using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
namespace UnityEngine.Rendering
{
///
/// Constant Buffer management class.
///
public class ConstantBuffer
{
static List m_RegisteredConstantBuffers = new List();
///
/// Update the GPU data of the constant buffer and bind it globally.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
/// Shader porperty id to bind the constant buffer to.
public static void PushGlobal(CommandBuffer cmd, in CBType data, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.UpdateData(cmd, data);
cb.SetGlobal(cmd, shaderId);
}
///
/// Update the GPU data of the constant buffer and bind it to a compute shader.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
/// Compute shader to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public static void Push(CommandBuffer cmd, in CBType data, ComputeShader cs, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.UpdateData(cmd, data);
cb.Set(cmd, cs, shaderId);
}
///
/// Update the GPU data of the constant buffer and bind it to a material.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
/// Material to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public static void Push(CommandBuffer cmd, in CBType data, Material mat, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.UpdateData(cmd, data);
cb.Set(mat, shaderId);
}
///
/// Update the GPU data of the constant buffer.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
public static void UpdateData(CommandBuffer cmd, in CBType data) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.UpdateData(cmd, data);
}
///
/// Bind the constant buffer globally.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Shader porperty id to bind the constant buffer to.
public static void SetGlobal(CommandBuffer cmd, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.SetGlobal(cmd, shaderId);
}
///
/// Bind the constant buffer to a compute shader.
///
/// The type of structure representing the constant buffer data.
/// Command Buffer used to execute the graphic commands.
/// Compute shader to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public static void Set(CommandBuffer cmd, ComputeShader cs, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.Set(cmd, cs, shaderId);
}
///
/// Bind the constant buffer to a material.
///
/// The type of structure representing the constant buffer data.
/// Material to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public static void Set(Material mat, int shaderId) where CBType : struct
{
var cb = ConstantBufferSingleton.instance;
cb.Set(mat, shaderId);
}
///
/// Release all currently allocated singleton constant buffers.
/// This needs to be called before shutting down the application.
///
public static void ReleaseAll()
{
foreach (var cb in m_RegisteredConstantBuffers)
cb.Release();
m_RegisteredConstantBuffers.Clear();
}
internal static void Register(ConstantBufferBase cb)
{
m_RegisteredConstantBuffers.Add(cb);
}
}
///
/// The base class of Constant Buffer.
///
public abstract class ConstantBufferBase
{
///
/// Release the constant buffer.
///
public abstract void Release();
}
///
/// An instance of a constant buffer.
///
/// The type of structure representing the constant buffer data.
public class ConstantBuffer : ConstantBufferBase where CBType : struct
{
// Used to track all global bindings used by this CB type.
HashSet m_GlobalBindings = new HashSet();
// Array is required by the ComputeBuffer SetData API
CBType[] m_Data = new CBType[1];
ComputeBuffer m_GPUConstantBuffer = null;
///
/// Constant Buffer constructor.
///
public ConstantBuffer()
{
m_GPUConstantBuffer = new ComputeBuffer(1, UnsafeUtility.SizeOf(), ComputeBufferType.Constant);
}
///
/// Update the GPU data of the constant buffer.
///
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
public void UpdateData(CommandBuffer cmd, in CBType data)
{
m_Data[0] = data;
#if UNITY_2021_1_OR_NEWER
cmd.SetBufferData(m_GPUConstantBuffer, m_Data);
#else
cmd.SetComputeBufferData(m_GPUConstantBuffer, m_Data);
#endif
}
///
/// Bind the constant buffer globally.
///
/// Command Buffer used to execute the graphic commands.
/// Shader porperty id to bind the constant buffer to.
public void SetGlobal(CommandBuffer cmd, int shaderId)
{
m_GlobalBindings.Add(shaderId);
cmd.SetGlobalConstantBuffer(m_GPUConstantBuffer, shaderId, 0, m_GPUConstantBuffer.stride);
}
///
/// Bind the constant buffer to a compute shader.
///
/// Command Buffer used to execute the graphic commands.
/// Compute shader to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public void Set(CommandBuffer cmd, ComputeShader cs, int shaderId)
{
cmd.SetComputeConstantBufferParam(cs, shaderId, m_GPUConstantBuffer, 0, m_GPUConstantBuffer.stride);
}
///
/// Bind the constant buffer to a material.
///
/// Material to which the constant buffer should be bound.
/// Shader porperty id to bind the constant buffer to.
public void Set(Material mat, int shaderId)
{
// This isn't done via command buffer because as long as the buffer itself is not destroyed,
// the binding stays valid. Only the commit of data needs to go through the command buffer.
// We do it here anyway for now to simplify user API.
mat.SetConstantBuffer(shaderId, m_GPUConstantBuffer, 0, m_GPUConstantBuffer.stride);
}
///
/// Update the GPU data of the constant buffer and bind it globally.
///
/// Command Buffer used to execute the graphic commands.
/// Input data of the constant buffer.
/// Shader porperty id to bind the constant buffer to.
public void PushGlobal(CommandBuffer cmd, in CBType data, int shaderId)
{
UpdateData(cmd, data);
SetGlobal(cmd, shaderId);
}
///
/// Release the constant buffers.
///
public override void Release()
{
// Depending on the device, globally bound buffers can leave stale "valid" shader ids pointing to a destroyed buffer.
// In DX11 it does not cause issues but on Vulkan this will result in skipped drawcalls (even if the buffer is not actually accessed in the shader).
// To avoid this kind of issues, it's good practice to "unbind" all globally bound buffers upon destruction.
foreach (int shaderId in m_GlobalBindings)
Shader.SetGlobalConstantBuffer(shaderId, (ComputeBuffer)null, 0, 0);
m_GlobalBindings.Clear();
CoreUtils.SafeRelease(m_GPUConstantBuffer);
}
}
class ConstantBufferSingleton : ConstantBuffer where CBType : struct
{
static ConstantBufferSingleton s_Instance = null;
internal static ConstantBufferSingleton instance
{
get
{
if (s_Instance == null)
{
s_Instance = new ConstantBufferSingleton();
ConstantBuffer.Register(s_Instance);
}
return s_Instance;
}
set
{
s_Instance = value;
}
}
public override void Release()
{
base.Release();
s_Instance = null;
}
}
}