatorDynamic(int width, int height, int depth, int capacityAllocations)
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{
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// In an evenly split binary tree, the nodeCount == leafNodeCount * 2
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int capacityNodes = capacityAllocations * 2;
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Debug.Assert(capacityNodes < (1 << 16), "Error: Atlas3DAllocatorDynamic: Attempted to allocate a capacity of " + capacityNodes + ", which is greater than our 16-bit indices can support. Please request a capacity <=" + (1 << 16));
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m_Pool = new Atlas3DNodePool((Int16)capacityNodes);
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m_NodeFromID = new Dictionary<int, Int16>(capacityAllocations);
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Int16 rootParent = -1;
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m_Root = m_Pool.Atlas3DNodeCreate(rootParent);
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m_Pool.m_Nodes[m_Root].m_RectSize = new Vector3(width, height, depth);
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m_Pool.m_Nodes[m_Root].m_RectOffset = Vector3.zero;
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m_Width = width;
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m_Height = height;
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m_Depth = depth;
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// string debug = "";
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// DebugStringFromNode(ref debug, m_Root);
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// Debug.Log("Allocating atlas = " + debug);
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}
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public bool Allocate(out Vector3 resultSize, out Vector3 resultOffset, int key, int width, int height, int depth)
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{
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Int16 node = m_Pool.m_Nodes[m_Root].Allocate(m_Pool, width, height, depth);
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if (node >= 0)
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{
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resultSize = m_Pool.m_Nodes[node].m_RectSize;
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resultOffset = m_Pool.m_Nodes[node].m_RectOffset;
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m_NodeFromID.Add(key, node);
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return true;
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}
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else
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{
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resultSize = Vector3.zero;
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resultOffset = Vector3.zero;
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return false;
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}
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}
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public void Release(int key)
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{
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if (m_NodeFromID.TryGetValue(key, out Int16 node))
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{
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Debug.Assert(node >= 0 && node < m_Pool.m_Nodes.Length);
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m_Pool.m_Nodes[node].ReleaseAndMerge(m_Pool);
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m_NodeFromID.Remove(key);
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return;
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}
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}
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public void Release()
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{
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m_Pool.Clear();
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m_Root = m_Pool.Atlas3DNodeCreate(-1);
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m_Pool.m_Nodes[m_Root].m_RectSize = new Vector3(m_Width, m_Height, m_Depth);
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m_Pool.m_Nodes[m_Root].m_RectOffset = Vector3.zero;
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m_NodeFromID.Clear();
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}
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public string DebugStringFromRoot(int depthMax = -1)
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{
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string res = "";
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DebugStringFromNode(ref res, m_Root, 0, depthMax);
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return res;
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}
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private void DebugStringFromNode(ref string res, Int16 n, int depthCurrent = 0, int depthMax = -1)
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{
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res += "{[" + depthCurrent + "], isOccupied = " + (m_Pool.m_Nodes[n].IsOccupied() ? "true" : "false") + ", self = " + m_Pool.m_Nodes[n].m_Self + ", " + m_Pool.m_Nodes[n].m_RectSize.x + "," + m_Pool.m_Nodes[n].m_RectSize.y + ", " + m_Pool.m_Nodes[n].m_RectSize.z + ", " + m_Pool.m_Nodes[n].m_RectOffset.x + ", " + m_Pool.m_Nodes[n].m_RectOffset.y + ", " + m_Pool.m_Nodes[n].m_RectOffset.z + "}\n";
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if (depthMax == -1 || depthCurrent < depthMax)
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{
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if (m_Pool.m_Nodes[n].m_LeftChild >= 0)
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{
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DebugStringFromNode(ref res, m_Pool.m_Nodes[n].m_LeftChild, depthCurrent + 1, depthMax);
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}
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if (m_Pool.m_Nodes[n].m_RightChild >= 0)
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{
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DebugStringFromNode(ref res, m_Pool.m_Nodes[n].m_RightChild, depthCurrent + 1, depthMax);
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}
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}
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}
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}
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class Texture3DAtlasDynamic
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{
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private RTHandle m_AtlasTexture = null;
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private bool isAtlasTextureOwner = false;
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private int m_Width;
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private int m_Height;
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private int m_Depth;
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private GraphicsFormat m_Format;
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private Atlas3DAllocatorDynamic m_AtlasAllocator = null;
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private Dictionary<int, Texture3DAtlasScaleBias> m_AllocationCache;
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private struct Texture3DAtlasScaleBias
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{
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public Vector3 scale;
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public Vector3 bias;
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}
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public RTHandle AtlasTexture
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{
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get
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{
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return m_AtlasTexture;
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}
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}
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public Texture3DAtlasDynamic(int width, int height, int depth, int capacity, GraphicsFormat format)
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{
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m_Width = width;
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m_Height = height;
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m_Depth = depth;
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m_Format = format;
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m_AtlasTexture = RTHandles.Alloc(
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m_Width,
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m_Height,
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m_Depth,
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DepthBits.None,
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m_Format,
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FilterMode.Point,
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TextureWrapMode.Clamp,
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TextureDimension.Tex3D,
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false,
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true,
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false,
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false,
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1,
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0,
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MSAASamples.None,
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false,
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false
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);
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isAtlasTextureOwner = true;
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m_AtlasAllocator = new Atlas3DAllocatorDynamic(width, height, depth, capacity);
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m_AllocationCache = new Dictionary<int, Texture3DAtlasScaleBias>(capacity);
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}
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public Texture3DAtlasDynamic(int width, int height, int depth, int capacity, RTHandle atlasTexture)
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{
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m_Width = width;
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m_Height = height;
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m_Depth = depth;
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m_Format = atlasTexture.rt.graphicsFormat;
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m_AtlasTexture = atlasTexture;
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isAtlasTextureOwner = false;
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m_AtlasAllocator = new Atlas3DAllocatorDynamic(width, height, depth, capacity);
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m_AllocationCache = new Dictionary<int, Texture3DAtlasScaleBias>(capacity);
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}
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public void Release()
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{
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ResetAllocator();
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if (isAtlasTextureOwner) { RTHandles.Release(m_AtlasTexture); }
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}
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public void ResetAllocator()
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{
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m_AtlasAllocator.Release();
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m_AllocationCache.Clear();
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}
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public bool TryGetScaleBias(out Vector3 scale, out Vector3 bias, int key)
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{
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if (m_AllocationCache.TryGetValue(key, out Texture3DAtlasScaleBias scaleBias))
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{
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scale = scaleBias.scale;
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bias = scaleBias.bias;
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return true;
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}
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scale = Vector3.zero;
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bias = Vector3.zero;
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return false;
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}
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public bool EnsureTextureSlot(out bool isUploadNeeded, out Vector3 scale, out Vector3 bias, int key, int width, int height, int depth)
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{
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isUploadNeeded = false;
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if (m_AllocationCache.TryGetValue(key, out Texture3DAtlasScaleBias scaleBias))
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{
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scale = scaleBias.scale;
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bias = scaleBias.bias;
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return true;
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}
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// Debug.Log("EnsureTextureSlot Before = " + m_AtlasAllocator.DebugStringFromRoot());
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if (!m_AtlasAllocator.Allocate(out scale, out bias, key, width, height, depth)) { return false; }
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// Debug.Log("EnsureTextureSlot After = " + m_AtlasAllocator.DebugStringFromRoot());
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isUploadNeeded = true;
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scale.Scale(new Vector3(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Depth));
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bias.Scale(new Vector3(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Depth));
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m_AllocationCache.Add(key, new Texture3DAtlasScaleBias { scale = scale, bias = bias });
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return true;
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}
|
|
|
|
public void ReleaseTextureSlot(int key)
|
|
{
|
|
m_AtlasAllocator.Release(key);
|
|
m_AllocationCache.Remove(key);
|
|
}
|
|
|
|
public string DebugStringFromRoot(int depthMax = -1)
|
|
{
|
|
return m_AtlasAllocator.DebugStringFromRoot(depthMax);
|
|
}
|
|
}
|
|
}
|