Zdexby TheHolyOneZ
36,909 classes
Class

InstanceDataSystem

: Object
UnityEngine.Rendering.InstanceDataSystem, Unity.RenderPipelines.GPUDriven.Runtime 0x02A8 (680 B) inherited 0x0010 Unity.RenderPipelines.GPUDriven.Runtime.dll
implements IDisposable
0x00x02A8

Members 20

OffsetSizeNameTypeFlagsDefault
0x60m_InstanceAllocatorsInstanceAllocatorsPrivate—
0xB8m_SharedInstanceDataCPUSharedInstanceDataPrivate—
0xF0m_InstanceDataCPUInstanceDataPrivate—
0x20m_PerCameraInstanceDataCPUPerCameraInstanceDataPrivate—
0x10m_RendererGroupInstanceMultiHashNativeParallelMultiHashMap<System.Int32Private—
0x08m_TransformUpdateCSComputeShaderPrivate—
0x08m_WindDataUpdateCSComputeShaderPrivate—
0x04m_TransformInitKernelintPrivate—
0x04m_TransformUpdateKernelintPrivate—
0x04m_MotionUpdateKernelintPrivate—
0x04m_ProbeUpdateKernelintPrivate—
0x04m_LODUpdateKernelintPrivate—
0x04m_WindDataCopyHistoryKernelintPrivate—
0x08m_UpdateIndexQueueBufferComputeBufferPrivate—
0x08m_ProbeUpdateDataQueueBufferComputeBufferPrivate—
0x08m_ProbeOcclusionUpdateDataQueueBufferComputeBufferPrivate—
0x08m_TransformUpdateDataQueueBufferComputeBufferPrivate—
0x08m_BoundingSpheresUpdateDataQueueBufferComputeBufferPrivate—
0x01m_EnableBoundingSpheresboolPrivate—
0x02990x07padding / unreflected
0x08m_ScratchWindParamAddressArrayint[]Private+1 flags—

Functions 41

SignatureFlagsNativeParams
int AtomicAddLengthNoResize(ref NativeList<T>& list, int count)PrivateStatic0x08
bool get_hasBoundingSpheres()Public+1 flags0x01
ReadOnly get_instanceData()Public+1 flags0xE8
CPUPerCameraInstanceData get_perCameraInstanceData()Public+1 flags0x20
int get_cameraCount()Public+1 flags0x04
ReadOnly get_sharedInstanceData()Public+1 flags0xB0
NativeArray<UnityEngine.Rendering.InstanceHandle> get_aliveInstances()Public+1 flags0x10
void .ctor(int maxInstances, bool enableBoundingSpheres, GPUResidentDrawerResources resources)Public+1 flags0x08
void Dispose()PublicFinal+2 flags0x00
int GetMaxInstancesOfType(const InstanceType& instanceType)Public0x04
int GetAliveInstancesOfType(const InstanceType& instanceType)Public0x04
void EnsureIndexQueueBufferCapacity(int capacity)Private0x04
void EnsureProbeBuffersCapacity(int capacity)Private0x04
void EnsureTransformBuffersCapacity(int capacity)Private0x04
JobHandle ScheduleInterpolateProbesAndUpdateTetrahedronCache(int queueCount, const NativeArray<UnityEngine.Rendering.InstanceHandle>& probeUpdateInstanceQueue, const NativeArray<System.Int32>& compactTetrahedronCache, const NativeArray<UnityEngine.Vector3>& probeQueryPosition, const NativeArray<UnityEngine.Rendering.SphericalHarmonicsL2>& probeUpdateDataQueue, const NativeArray<UnityEngine.Vector4>& probeOcclusionUpdateDataQueue)Private0x10
void DispatchProbeUpdateCommand(int queueCount, const NativeArray<UnityEngine.Rendering.InstanceHandle>& probeInstanceQueue, const NativeArray<UnityEngine.Rendering.SphericalHarmonicsL2>& probeUpdateDataQueue, const NativeArray<UnityEngine.Vector4>& probeOcclusionUpdateDataQueue, const RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void DispatchMotionUpdateCommand(int motionQueueCount, const NativeArray<UnityEngine.Rendering.InstanceHandle>& transformInstanceQueue, const RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void DispatchTransformUpdateCommand(bool initialize, int transformQueueCount, const NativeArray<UnityEngine.Rendering.InstanceHandle>& transformInstanceQueue, const NativeArray<UnityEngine.Rendering.TransformUpdatePacket>& updateDataQueue, const NativeArray<Unity.Mathematics.float4>& boundingSphereUpdateDataQueue, const RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void DispatchWindDataCopyHistoryCommand(const NativeArray<UnityEngine.Rendering.GPUInstanceIndex>& gpuInstanceIndices, const RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void UpdateInstanceMotionsData(ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void UpdateInstanceTransformsData(bool initialize, const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, const NativeArray<UnityEngine.Matrix4x4>& localToWorldMatrices, const NativeArray<UnityEngine.Matrix4x4>& prevLocalToWorldMatrices, ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void UpdateInstanceProbesData(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Private0x70
void UpdateInstanceWindDataHistory(const NativeArray<UnityEngine.Rendering.GPUInstanceIndex>& gpuInstanceIndices, const RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Public0x70
void ReallocateAndGetInstances(ref GPUDrivenRendererGroupData& rendererData, const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances)Public0x1F0
void FreeRendererGroupInstances(const NativeArray<UnityEngine.EntityId>& rendererGroupsID)Public0x10
void FreeInstances(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances)Public0x10
JobHandle ScheduleUpdateInstanceDataJob(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, ref GPUDrivenRendererGroupData& rendererData, const NativeParallelHashMap<System.Int32& lodGroupDataMap)Public0x1F0
void UpdateAllInstanceProbes(ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Public0x70
void InitializeInstanceTransforms(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, const NativeArray<UnityEngine.Matrix4x4>& localToWorldMatrices, const NativeArray<UnityEngine.Matrix4x4>& prevLocalToWorldMatrices, ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Public0x70
void UpdateInstanceTransforms(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, const NativeArray<UnityEngine.Matrix4x4>& localToWorldMatrices, ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Public0x70
void UpdateInstanceMotions(ref RenderersParameters& renderersParameters, GPUInstanceDataBuffer outputBuffer)Public0x70
JobHandle ScheduleQueryRendererGroupInstancesJob(const NativeArray<UnityEngine.EntityId>& rendererGroupIDs, const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances)Public0x10
JobHandle ScheduleQueryRendererGroupInstancesJob(const NativeArray<UnityEngine.EntityId>& rendererGroupIDs, const NativeList<UnityEngine.Rendering.InstanceHandle>& instances)Public0x10
JobHandle ScheduleQueryRendererGroupInstancesJob(const NativeArray<UnityEngine.EntityId>& rendererGroupIDs, const NativeArray<System.Int32>& instancesOffset, const NativeArray<System.Int32>& instancesCount, const NativeList<UnityEngine.Rendering.InstanceHandle>& instances)Public0x10
JobHandle ScheduleQuerySortedMeshInstancesJob(const NativeArray<UnityEngine.EntityId>& sortedMeshIDs, const NativeList<UnityEngine.Rendering.InstanceHandle>& instances)Public0x10
JobHandle ScheduleCollectInstancesLODGroupAndMasksJob(const NativeArray<UnityEngine.Rendering.InstanceHandle>& instances, const NativeArray<System.UInt32>& lodGroupAndMasks)Public0x10
bool InternalSanityCheckStates()Public0x01
void GetVisibleTreeInstances(ref ParallelBitArray& compactedVisibilityMasks, ref ParallelBitArray& processedBits, const NativeList<System.Int32>& visibeTreeRendererIDs, const NativeList<UnityEngine.Rendering.InstanceHandle>& visibeTreeInstances, bool becomeVisibleOnly, ref int& becomeVisibeTreeInstancesCount)Public0x20
void UpdatePerFrameInstanceVisibility(ref ParallelBitArray& compactedVisibilityMasks)Public0x20
void DeallocatePerCameraInstanceData(const NativeArray<UnityEngine.EntityId>& cameraIDs)Public0x10
void AllocatePerCameraInstanceData(const NativeArray<UnityEngine.EntityId>& cameraIDs)Public0x10

Used by 1

types with a member, parameter or interface of this type