public void Execute(int index) { // Each invocation is culling 8 renderers (8 split bits * 8 renderers = 64 bit bitfield) int start = index * 8; int end = math.min(start + 8, renderers.Length); ulong visibleBits = 0; for (int i = start; i < end; i++) { ulong splitMask = FrustumPlanes.Intersect2NoPartialMulti(planes, splitCounts, renderers[i].bounds); visibleBits |= splitMask << (8 * (i - start)); } rendererVisibility[index] = visibleBits; }
public JobHandle OnPerformCulling(BatchRendererGroup rendererGroup, BatchCullingContext cullingContext, BatchCullingOutput cullingOutput, IntPtr userContext) { if (!m_initialized) { return(new JobHandle()); } #if ENABLE_PICKING bool isPickingCulling = cullingContext.viewType == BatchCullingViewType.Picking; #endif var splitCounts = new NativeArray <int>(cullingContext.cullingSplits.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); for (int i = 0; i < splitCounts.Length; ++i) { var split = cullingContext.cullingSplits[i]; splitCounts[i] = split.cullingPlaneCount; } var planes = FrustumPlanes.BuildSOAPlanePacketsMulti(cullingContext.cullingPlanes, splitCounts, Allocator.TempJob); BatchCullingOutputDrawCommands drawCommands = new BatchCullingOutputDrawCommands(); drawCommands.drawRanges = Malloc <BatchDrawRange>(m_drawRanges.Length); drawCommands.drawCommands = Malloc <BatchDrawCommand>(m_drawBatches.Length * splitCounts.Length * 10); // TODO: Multiplying the DrawCommand count by splitCount*10 is NOT an conservative upper bound. But in practice is enough. Sorting would give us a real conservative bound... drawCommands.visibleInstances = Malloc <int>(m_instanceIndices.Length); #if ENABLE_PICKING drawCommands.drawCommandPickingInstanceIDs = isPickingCulling ? Malloc <int>(m_drawBatches.Length) : null; #endif // Zero init: Culling job sets the values! drawCommands.drawRangeCount = 0; drawCommands.drawCommandCount = 0; drawCommands.visibleInstanceCount = 0; drawCommands.instanceSortingPositions = null; drawCommands.instanceSortingPositionFloatCount = 0; cullingOutput.drawCommands[0] = drawCommands; var visibilityLength = (m_renderers.Length + 7) / 8; var rendererVisibility = new NativeArray <ulong>(visibilityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cullingJob = new CullingJob { planes = planes, splitCounts = splitCounts, renderers = m_renderers, rendererVisibility = rendererVisibility }; var drawOutputJob = new DrawCommandOutputJob { batchID = m_batchID, rendererVisibility = rendererVisibility, instanceIndices = m_instanceIndices, drawBatches = m_drawBatches, drawRanges = m_drawRanges, drawIndices = m_drawIndices, drawCommands = cullingOutput.drawCommands }; var jobHandleCulling = cullingJob.Schedule(visibilityLength, 8); var jobHandleOutput = drawOutputJob.Schedule(jobHandleCulling); return(jobHandleOutput); }