using System; using System.Collections.Generic; using UnityEngine.Assertions; using UnityEngine.Rendering; namespace UnityEngine.Rendering { /// /// Implement a multiple buffering for RenderTextures. /// /// /// /// 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 /// } /// /// public class BufferedRTHandleSystem : IDisposable { Dictionary m_RTHandles = new Dictionary(); RTHandleSystem m_RTHandleSystem = new RTHandleSystem(); bool m_DisposedValue = false; /// /// Maximum allocated width of the Buffered RTHandle System /// public int maxWidth { get { return m_RTHandleSystem.GetMaxWidth(); } } /// /// Maximum allocated height of the Buffered RTHandle System /// public int maxHeight { get { return m_RTHandleSystem.GetMaxHeight(); } } /// /// Current properties of the Buffered RTHandle System /// public RTHandleProperties rtHandleProperties { get { return m_RTHandleSystem.rtHandleProperties; } } /// /// Return the frame RT or null. /// /// Defines the buffer to use. /// Defines which frame to access within the buffer. /// The frame RT or null when the was not previously allocated (). 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]; } /// /// Clears all the previously created history buffers /// /// Defines the command buffer used for clearing. 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); } } } /// /// Allocate RT handles for a buffer. /// /// The buffer to allocate. /// The functor to use for allocation. /// The number of RT handles for this buffer. public void AllocBuffer( int bufferId, Func 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); } } /// /// Allocate RT handles for a buffer using a RenderTextureDescriptor. /// /// The buffer to allocate. /// The number of RT handles for this buffer. /// RenderTexture descriptor of the RTHandles. /// Filtering mode of the RTHandles. /// Addressing mode of the RTHandles. /// Set to true if the depth buffer should be used as a shadow map. /// Anisotropic filtering level. /// Bias applied to mipmaps during filtering. /// Name of the RTHandle. // 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); } } /// /// Release a buffer /// /// Id of the buffer that needs to be released. 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); } /// /// Swap buffers Set the reference size for this RT Handle System () /// /// The width of the RTs of this buffer. /// The height of the RTs of this buffer. public void SwapAndSetReferenceSize(int width, int height) { Swap(); m_RTHandleSystem.SetReferenceSize(width, height); } /// /// Reset the reference size of the system and reallocate all textures. /// /// New width. /// New height. public void ResetReferenceSize(int width, int height) { m_RTHandleSystem.ResetReferenceSize(width, height); } /// /// Queries the number of RT handle buffers allocated for a buffer ID. /// /// The buffer ID to query. /// The num of frames allocated public int GetNumFramesAllocated(int bufferId) { if (!m_RTHandles.ContainsKey(bufferId)) return 0; return m_RTHandles[bufferId].Length; } /// /// Returns the ratio against the current target's max resolution /// /// width to utilize /// height to utilize /// retruns the width,height / maxTargetSize.xy ratio. 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; } } /// /// Dispose implementation /// public void Dispose() { Dispose(true); } /// /// Deallocate and clear all buffers. /// 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(); } } }