UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering
{
/// <summary>
/// Implement a multiple buffering for RenderTextures.
/// </summary>
/// <example>
/// <code>
/// enum BufferType
/// {
/// Color,
/// Depth
/// }
///
/// void Render()
/// {
/// var camera = GetCamera();
/// var buffers = GetFrameHistoryBuffersFor(camera);
///
/// // Set reference size in case the rendering size changed this frame
/// buffers.SetReferenceSize(
/// GetCameraWidth(camera), GetCameraHeight(camera),
/// GetCameraUseMSAA(camera), GetCameraMSAASamples(camera)
/// );
/// buffers.Swap();
///
/// var currentColor = buffer.GetFrameRT((int)BufferType.Color, 0);
/// if (currentColor == null) // Buffer was not allocated
/// {
/// buffer.AllocBuffer(
/// (int)BufferType.Color, // Color buffer id
/// ColorBufferAllocator, // Custom functor to implement allocation
/// 2 // Use 2 RT for this buffer for double buffering
/// );
/// currentColor = buffer.GetFrameRT((int)BufferType.Color, 0);
/// }
///
/// var previousColor = buffers.GetFrameRT((int)BufferType.Color, 1);
///
/// // Use previousColor and write into currentColor
/// }
/// </code>
/// </example>
public class BufferedRTHandleSystem : IDisposable
{
Dictionary<int, RTHandle[]> m_RTHandles = new Dictionary<int, RTHandle[]>();
RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
bool m_DisposedValue = false;
/// <summary>
/// Maximum allocated width of the Buffered RTHandle System
/// </summary>
public int maxWidth { get { return m_RTHandleSystem.GetMaxWidth(); } }
/// <summary>
/// Maximum allocated height of the Buffered RTHandle System
/// </summary>
public int maxHeight { get { return m_RTHandleSystem.GetMaxHeight(); } }
/// <summary>
/// Current properties of the Buffered RTHandle System
/// </summary>
public RTHandleProperties rtHandleProperties { get { return m_RTHandleSystem.rtHandleProperties; } }
/// <summary>
/// Return the frame RT or null.
/// </summary>
/// <param name="bufferId">Defines the buffer to use.</param>
/// <param name="frameIndex">Defines which frame to access within the buffer.</param>
/// <returns>The frame RT or null when the <paramref name="bufferId"/> was not previously allocated (<see cref="BufferedRTHandleSystem.AllocBuffer(int, Func{RTHandleSystem, int, RTHandle}, int)" />).</returns>
public RTHandle GetFrameRT(int bufferId, int frameIndex)
{
if (!m_RTHandles.ContainsKey(bufferId))
return null;
Assert.IsTrue(frameIndex >= 0 && frameIndex < m_RTHandles[bufferId].Length);
return m_RTHandles[bufferId][frameIndex];
}
/// <summary>
/// Clears all the previously created history buffers
/// </summary>
/// <param name="cmd">Defines the command buffer used for clearing.</param>
public void ClearBuffers(CommandBuffer cmd)
{
foreach (var rtHandle in m_RTHandles)
{
for (int i = 0; i < rtHandle.Value.Length; ++i)
{
CoreUtils.SetRenderTarget(cmd, rtHandle.Value[i], clearFlag: ClearFlag.Color, clearColor: Color.black);
}
}
}
/// <summary>
/// Allocate RT handles for a buffer.
/// </summary>
/// <param name="bufferId">The buffer to allocate.</param>
/// <param name="allocator">The functor to use for allocation.</param>
/// <param name="bufferCount">The number of RT handles for this buffer.</param>
public void AllocBuffer(
int bufferId,
Func<RTHandleSystem, int, RTHandle> allocator,
int bufferCount
)
{
// This function should only be used when there is a non-zero number of buffers to allocate.
// If the caller provides a value of zero, they're likely doing something unintentional in the calling code.
Debug.Assert(bufferCount > 0);
var buffer = new RTHandle[bufferCount];
m_RTHandles.Add(bufferId, buffer);
// First is autoresized
buffer[0] = allocator(m_RTHandleSystem, 0);
// Other are resized on demand
for (int i = 1, c = buffer.Length; i < c; ++i)
{
buffer[i] = allocator(m_RTHandleSystem, i);
m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand);
}
}
/// <summary>
/// Allocate RT handles for a buffer using a RenderTextureDescriptor.
/// </summary>
/// <param name="bufferId">The buffer to allocate.</param>
/// <param name="bufferCount">The number of RT handles for this buffer.</param>
/// <param name="descriptor">RenderTexture descriptor of the RTHandles.</param>
/// <param name="filterMode">Filtering mode of the RTHandles.</param>
/// <param name="wrapMode">Addressing mode of the RTHandles.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="name">Name of the RTHandle.</param>
// NOTE: API is similar to RTHandles.Alloc.
public void AllocBuffer(int bufferId, int bufferCount,
ref RenderTextureDescriptor descriptor,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
string name = "")
{
// This function should only be used when there is a non-zero number of buffers to allocate.
// If the caller provides a value of zero, they're likely doing something unintentional in the calling code.
Debug.Assert(bufferCount > 0);
var buffer = new RTHandle[bufferCount];
m_RTHandles.Add(bufferId, buffer);
var format = RTHandles.GetFormat(descriptor.graphicsFormat, descriptor.depthStencilFormat);
RTHandle Alloc(ref RenderTextureDescriptor d, FilterMode fMode, TextureWrapMode wMode, bool isShadow, int aniso, float mipBias, string n)
{
return m_RTHandleSystem.Alloc(
d.width,
d.height,
format,
d.volumeDepth,
fMode,
wMode,
d.dimension,
d.enableRandomWrite,
d.useMipMap,
d.autoGenerateMips,
isShadow,
aniso,
mipBias,
(MSAASamples)d.msaaSamples,
d.bindMS,
d.useDynamicScale,
d.useDynamicScaleExplicit,
d.memoryless,
d.vrUsage,
n);
}
// First is autoresized
buffer[0] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
// Other are resized on demand
for (int i = 1, c = buffer.Length; i < c; ++i)
{
buffer[i] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand);
}
}
/// <summary>
/// Release a buffer
/// </summary>
/// <param name="bufferId">Id of the buffer that needs to be released.</param>
public void ReleaseBuffer(int bufferId)
{
if (m_RTHandles.TryGetValue(bufferId, out var buffers))
{
foreach (var rt in buffers)
m_RTHandleSystem.Release(rt);
}
m_RTHandles.Remove(bufferId);
}
/// <summary>
/// Swap buffers Set the reference size for this RT Handle System (<see cref="RTHandleSystem.SetReferenceSize(int, int, bool)"/>)
/// </summary>
/// <param name="width">The width of the RTs of this buffer.</param>
/// <param name="height">The height of the RTs of this buffer.</param>
public void SwapAndSetReferenceSize(int width, int height)
{
Swap();
m_RTHandleSystem.SetReferenceSize(width, height);
}
/// <summary>
/// Reset the reference size of the system and reallocate all textures.
/// </summary>
/// <param name="width">New width.</param>
/// <param name="height">New height.</param>
public void ResetReferenceSize(int width, int height)
{
m_RTHandleSystem.ResetReferenceSize(width, height);
}
/// <summary>
/// Queries the number of RT handle buffers allocated for a buffer ID.
/// </summary>
/// <param name="bufferId">The buffer ID to query.</param>
/// <returns>The num of frames allocated</returns>
public int GetNumFramesAllocated(int bufferId)
{
if (!m_RTHandles.ContainsKey(bufferId))
return 0;
return m_RTHandles[bufferId].Length;
}
/// <summary>
/// Returns the ratio against the current target's max resolution
/// </summary>
/// <param name="width">width to utilize</param>
/// <param name="height">height to utilize</param>
/// <returns> retruns the width,height / maxTargetSize.xy ratio. </returns>
public Vector2 CalculateRatioAgainstMaxSize(int width, int height)
{
return m_RTHandleSystem.CalculateRatioAgainstMaxSize(new Vector2Int(width, height));
}
void Swap()
{
foreach (var item in m_RTHandles)
{
// Do not index out of bounds...
if (item.Value.Length > 1)
{
var nextFirst = item.Value[item.Value.Length - 1];
for (int i = 0, c = item.Value.Length - 1; i < c; ++i)
item.Value[i + 1] = item.Value[i];
item.Value[0] = nextFirst;
// First is autoresize, other are on demand
m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto);
m_RTHandleSystem.SwitchResizeMode(item.Value[1], RTHandleSystem.ResizeMode.OnDemand);
}
else
{
m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto);
}
}
}
void Dispose(bool disposing)
{
if (!m_DisposedValue)
{
if (disposing)
{
ReleaseAll();
m_RTHandleSystem.Dispose();
m_RTHandleSystem = null;
}
m_DisposedValue = true;
}
}
/// <summary>
/// Dispose implementation
/// </summary>
public void Dispose()
{
Dispose(true);
}
/// <summary>
/// Deallocate and clear all buffers.
/// </summary>
public void ReleaseAll()
{
foreach (var item in m_RTHandles)
{
for (int i = 0, c = item.Value.Length; i < c; ++i)
{
m_RTHandleSystem.Release(item.Value[i]);
}
}
m_RTHandles.Clear();
}
}
}