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 a bit mask that masks out all noisy controls.
///
public void* noiseMaskBuffer;
///
/// Buffer that contains a bit mask that masks out all dontReset controls.
///
public void* resetMaskBuffer;
// 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 void* s_ResetMaskBuffer;
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 3 more buffers (one for default states, one for noise masks, and one for dontReset masks).
totalSize += sizePerBuffer * 3;
// 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;
resetMaskBuffer = ptr + sizePerBuffer * 2;
}
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;
if (s_ResetMaskBuffer == resetMaskBuffer)
s_ResetMaskBuffer = null;
noiseMaskBuffer = null;
resetMaskBuffer = 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);
MigrateSingleBuffer(resetMaskBuffer, devices, deviceCount, oldBuffers.resetMaskBuffer);
}
// 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);
}
}
}