using System; using System.Diagnostics; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.RenderGraphModule { /// /// Graphics Buffer resource handle. /// [DebuggerDisplay("Buffer ({handle.index})")] [MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")] public struct BufferHandle { // Minor Warning: This calls the zeroing constructor this means that the embedded ResourceHandle struct will also be zero-ed // which then means ResourceHandle.type will be set to zero == Texture. As this is an "invalid" bufferhandle I guess setting it // to type texture just makes it even more properly invalid and not a big issue. But something to keep in mind for tooling/logging. private static BufferHandle s_NullHandle = new BufferHandle(); /// /// Returns a null graphics buffer handle /// /// A null graphics buffer handle. public static BufferHandle nullHandle { get { return s_NullHandle; } } internal ResourceHandle handle; internal BufferHandle(in ResourceHandle h) { handle = h; } internal BufferHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.Buffer, shared); } /// /// Cast to GraphicsBuffer /// /// Input BufferHandle /// Resource as a Graphics Buffer. public static implicit operator GraphicsBuffer(BufferHandle buffer) => buffer.IsValid() ? RenderGraphResourceRegistry.current.GetBuffer(buffer) : null; /// /// Return true if the handle is valid. /// /// True if the handle is valid. public bool IsValid() => handle.IsValid(); } /// /// Descriptor used to create graphics buffer resources /// public struct BufferDesc { ///Number of elements in the buffer.. public int count; ///Size of one element in the buffer. Has to match size of buffer type in the shader. public int stride; /// Graphics Buffer name. public string name; /// The intended usage of a GraphicsBuffer. public GraphicsBuffer.Target target; /// The intended update mode of a GraphicsBuffer. public GraphicsBuffer.UsageFlags usageFlags; /// /// BufferDesc constructor. /// /// Number of elements in the buffer. /// Size of one element in the buffer. public BufferDesc(int count, int stride) : this() { this.count = count; this.stride = stride; this.target = GraphicsBuffer.Target.Structured; this.usageFlags = GraphicsBuffer.UsageFlags.None; } /// /// BufferDesc constructor. /// /// Number of elements in the buffer. /// Size of one element in the buffer. /// Type of the buffer. public BufferDesc(int count, int stride, GraphicsBuffer.Target target) : this() { this.count = count; this.stride = stride; this.target = target; this.usageFlags = GraphicsBuffer.UsageFlags.None; } /// /// Hash function /// /// The texture descriptor hash. public override int GetHashCode() { var hashCode = HashFNV1A32.Create(); hashCode.Append(count); hashCode.Append(stride); hashCode.Append((int) target); hashCode.Append((int) usageFlags); return hashCode.value; } } [DebuggerDisplay("BufferResource ({desc.name})")] class BufferResource : RenderGraphResource { public override string GetName() { if (imported) return "ImportedGraphicsBuffer"; // No getter for graphics buffer name. else return desc.name; } public override int GetDescHashCode() { return desc.GetHashCode(); } public override void CreateGraphicsResource() { var name = GetName(); graphicsResource = new GraphicsBuffer(desc.target, desc.usageFlags, desc.count, desc.stride); #if DEVELOPMENT_BUILD || UNITY_EDITOR graphicsResource.name = name == "" ? $"RenderGraphBuffer_{desc.count}_{desc.stride}_{desc.target}" : name; #endif } public override void UpdateGraphicsResource() { if (graphicsResource != null) graphicsResource.name = GetName(); } public override void ReleaseGraphicsResource() { if (graphicsResource != null) graphicsResource.Release(); base.ReleaseGraphicsResource(); } public override void LogCreation(RenderGraphLogger logger) { logger.LogLine($"Created GraphicsBuffer: {desc.name}"); } public override void LogRelease(RenderGraphLogger logger) { logger.LogLine($"Released GraphicsBuffer: {desc.name}"); } } class BufferPool : RenderGraphResourcePool { protected override void ReleaseInternalResource(GraphicsBuffer res) { res.Release(); } protected override string GetResourceName(in GraphicsBuffer res) { return "GraphicsBufferNameNotAvailable"; // GraphicsBuffer.name is a setter only :( } protected override long GetResourceSize(in GraphicsBuffer res) { return res.count * res.stride; } override protected string GetResourceTypeName() { return "GraphicsBuffer"; } override protected int GetSortIndex(GraphicsBuffer res) { return res.GetHashCode(); } } }