221 lines
6.5 KiB
C#
221 lines
6.5 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.U2D.Animation
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{
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internal class VertexBuffer
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{
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/// <summary>
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/// Number of buffers currently allocated.
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/// </summary>
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public int bufferCount => m_Buffers.Length;
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private readonly int m_Id;
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private bool m_IsActive = true;
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private int m_DeactivateFrame = -1;
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private NativeByteArray[] m_Buffers;
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private int m_ActiveIndex = 0;
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public VertexBuffer(int id, int size, bool needDoubleBuffering)
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{
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m_Id = id;
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var noOfBuffers = needDoubleBuffering ? 2 : 1;
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m_Buffers = new NativeByteArray[noOfBuffers];
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for (var i = 0; i < noOfBuffers; i++)
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m_Buffers[i] = new NativeByteArray(new NativeArray<byte>(size, Allocator.Persistent, NativeArrayOptions.UninitializedMemory));
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}
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public override int GetHashCode() => m_Id;
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private static int GetCurrentFrame() => Time.frameCount;
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public NativeByteArray GetBuffer(int size)
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{
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if (!m_IsActive)
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{
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Debug.LogError($"Cannot request deactivated buffer. ID: {m_Id}");
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return null;
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}
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m_ActiveIndex = (m_ActiveIndex + 1) % m_Buffers.Length;
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if (m_Buffers[m_ActiveIndex].Length != size)
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ResizeBuffer(m_ActiveIndex, size);
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return m_Buffers[m_ActiveIndex];
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}
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private void ResizeBuffer(int bufferId, int newSize)
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{
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m_Buffers[bufferId].Dispose();
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m_Buffers[bufferId] = new NativeByteArray(new NativeArray<byte>(newSize, Allocator.Persistent, NativeArrayOptions.UninitializedMemory));
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}
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public void Deactivate()
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{
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if (!m_IsActive)
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return;
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m_IsActive = false;
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m_DeactivateFrame = GetCurrentFrame();
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}
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public void Dispose()
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{
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for (var i = 0; i < m_Buffers.Length; i++)
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{
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if (m_Buffers[i].IsCreated)
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m_Buffers[i].Dispose();
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}
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}
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public bool IsSafeToDispose() => !m_IsActive && GetCurrentFrame() > m_DeactivateFrame;
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}
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internal class BufferManager : ScriptableObject
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{
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private static BufferManager s_Instance;
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private Dictionary<int, VertexBuffer> m_Buffers = new Dictionary<int, VertexBuffer>();
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private Queue<VertexBuffer> m_BuffersToDispose = new Queue<VertexBuffer>();
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/// <summary>
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/// Number of buffers currently allocated.
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/// </summary>
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public int bufferCount
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{
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get
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{
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var count = 0;
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foreach (var buffer in m_Buffers.Values)
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count += buffer.bufferCount;
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return count;
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}
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}
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/// <summary>
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/// Creates two buffers instead of one if enabled.
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/// </summary>
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public bool needDoubleBuffering
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{
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get;
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set;
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}
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public static BufferManager instance
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{
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get
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{
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if (s_Instance == null)
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{
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var bufferMGRs = Resources.FindObjectsOfTypeAll<BufferManager>();
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if (bufferMGRs.Length > 0)
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s_Instance = bufferMGRs[0];
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else
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s_Instance = ScriptableObject.CreateInstance<BufferManager>();
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s_Instance.hideFlags = HideFlags.HideAndDontSave;
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}
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return s_Instance;
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}
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}
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private void OnEnable()
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{
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if (s_Instance == null)
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s_Instance = this;
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needDoubleBuffering = SystemInfo.renderingThreadingMode != RenderingThreadingMode.Direct;
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#if UNITY_EDITOR
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EditorApplication.update += Update;
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#else
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Application.onBeforeRender += Update;
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#endif
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}
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private void OnDisable()
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{
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if (s_Instance == this)
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s_Instance = null;
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ForceClearBuffers();
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#if UNITY_EDITOR
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EditorApplication.update -= Update;
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#else
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Application.onBeforeRender -= Update;
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#endif
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}
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private void ForceClearBuffers()
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{
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foreach (var vertexBuffer in m_Buffers.Values)
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vertexBuffer.Dispose();
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foreach (var vertexBuffer in m_BuffersToDispose)
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vertexBuffer.Dispose();
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m_Buffers.Clear();
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m_BuffersToDispose.Clear();
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}
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public NativeByteArray GetBuffer(int id, int bufferSize)
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{
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Profiler.BeginSample("BufferManager.GetBuffer");
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var foundBuffer = m_Buffers.TryGetValue(id, out var buffer);
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if (!foundBuffer)
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buffer = CreateBuffer(id, bufferSize);
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if(buffer == null)
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return null;
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Profiler.EndSample();
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return buffer.GetBuffer(bufferSize);
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}
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private VertexBuffer CreateBuffer(int id, int bufferSize)
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{
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if (bufferSize < 1)
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{
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Debug.LogError("Cannot create a buffer smaller than 1 byte.");
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return null;
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}
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var buffer = new VertexBuffer(id, bufferSize, needDoubleBuffering);
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m_Buffers.Add(id, buffer);
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return buffer;
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}
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public void ReturnBuffer(int id)
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{
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Profiler.BeginSample("BufferManager.ReturnBuffer");
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var foundBuffer = m_Buffers.TryGetValue(id, out var buffer);
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if (!foundBuffer)
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return;
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buffer.Deactivate();
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m_BuffersToDispose.Enqueue(buffer);
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m_Buffers.Remove(id);
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Profiler.EndSample();
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}
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private void Update()
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{
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Profiler.BeginSample("BufferManager.Update");
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while (m_BuffersToDispose.Count > 0 && m_BuffersToDispose.Peek().IsSafeToDispose())
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{
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var buffer = m_BuffersToDispose.Dequeue();
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buffer.Dispose();
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}
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Profiler.EndSample();
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}
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}
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}
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