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RayTracingContext.cs 7.1KB

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  1. using System;
  2. using System.IO;
  3. #if UNITY_EDITOR
  4. using UnityEditor;
  5. #endif
  6. namespace UnityEngine.Rendering.UnifiedRayTracing
  7. {
  8. internal enum RayTracingBackend { Hardware = 0, Compute = 1}
  9. internal class RayTracingContext : IDisposable
  10. {
  11. public RayTracingContext(RayTracingBackend backend, RayTracingResources resources)
  12. {
  13. if (!IsBackendSupported(backend))
  14. throw new System.InvalidOperationException("Unsupported backend: " + backend.ToString());
  15. BackendType = backend;
  16. if (backend == RayTracingBackend.Hardware)
  17. m_Backend = new HardwareRayTracingBackend(resources);
  18. else if (backend == RayTracingBackend.Compute)
  19. m_Backend = new ComputeRayTracingBackend(resources);
  20. var MB = 1024 * 1024;
  21. var geometryPoolDesc = new GeometryPoolDesc()
  22. {
  23. vertexPoolByteSize = 64 * MB,
  24. indexPoolByteSize = 32 * MB,
  25. meshChunkTablesByteSize = 4 * MB
  26. };
  27. Resources = resources;
  28. m_DispatchBuffer = RayTracingHelper.CreateDispatchDimensionBuffer();
  29. }
  30. public void Dispose()
  31. {
  32. if (m_AccelStructCounter.value != 0)
  33. {
  34. Debug.LogError("Memory Leak. Please call .Dispose() on all the IAccelerationStructure resources "+
  35. "that have been created with this context before calling RayTracingContext.Dispose()");
  36. }
  37. m_DispatchBuffer?.Release();
  38. }
  39. public RayTracingResources Resources;
  40. static public bool IsBackendSupported(RayTracingBackend backend)
  41. {
  42. if (backend == RayTracingBackend.Hardware)
  43. return SystemInfo.supportsRayTracing;
  44. else if (backend == RayTracingBackend.Compute)
  45. return SystemInfo.supportsComputeShaders;
  46. return false;
  47. }
  48. public IRayTracingShader CreateRayTracingShader(Object shader) =>
  49. m_Backend.CreateRayTracingShader(shader, "MainRayGenShader", m_DispatchBuffer);
  50. public IRayTracingShader CreateRayTracingShader(RayTracingShader rtShader)
  51. {
  52. var shader = m_Backend.CreateRayTracingShader(rtShader, "MainRayGenShader", m_DispatchBuffer);
  53. return shader;
  54. }
  55. public IRayTracingShader CreateRayTracingShader(ComputeShader computeShader)
  56. {
  57. var shader = m_Backend.CreateRayTracingShader(computeShader, "MainRayGenShader", m_DispatchBuffer);
  58. return shader;
  59. }
  60. public IRayTracingAccelStruct CreateAccelerationStructure(AccelerationStructureOptions options)
  61. {
  62. var accelStruct = m_Backend.CreateAccelerationStructure(options, m_AccelStructCounter);
  63. return accelStruct;
  64. }
  65. #if UNITY_EDITOR
  66. public IRayTracingShader LoadRayTracingShader(string fileName)
  67. {
  68. string fullFileName = BackendHelpers.GetFileNameOfShader(BackendType, fileName);
  69. Type shaderType = BackendHelpers.GetTypeOfShader(BackendType);
  70. Object asset = AssetDatabase.LoadAssetAtPath(fullFileName, shaderType);
  71. return CreateRayTracingShader(asset);
  72. }
  73. #endif
  74. public RayTracingBackend BackendType { get; private set; }
  75. private IRayTracingBackend m_Backend;
  76. private GeometryPool m_GeometryPool;
  77. private ReferenceCounter m_AccelStructCounter = new ReferenceCounter();
  78. private GraphicsBuffer m_DispatchBuffer;
  79. }
  80. [System.Flags]
  81. internal enum BuildFlags
  82. {
  83. None = 0,
  84. PreferFastTrace = 1 << 0,
  85. PreferFastBuild = 1 << 1,
  86. MinimizeMemory = 1 << 2
  87. }
  88. internal class AccelerationStructureOptions
  89. {
  90. public BuildFlags buildFlags = 0;
  91. public bool enableCompaction = false;
  92. #if UNITY_EDITOR
  93. public bool useCPUBuild = false;
  94. #endif
  95. }
  96. internal class ReferenceCounter
  97. {
  98. public ulong value = 0;
  99. public void Inc() { value++; }
  100. public void Dec() { value--; }
  101. }
  102. internal class RayTracingHelper
  103. {
  104. public const GraphicsBuffer.Target ScratchBufferTarget = GraphicsBuffer.Target.Structured;
  105. static public readonly uint k_DimensionByteOffset = 0; // offset into the DispatchDimensionBuffer where the dimensions reside
  106. static public readonly uint k_GroupSizeByteOffset = 12; // offset into the DispatchDimensionBuffer where the group sizes reside
  107. static public GraphicsBuffer CreateDispatchDimensionBuffer()
  108. {
  109. return new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments | GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.CopySource, 6, sizeof(uint));
  110. }
  111. static public GraphicsBuffer CreateScratchBufferForBuildAndDispatch(
  112. IRayTracingAccelStruct accelStruct,
  113. IRayTracingShader shader, uint dispatchWidth, uint dispatchHeight, uint dispatchDepth)
  114. {
  115. var sizeInBytes = System.Math.Max(accelStruct.GetBuildScratchBufferRequiredSizeInBytes(), shader.GetTraceScratchBufferRequiredSizeInBytes(dispatchWidth, dispatchHeight, dispatchDepth));
  116. if (sizeInBytes == 0)
  117. return null;
  118. return new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)(sizeInBytes / 4), 4);
  119. }
  120. static public GraphicsBuffer CreateScratchBufferForBuild(
  121. IRayTracingAccelStruct accelStruct)
  122. {
  123. var sizeInBytes = accelStruct.GetBuildScratchBufferRequiredSizeInBytes();
  124. return new GraphicsBuffer(GraphicsBuffer.Target.Structured, (int)(sizeInBytes / 4), 4);
  125. }
  126. static public void ResizeScratchBufferForTrace(
  127. IRayTracingShader shader, uint dispatchWidth, uint dispatchHeight, uint dispatchDepth, ref GraphicsBuffer scratchBuffer)
  128. {
  129. var sizeInBytes = shader.GetTraceScratchBufferRequiredSizeInBytes(dispatchWidth, dispatchHeight, dispatchDepth);
  130. if (sizeInBytes == 0)
  131. return;
  132. Debug.Assert(scratchBuffer == null || scratchBuffer.target == ScratchBufferTarget);
  133. if (scratchBuffer == null || (ulong)(scratchBuffer.count*scratchBuffer.stride) < sizeInBytes)
  134. {
  135. scratchBuffer?.Dispose();
  136. scratchBuffer = new GraphicsBuffer(ScratchBufferTarget, (int)(sizeInBytes / 4), 4);
  137. }
  138. }
  139. static public void ResizeScratchBufferForBuild(
  140. IRayTracingAccelStruct accelStruct, ref GraphicsBuffer scratchBuffer)
  141. {
  142. var sizeInBytes = accelStruct.GetBuildScratchBufferRequiredSizeInBytes();
  143. if (sizeInBytes == 0)
  144. return;
  145. Debug.Assert(scratchBuffer == null || scratchBuffer.target == ScratchBufferTarget);
  146. if (scratchBuffer == null || (ulong)(scratchBuffer.count * scratchBuffer.stride) < sizeInBytes)
  147. {
  148. scratchBuffer?.Dispose();
  149. scratchBuffer = new GraphicsBuffer(ScratchBufferTarget, (int)(sizeInBytes / 4), 4);
  150. }
  151. }
  152. }
  153. }