Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Tiling /ZBinningJob.cs
| using System; | |
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| [] | |
| struct ZBinningJob : IJobFor | |
| { | |
| // Do not use this for the innerloopBatchCount (use 1 for that). Use for dividing the arrayLength when scheduling. | |
| public const int batchSize = 128; | |
| public const int headerLength = 2; | |
| [] | |
| public NativeArray<uint> bins; | |
| [] | |
| public NativeArray<float2> minMaxZs; | |
| public float zBinScale; | |
| public float zBinOffset; | |
| public int binCount; | |
| public int wordsPerTile; | |
| public int lightCount; | |
| public int reflectionProbeCount; | |
| public int batchCount; | |
| public int viewCount; | |
| public bool isOrthographic; | |
| static uint EncodeHeader(uint min, uint max) | |
| { | |
| return (min & 0xFFFF) | ((max & 0xFFFF) << 16); | |
| } | |
| static (uint, uint) DecodeHeader(uint zBin) | |
| { | |
| return (zBin & 0xFFFF, (zBin >> 16) & 0xFFFF); | |
| } | |
| public void Execute(int jobIndex) | |
| { | |
| var batchIndex = jobIndex % batchCount; | |
| var viewIndex = jobIndex / batchCount; | |
| var binStart = batchSize * batchIndex; | |
| var binEnd = math.min(binStart + batchSize, binCount) - 1; | |
| var binOffset = viewIndex * binCount; | |
| var emptyHeader = EncodeHeader(ushort.MaxValue, ushort.MinValue); | |
| for (var binIndex = binStart; binIndex <= binEnd; binIndex++) | |
| { | |
| bins[(binOffset + binIndex) * (headerLength + wordsPerTile) + 0] = emptyHeader; | |
| bins[(binOffset + binIndex) * (headerLength + wordsPerTile) + 1] = emptyHeader; | |
| } | |
| // Regarding itemOffset: minMaxZs contains [lights view 0, lights view 1, probes view 0, probes view 1] when | |
| // using XR single pass instanced, and otherwise [lights, probes]. So we figure out what the offset is based | |
| // on the view count and index. | |
| // Fill ZBins for lights. | |
| FillZBins(binStart, binEnd, 0, lightCount, 0, viewIndex * lightCount, binOffset); | |
| // Fill ZBins for reflection probes. | |
| FillZBins(binStart, binEnd, lightCount, lightCount + reflectionProbeCount, 1, lightCount * (viewCount - 1) + viewIndex * reflectionProbeCount, binOffset); | |
| } | |
| void FillZBins(int binStart, int binEnd, int itemStart, int itemEnd, int headerIndex, int itemOffset, int binOffset) | |
| { | |
| for (var index = itemStart; index < itemEnd; index++) | |
| { | |
| var minMax = minMaxZs[itemOffset + index]; | |
| var minBin = math.max((int)((isOrthographic ? minMax.x : math.log2(minMax.x)) * zBinScale + zBinOffset), binStart); | |
| var maxBin = math.min((int)((isOrthographic ? minMax.y : math.log2(minMax.y)) * zBinScale + zBinOffset), binEnd); | |
| var wordIndex = index / 32; | |
| var bitMask = 1u << (index % 32); | |
| for (var binIndex = minBin; binIndex <= maxBin; binIndex++) | |
| { | |
| var baseIndex = (binOffset + binIndex) * (headerLength + wordsPerTile); | |
| var (minIndex, maxIndex) = DecodeHeader(bins[baseIndex + headerIndex]); | |
| minIndex = math.min(minIndex, (uint)index); | |
| maxIndex = math.max(maxIndex, (uint)index); | |
| bins[baseIndex + headerIndex] = EncodeHeader(minIndex, maxIndex); | |
| bins[baseIndex + headerLength + wordIndex] |= bitMask; | |
| } | |
| } | |
| } | |
| } | |
| } | |