UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/CommandBuffers/CommandBufferHelpers.cs

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2024-10-27 10:53:47 +03:00
using System;
using UnityEngine.VFX;
namespace UnityEngine.Rendering
{
/// <summary>
/// This struct contains some static helper functions that can be used when you want to convert between Commandbuffer and RasterCommandBuffer/ComputeCommandBuffer/UnsafeCommandBuffer
/// </summary>
public struct CommandBufferHelpers
{
internal static RasterCommandBuffer rasterCmd = new RasterCommandBuffer(null, null, false);
internal static ComputeCommandBuffer computeCmd = new ComputeCommandBuffer(null, null, false);
internal static UnsafeCommandBuffer unsafeCmd = new UnsafeCommandBuffer(null, null, false);
/// <summary>
/// Get a RasterCommandBuffer given an standard CommandBuffer.
/// </summary>
/// <param name="baseBuffer">The CommandBuffer the RasterCommandBuffer should record it's commands to.</param>
/// <returns>A RasterCommandBuffer that will record its commands to the given buffer.</returns>
public static RasterCommandBuffer GetRasterCommandBuffer(CommandBuffer baseBuffer)
{
rasterCmd.m_WrappedCommandBuffer = baseBuffer;
return rasterCmd;
}
/// <summary>
/// Get a ComputeCommandBuffer given an standard CommandBuffer.
/// </summary>
/// <param name="baseBuffer">The CommandBuffer the RasterCommandBuffer should record it's commands to.</param>
/// <returns>A ComputeCommandBuffer that will record its commands to the given buffer.</returns>
public static ComputeCommandBuffer GetComputeCommandBuffer(CommandBuffer baseBuffer)
{
computeCmd.m_WrappedCommandBuffer = baseBuffer;
return computeCmd;
}
/// <summary>
/// Get an UnsafeCommandBuffer given an standard CommandBuffer.
/// </summary>
/// <param name="baseBuffer">The CommandBuffer the UnsafeCommandBuffer should record its commands to.</param>
/// <returns>A UnsafeCommandBuffer that will record its commands to the given buffer.</returns>
public static UnsafeCommandBuffer GetUnsafeCommandBuffer(CommandBuffer baseBuffer)
{
unsafeCmd.m_WrappedCommandBuffer = baseBuffer;
return unsafeCmd;
}
/// <summary>
/// Get the actual unity engine CommandBuffer backing a UnsafeCommandBuffer. This strips the last remnants of render graph safety from the UnsafeCommandBuffer
/// you are fully on your own now to ensure any and all render graph safety. Please carefully consider if you really need this.
/// </summary>
/// <param name="baseBuffer">The UnsafeCommandBuffer you want to get the engine commandbuffer from.</param>
/// <returns>A CommandBuffer that will record its commands to the given buffer.</returns>
public static CommandBuffer GetNativeCommandBuffer(UnsafeCommandBuffer baseBuffer)
{
return baseBuffer.m_WrappedCommandBuffer;
}
/// <summary>
/// Wrapper for VFXManager.ProcessCameraCommand that works with UnsafeCommandBuffer.
/// </summary>
/// <param name="cam">The Camera to process the VFX commands for.</param>
/// <param name="cmd">The CommandBuffer to push commands to (can be null).</param>
/// <param name="camXRSettings">The XR settings that the Visual Effect Graph uses to process the Camera commands.</param>
/// <param name="results">The culling results to use.</param>
public static void VFXManager_ProcessCameraCommand(Camera cam, UnsafeCommandBuffer cmd,
VFXCameraXRSettings camXRSettings, CullingResults results)
{
VFXManager.ProcessCameraCommand(cam, cmd.m_WrappedCommandBuffer, camXRSettings, results);
}
}
}