using System; using UnityEngine.InputSystem.Utilities; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; ////REVIEW: Can we change this into a setup where the buffering depth isn't fixed to 2 but rather //// can be set on a per device basis? namespace UnityEngine.InputSystem.LowLevel { // The raw memory blocks which are indexed by InputStateBlocks. // // Internally, we perform only a single combined unmanaged allocation for all state // buffers needed by the system. Externally, we expose them as if they are each separate // buffers. internal unsafe struct InputStateBuffers { // State buffers are set up in a double buffering scheme where the "back buffer" // represents the previous state of devices and the "front buffer" represents // the current state. // // Edit mode and play mode each get their own double buffering. Updates to them // are tied to focus and only one mode will actually receive state events while the // other mode is dormant. In the player, we only get play mode buffers, of course. ////TODO: need to clear the current buffers when switching between edit and play mode //// (i.e. if you click an editor window while in play mode, the play mode //// device states will all go back to default) //// actually, if we really reset on mode change, can't we just keep a single set buffers? public uint sizePerBuffer; public uint totalSize; /// /// Buffer that has state for each device initialized with default values. /// public void* defaultStateBuffer; /// /// Buffer that contains bitflags for noisy and non-noisy controls, to identify significant device changes. /// public void* noiseMaskBuffer; // Secretly we perform only a single allocation. // This allocation also contains the device-to-state mappings. private void* m_AllBuffers; // Contains information about a double buffer setup. [Serializable] internal struct DoubleBuffers { ////REVIEW: store timestamps along with each device-to-buffer mapping? // An array of pointers that maps devices to their respective // front and back buffer. Mapping is [deviceIndex*2] is front // buffer and [deviceIndex*2+1] is back buffer. Each device // has its buffers swapped individually with SwapDeviceBuffers(). public void** deviceToBufferMapping; public bool valid => deviceToBufferMapping != null; public void SetFrontBuffer(int deviceIndex, void* ptr) { deviceToBufferMapping[deviceIndex * 2] = ptr; } public void SetBackBuffer(int deviceIndex, void* ptr) { deviceToBufferMapping[deviceIndex * 2 + 1] = ptr; } public void* GetFrontBuffer(int deviceIndex) { return deviceToBufferMapping[deviceIndex * 2]; } public void* GetBackBuffer(int deviceIndex) { return deviceToBufferMapping[deviceIndex * 2 + 1]; } public void SwapBuffers(int deviceIndex) { // Ignore if the double buffer set has not been initialized. // Means the respective update type is disabled. if (!valid) return; var front = GetFrontBuffer(deviceIndex); var back = GetBackBuffer(deviceIndex); SetFrontBuffer(deviceIndex, back); SetBackBuffer(deviceIndex, front); } } internal DoubleBuffers m_PlayerStateBuffers; #if UNITY_EDITOR internal DoubleBuffers m_EditorStateBuffers; #endif public DoubleBuffers GetDoubleBuffersFor(InputUpdateType updateType) { switch (updateType) { case InputUpdateType.BeforeRender: case InputUpdateType.Fixed: case InputUpdateType.Dynamic: case InputUpdateType.Manual: return m_PlayerStateBuffers; #if UNITY_EDITOR case InputUpdateType.Editor: return m_EditorStateBuffers; #endif } throw new ArgumentException("Unrecognized InputUpdateType: " + updateType, nameof(updateType)); } internal static void* s_DefaultStateBuffer; internal static void* s_NoiseMaskBuffer; internal static DoubleBuffers s_CurrentBuffers; public static void* GetFrontBufferForDevice(int deviceIndex) { return s_CurrentBuffers.GetFrontBuffer(deviceIndex); } public static void* GetBackBufferForDevice(int deviceIndex) { return s_CurrentBuffers.GetBackBuffer(deviceIndex); } // Switch the current set of buffers used by the system. public static void SwitchTo(InputStateBuffers buffers, InputUpdateType update) { s_CurrentBuffers = buffers.GetDoubleBuffersFor(update); } // Allocates all buffers to serve the given updates and comes up with a spot // for the state block of each device. Returns the new state blocks for the // devices (it will *NOT* install them on the devices). public void AllocateAll(InputDevice[] devices, int deviceCount) { sizePerBuffer = ComputeSizeOfSingleStateBuffer(devices, deviceCount); if (sizePerBuffer == 0) return; sizePerBuffer = sizePerBuffer.AlignToMultipleOf(4); // Determine how much memory we need. var mappingTableSizePerBuffer = (uint)(deviceCount * sizeof(void*) * 2); totalSize = 0; totalSize += sizePerBuffer * 2; totalSize += mappingTableSizePerBuffer; #if UNITY_EDITOR totalSize += sizePerBuffer * 2; totalSize += mappingTableSizePerBuffer; #endif // Plus 2 more buffers (1 for default states, and one for noise masks). totalSize += sizePerBuffer * 2; // Allocate. m_AllBuffers = UnsafeUtility.Malloc(totalSize, 4, Allocator.Persistent); UnsafeUtility.MemClear(m_AllBuffers, totalSize); // Set up device to buffer mappings. var ptr = (byte*)m_AllBuffers; m_PlayerStateBuffers = SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer, mappingTableSizePerBuffer); #if UNITY_EDITOR m_EditorStateBuffers = SetUpDeviceToBufferMappings(deviceCount, ref ptr, sizePerBuffer, mappingTableSizePerBuffer); #endif // Default state and noise filter buffers go last. defaultStateBuffer = ptr; noiseMaskBuffer = ptr + sizePerBuffer; } private static DoubleBuffers SetUpDeviceToBufferMappings(int deviceCount, ref byte* bufferPtr, uint sizePerBuffer, uint mappingTableSizePerBuffer) { var front = bufferPtr; var back = bufferPtr + sizePerBuffer; var mappings = (void**)(bufferPtr + sizePerBuffer * 2); // Put mapping table at end. bufferPtr += sizePerBuffer * 2 + mappingTableSizePerBuffer; var buffers = new DoubleBuffers {deviceToBufferMapping = mappings}; for (var i = 0; i < deviceCount; ++i) { var deviceIndex = i; buffers.SetFrontBuffer(deviceIndex, front); buffers.SetBackBuffer(deviceIndex, back); } return buffers; } public void FreeAll() { if (m_AllBuffers != null) { UnsafeUtility.Free(m_AllBuffers, Allocator.Persistent); m_AllBuffers = null; } m_PlayerStateBuffers = new DoubleBuffers(); #if UNITY_EDITOR m_EditorStateBuffers = new DoubleBuffers(); #endif s_CurrentBuffers = new DoubleBuffers(); if (s_DefaultStateBuffer == defaultStateBuffer) s_DefaultStateBuffer = null; defaultStateBuffer = null; if (s_NoiseMaskBuffer == noiseMaskBuffer) s_NoiseMaskBuffer = null; noiseMaskBuffer = null; totalSize = 0; sizePerBuffer = 0; } // Migrate state data for all devices from a previous set of buffers to the current set of buffers. // Copies all state from their old locations to their new locations and bakes the new offsets into // the control hierarchies of the given devices. // NOTE: When having oldBuffers, this method only works properly if the only alteration compared to the // new buffers is that either devices have been removed or devices have been added. Cannot be // a mix of the two. Also, new devices MUST be added to the end and cannot be inserted in the middle. // NOTE: Also, state formats MUST not change from before. A device that has changed its format must // be treated as a newly device that didn't exist before. public void MigrateAll(InputDevice[] devices, int deviceCount, InputStateBuffers oldBuffers) { // If we have old data, perform migration. if (oldBuffers.totalSize > 0) { MigrateDoubleBuffer(m_PlayerStateBuffers, devices, deviceCount, oldBuffers.m_PlayerStateBuffers); #if UNITY_EDITOR MigrateDoubleBuffer(m_EditorStateBuffers, devices, deviceCount, oldBuffers.m_EditorStateBuffers); #endif MigrateSingleBuffer(defaultStateBuffer, devices, deviceCount, oldBuffers.defaultStateBuffer); MigrateSingleBuffer(noiseMaskBuffer, devices, deviceCount, oldBuffers.noiseMaskBuffer); } // Assign state blocks. This is where devices will receive their updates state offsets. Up // until now we've left any previous m_StateBlocks alone. var newOffset = 0u; for (var i = 0; i < deviceCount; ++i) { var device = devices[i]; var oldOffset = device.m_StateBlock.byteOffset; if (oldOffset == InputStateBlock.InvalidOffset) { // Device is new and has no offset yet baked into it. device.m_StateBlock.byteOffset = 0; if (newOffset != 0) device.BakeOffsetIntoStateBlockRecursive(newOffset); } else { // Device is not new and still has its old offset baked into it. We could first unbake the old offset // and then bake the new one but instead just bake a relative offset. var delta = newOffset - oldOffset; if (delta != 0) device.BakeOffsetIntoStateBlockRecursive(delta); } Debug.Assert(device.m_StateBlock.byteOffset == newOffset, "Device state offset not set correctly"); newOffset = NextDeviceOffset(newOffset, device); } } private static void MigrateDoubleBuffer(DoubleBuffers newBuffer, InputDevice[] devices, int deviceCount, DoubleBuffers oldBuffer) { // Nothing to migrate if we no longer keep a buffer of the corresponding type. if (!newBuffer.valid) return; // We do the same if we don't had a corresponding buffer before. if (!oldBuffer.valid) return; // Migrate every device that has allocated state blocks. var newStateBlockOffset = 0u; for (var i = 0; i < deviceCount; ++i) { var device = devices[i]; // Stop as soon as we're hitting a new device. Newly added devices *must* be *appended* to the // array as otherwise our computing of offsets into the old buffer may be wrong. // NOTE: This also means that device indices of if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset) { #if DEVELOPMENT_BUILD || UNITY_EDITOR for (var n = i + 1; n < deviceCount; ++n) Debug.Assert(devices[n].m_StateBlock.byteOffset == InputStateBlock.InvalidOffset, "New devices must be appended to the array; found an old device coming in the array after a newly added device"); #endif break; } var oldDeviceIndex = device.m_DeviceIndex; var newDeviceIndex = i; var numBytes = device.m_StateBlock.alignedSizeInBytes; var oldFrontPtr = (byte*)oldBuffer.GetFrontBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset; // m_StateBlock still refers to oldBuffer. var oldBackPtr = (byte*)oldBuffer.GetBackBuffer(oldDeviceIndex) + (int)device.m_StateBlock.byteOffset; var newFrontPtr = (byte*)newBuffer.GetFrontBuffer(newDeviceIndex) + (int)newStateBlockOffset; var newBackPtr = (byte*)newBuffer.GetBackBuffer(newDeviceIndex) + (int)newStateBlockOffset; // Copy state. UnsafeUtility.MemCpy(newFrontPtr, oldFrontPtr, numBytes); UnsafeUtility.MemCpy(newBackPtr, oldBackPtr, numBytes); newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device); } } private static void MigrateSingleBuffer(void* newBuffer, InputDevice[] devices, int deviceCount, void* oldBuffer) { // Migrate every device that has allocated state blocks. var newDeviceCount = deviceCount; var newStateBlockOffset = 0u; for (var i = 0; i < newDeviceCount; ++i) { var device = devices[i]; // Stop if we've reached newly added devices. if (device.m_StateBlock.byteOffset == InputStateBlock.InvalidOffset) break; var numBytes = device.m_StateBlock.alignedSizeInBytes; var oldStatePtr = (byte*)oldBuffer + (int)device.m_StateBlock.byteOffset; var newStatePtr = (byte*)newBuffer + (int)newStateBlockOffset; UnsafeUtility.MemCpy(newStatePtr, oldStatePtr, numBytes); newStateBlockOffset = NextDeviceOffset(newStateBlockOffset, device); } } private static uint ComputeSizeOfSingleStateBuffer(InputDevice[] devices, int deviceCount) { var sizeInBytes = 0u; for (var i = 0; i < deviceCount; ++i) sizeInBytes = NextDeviceOffset(sizeInBytes, devices[i]); return sizeInBytes; } private static uint NextDeviceOffset(uint currentOffset, InputDevice device) { var sizeOfDevice = device.m_StateBlock.alignedSizeInBytes; if (sizeOfDevice == 0) // Shouldn't happen as we don't allow empty layouts but make sure we catch this if something slips through. throw new ArgumentException($"Device '{device}' has a zero-size state buffer", nameof(device)); return currentOffset + sizeOfDevice.AlignToMultipleOf(4); } } }