549 lines
24 KiB
C#
549 lines
24 KiB
C#
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Scripting.APIUpdating;
|
|
|
|
namespace UnityEngine.Rendering.RenderGraphModule
|
|
{
|
|
internal struct TextureAccess
|
|
{
|
|
public TextureHandle textureHandle;
|
|
public int mipLevel;
|
|
public int depthSlice;
|
|
public AccessFlags flags;
|
|
|
|
public TextureAccess(TextureHandle handle, AccessFlags flags, int mipLevel, int depthSlice)
|
|
{
|
|
this.textureHandle = handle;
|
|
this.flags = flags;
|
|
this.mipLevel = mipLevel;
|
|
this.depthSlice = depthSlice;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// An abstract handle representing a texture resource as known by one particular record + execute of the render graph.
|
|
/// TextureHandles should not be used outside of the context of a render graph execution.
|
|
///
|
|
/// A render graph needs to do additional state tracking on texture resources (lifetime, how is it used,...) to enable
|
|
/// this all textures relevant to the render graph need to be make known to it. A texture handle specifies such a texture as
|
|
/// known to the render graph.
|
|
///
|
|
/// It is important to understand that a render graph texture handle does not necessarily represent an actual texture. For example
|
|
/// textures could be created the render graph that are only referenced by passes that are later culled when executing the graph.
|
|
/// Such textures would never be allocated as actual RenderTextures.
|
|
///
|
|
/// Texture handles are only relevant to one particular record+execute phase of the render graph. After execution all texture
|
|
/// handles are invalidated. The system will catch texture handles from a different execution of the render graph but still
|
|
/// users should be careful to avoid keeping texture handles around from other render graph executions.
|
|
///
|
|
/// Texture handles do not need to be disposed/freed (they are auto-invalidated at the end of graph execution). The RenderTextures they represent
|
|
/// are either freed by the render graph internally (when the handle was acquired through RenderGraph.CreateTexture) or explicitly managed by
|
|
/// some external system (when acquired through RenderGraph.ImportTexture).
|
|
///
|
|
/// </summary>
|
|
[DebuggerDisplay("Texture ({handle.index})")]
|
|
[MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")]
|
|
public struct TextureHandle
|
|
{
|
|
private static TextureHandle s_NullHandle = new TextureHandle();
|
|
|
|
/// <summary>
|
|
/// Returns a null texture handle
|
|
/// </summary>
|
|
/// <value>A null texture handle.</value>
|
|
public static TextureHandle nullHandle { get { return s_NullHandle; } }
|
|
|
|
internal ResourceHandle handle;
|
|
|
|
private bool builtin;
|
|
|
|
internal TextureHandle(in ResourceHandle h)
|
|
{
|
|
handle = h;
|
|
builtin = false;
|
|
}
|
|
|
|
internal TextureHandle(int handle, bool shared = false, bool builtin = false)
|
|
{
|
|
this.handle = new ResourceHandle(handle, RenderGraphResourceType.Texture, shared);
|
|
this.builtin = builtin;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cast to RenderTargetIdentifier
|
|
/// </summary>
|
|
/// <param name="texture">Input TextureHandle.</param>
|
|
/// <returns>Resource as a RenderTargetIdentifier.</returns>
|
|
public static implicit operator RenderTargetIdentifier(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : default(RenderTargetIdentifier);
|
|
|
|
/// <summary>
|
|
/// Cast to Texture
|
|
/// </summary>
|
|
/// <param name="texture">Input TextureHandle.</param>
|
|
/// <returns>Resource as a Texture.</returns>
|
|
public static implicit operator Texture(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
|
|
|
|
/// <summary>
|
|
/// Cast to RenderTexture
|
|
/// </summary>
|
|
/// <param name="texture">Input TextureHandle.</param>
|
|
/// <returns>Resource as a RenderTexture.</returns>
|
|
public static implicit operator RenderTexture(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
|
|
|
|
/// <summary>
|
|
/// Cast to RTHandle
|
|
/// </summary>
|
|
/// <param name="texture">Input TextureHandle.</param>
|
|
/// <returns>Resource as a RTHandle.</returns>
|
|
public static implicit operator RTHandle(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
|
|
|
|
/// <summary>
|
|
/// Return true if the handle is valid.
|
|
/// </summary>
|
|
/// <returns>True if the handle is valid.</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool IsValid() => handle.IsValid();
|
|
|
|
/// <summary>
|
|
/// Return true if the handle is a builtin handle managed by RenderGraph internally.
|
|
/// </summary>
|
|
/// <returns>True if the handle is a builtin handle.</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal bool IsBuiltin() => this.builtin;
|
|
|
|
/// <summary>
|
|
/// Get the Descriptor of the texture. This simply calls RenderGraph.GetTextureDesc but is more easily discoverable through auto complete.
|
|
/// </summary>
|
|
/// <param name="renderGraph">The rendergraph instance that was used to create the texture on. Texture handles are a lightweight object, all information is stored on the RenderGraph itself.</param>
|
|
/// <returns>The texture descriptor for the given texture handle.</returns>
|
|
public TextureDesc GetDescriptor(RenderGraph renderGraph) { return renderGraph.GetTextureDesc(this); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// The mode that determines the size of a Texture.
|
|
/// </summary>
|
|
public enum TextureSizeMode
|
|
{
|
|
///<summary>Explicit size.</summary>
|
|
Explicit,
|
|
///<summary>Size automatically scaled by a Vector.</summary>
|
|
Scale,
|
|
///<summary>Size automatically scaled by a Functor.</summary>
|
|
Functor
|
|
}
|
|
|
|
#if UNITY_2020_2_OR_NEWER
|
|
/// <summary>
|
|
/// Subset of the texture desc containing information for fast memory allocation (when platform supports it)
|
|
/// </summary>
|
|
public struct FastMemoryDesc
|
|
{
|
|
///<summary>Whether the texture will be in fast memory.</summary>
|
|
public bool inFastMemory;
|
|
///<summary>Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</summary>
|
|
public FastMemoryFlags flags;
|
|
///<summary>How much of the render target is to be switched into fast memory (between 0 and 1).</summary>
|
|
public float residencyFraction;
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Descriptor used to create texture resources
|
|
/// </summary>
|
|
public struct TextureDesc
|
|
{
|
|
///<summary>Texture sizing mode.</summary>
|
|
public TextureSizeMode sizeMode;
|
|
///<summary>Texture width.</summary>
|
|
public int width;
|
|
///<summary>Texture height.</summary>
|
|
public int height;
|
|
///<summary>Number of texture slices..</summary>
|
|
public int slices;
|
|
///<summary>Texture scale.</summary>
|
|
public Vector2 scale;
|
|
///<summary>Texture scale function.</summary>
|
|
public ScaleFunc func;
|
|
///<summary>Color or depth stencil format.</summary>
|
|
public GraphicsFormat format;
|
|
///<summary>Filtering mode.</summary>
|
|
public FilterMode filterMode;
|
|
///<summary>Addressing mode.</summary>
|
|
public TextureWrapMode wrapMode;
|
|
///<summary>Texture dimension.</summary>
|
|
public TextureDimension dimension;
|
|
///<summary>Enable random UAV read/write on the texture.</summary>
|
|
public bool enableRandomWrite;
|
|
///<summary>Texture needs mip maps.</summary>
|
|
public bool useMipMap;
|
|
///<summary>Automatically generate mip maps.</summary>
|
|
public bool autoGenerateMips;
|
|
///<summary>Texture is a shadow map.</summary>
|
|
public bool isShadowMap;
|
|
///<summary>Anisotropic filtering level.</summary>
|
|
public int anisoLevel;
|
|
///<summary>Mip map bias.</summary>
|
|
public float mipMapBias;
|
|
///<summary>Number of MSAA samples.</summary>
|
|
public MSAASamples msaaSamples;
|
|
///<summary>Bind texture multi sampled.</summary>
|
|
public bool bindTextureMS;
|
|
///<summary>[See Dynamic Resolution documentation](https://docs.unity3d.com/Manual/DynamicResolution.html)</summary>
|
|
public bool useDynamicScale;
|
|
///<summary>[See Dynamic Resolution documentation](https://docs.unity3d.com/Manual/DynamicResolution.html)</summary>
|
|
public bool useDynamicScaleExplicit;
|
|
///<summary>Memory less flag.</summary>
|
|
public RenderTextureMemoryless memoryless;
|
|
///<summary>Special treatment of the VR eye texture used in stereoscopic rendering.</summary>
|
|
public VRTextureUsage vrUsage;
|
|
///<summary>Texture name.</summary>
|
|
public string name;
|
|
#if UNITY_2020_2_OR_NEWER
|
|
///<summary>Descriptor to determine how the texture will be in fast memory on platform that supports it.</summary>
|
|
public FastMemoryDesc fastMemoryDesc;
|
|
#endif
|
|
///<summary>Determines whether the texture will fallback to a black texture if it is read without ever writing to it.</summary>
|
|
public bool fallBackToBlackTexture;
|
|
///<summary>
|
|
///If all passes writing to a texture are culled by Dynamic Render Pass Culling, it will automatically fallback to a similar preallocated texture.
|
|
///Set this to true to force the allocation.
|
|
///</summary>
|
|
public bool disableFallBackToImportedTexture;
|
|
|
|
// Initial state. Those should not be used in the hash
|
|
///<summary>Texture needs to be cleared on first use.</summary>
|
|
public bool clearBuffer;
|
|
///<summary>Clear color.</summary>
|
|
public Color clearColor;
|
|
|
|
///<summary>Texture needs to be discarded on last use.</summary>
|
|
public bool discardBuffer;
|
|
|
|
|
|
///<summary>Depth buffer bit depth of the format. The setter convert the bits to valid depth stencil format and sets the format. The getter gets the depth bits of the format.</summary>
|
|
public DepthBits depthBufferBits
|
|
{
|
|
get { return (DepthBits)GraphicsFormatUtility.GetDepthBits(format); }
|
|
set
|
|
{
|
|
if (value == DepthBits.None)
|
|
{
|
|
if( !GraphicsFormatUtility.IsDepthStencilFormat(format) )
|
|
return;
|
|
else
|
|
format = GraphicsFormat.None;
|
|
}
|
|
else
|
|
{
|
|
format = GraphicsFormatUtility.GetDepthStencilFormat((int)value);
|
|
}
|
|
}
|
|
}
|
|
|
|
///<summary>Color format. Sets the format. The getter checks if format is a color format. Returns the format if a color format, otherwise returns GraphicsFormat.None.</summary>
|
|
public GraphicsFormat colorFormat
|
|
{
|
|
get { return GraphicsFormatUtility.IsDepthStencilFormat(format) ? GraphicsFormat.None : format; }
|
|
set { format = value; }
|
|
}
|
|
|
|
void InitDefaultValues(bool dynamicResolution, bool xrReady)
|
|
{
|
|
useDynamicScale = dynamicResolution;
|
|
vrUsage = VRTextureUsage.None;
|
|
// XR Ready
|
|
if (xrReady)
|
|
{
|
|
slices = TextureXR.slices;
|
|
dimension = TextureXR.dimension;
|
|
}
|
|
else
|
|
{
|
|
slices = 1;
|
|
dimension = TextureDimension.Tex2D;
|
|
}
|
|
|
|
discardBuffer = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// TextureDesc constructor for a texture using explicit size
|
|
/// </summary>
|
|
/// <param name="width">Texture width</param>
|
|
/// <param name="height">Texture height</param>
|
|
/// <param name="dynamicResolution">Use dynamic resolution</param>
|
|
/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
|
|
public TextureDesc(int width, int height, bool dynamicResolution = false, bool xrReady = false)
|
|
: this()
|
|
{
|
|
// Size related init
|
|
sizeMode = TextureSizeMode.Explicit;
|
|
this.width = width;
|
|
this.height = height;
|
|
// Important default values not handled by zero construction in this()
|
|
msaaSamples = MSAASamples.None;
|
|
InitDefaultValues(dynamicResolution, xrReady);
|
|
}
|
|
|
|
/// <summary>
|
|
/// TextureDesc constructor for a texture using a fixed scaling
|
|
/// </summary>
|
|
/// <param name="scale">RTHandle scale used for this texture</param>
|
|
/// <param name="dynamicResolution">Use dynamic resolution</param>
|
|
/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
|
|
public TextureDesc(Vector2 scale, bool dynamicResolution = false, bool xrReady = false)
|
|
: this()
|
|
{
|
|
// Size related init
|
|
sizeMode = TextureSizeMode.Scale;
|
|
this.scale = scale;
|
|
// Important default values not handled by zero construction in this()
|
|
msaaSamples = MSAASamples.None;
|
|
dimension = TextureDimension.Tex2D;
|
|
InitDefaultValues(dynamicResolution, xrReady);
|
|
}
|
|
|
|
/// <summary>
|
|
/// TextureDesc constructor for a texture using a functor for scaling
|
|
/// </summary>
|
|
/// <param name="func">Function used to determine the texture size</param>
|
|
/// <param name="dynamicResolution">Use dynamic resolution</param>
|
|
/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
|
|
public TextureDesc(ScaleFunc func, bool dynamicResolution = false, bool xrReady = false)
|
|
: this()
|
|
{
|
|
// Size related init
|
|
sizeMode = TextureSizeMode.Functor;
|
|
this.func = func;
|
|
// Important default values not handled by zero construction in this()
|
|
msaaSamples = MSAASamples.None;
|
|
dimension = TextureDimension.Tex2D;
|
|
InitDefaultValues(dynamicResolution, xrReady);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy constructor
|
|
/// </summary>
|
|
/// <param name="input">The TextureDesc instance to copy from.</param>
|
|
public TextureDesc(TextureDesc input)
|
|
{
|
|
this = input;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do a best effort conversion from a RenderTextureDescriptor to a TextureDesc. This tries to initialize a descriptor to be as close as possible to the given render texture descriptor but there might be subtle differences when creating
|
|
/// render graph textures using this TextureDesc due to the underlying RTHandle system.
|
|
/// Some parameters of the TextureDesc (like name and filtering modes) are not present in the RenderTextureDescriptor for these the returned TextureDesc will contain plausible default values.
|
|
/// </summary>
|
|
/// <param name="input">The texture descriptor to create a TextureDesc from</param>
|
|
public TextureDesc(RenderTextureDescriptor input)
|
|
{
|
|
sizeMode = TextureSizeMode.Explicit;
|
|
width = input.width;
|
|
height = input.height;
|
|
slices = input.volumeDepth;
|
|
scale = Vector2.one;
|
|
func = null;
|
|
format = (input.depthStencilFormat != GraphicsFormat.None) ? input.depthStencilFormat : input.graphicsFormat;
|
|
filterMode = FilterMode.Bilinear;
|
|
wrapMode = TextureWrapMode.Clamp;
|
|
dimension = input.dimension;
|
|
enableRandomWrite = input.enableRandomWrite;
|
|
useMipMap = input.useMipMap;
|
|
autoGenerateMips = input.autoGenerateMips;
|
|
isShadowMap = (input.shadowSamplingMode != ShadowSamplingMode.None);
|
|
anisoLevel = 1;
|
|
mipMapBias = 0;
|
|
msaaSamples = (MSAASamples)input.msaaSamples;
|
|
bindTextureMS = input.bindMS;
|
|
useDynamicScale = input.useDynamicScale;
|
|
useDynamicScaleExplicit = false;
|
|
memoryless = input.memoryless;
|
|
vrUsage = input.vrUsage;
|
|
name = "UnNamedFromRenderTextureDescriptor";
|
|
fastMemoryDesc = new FastMemoryDesc();
|
|
fastMemoryDesc.inFastMemory = false;
|
|
fallBackToBlackTexture = false;
|
|
disableFallBackToImportedTexture = true;
|
|
clearBuffer = true;
|
|
clearColor = Color.black;
|
|
discardBuffer = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do a best effort conversion from a RenderTexture to a TextureDesc. This tries to initialize a descriptor to be as close as possible to the given render texture but there might be subtle differences when creating
|
|
/// render graph textures using this TextureDesc due to the underlying RTHandle system.
|
|
/// </summary>
|
|
/// <param name="input">The texture to create a TextureDesc from</param>
|
|
public TextureDesc(RenderTexture input) : this(input.descriptor)
|
|
{
|
|
filterMode = input.filterMode;
|
|
wrapMode = input.wrapMode;
|
|
anisoLevel = input.anisoLevel;
|
|
mipMapBias = input.mipMapBias;
|
|
name = "UnNamedFromRenderTextureDescriptor";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hash function
|
|
/// </summary>
|
|
/// <returns>The texture descriptor hash.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
var hashCode = HashFNV1A32.Create();
|
|
switch (sizeMode)
|
|
{
|
|
case TextureSizeMode.Explicit:
|
|
hashCode.Append(width);
|
|
hashCode.Append(height);
|
|
break;
|
|
case TextureSizeMode.Functor:
|
|
if (func != null)
|
|
hashCode.Append(func);
|
|
break;
|
|
case TextureSizeMode.Scale:
|
|
hashCode.Append(scale);
|
|
break;
|
|
}
|
|
|
|
hashCode.Append(mipMapBias);
|
|
hashCode.Append(slices);
|
|
hashCode.Append((int) format);
|
|
hashCode.Append((int) filterMode);
|
|
hashCode.Append((int) wrapMode);
|
|
hashCode.Append((int) dimension);
|
|
hashCode.Append((int) memoryless);
|
|
hashCode.Append((int) vrUsage);
|
|
hashCode.Append(anisoLevel);
|
|
hashCode.Append(enableRandomWrite);
|
|
hashCode.Append(useMipMap);
|
|
hashCode.Append(autoGenerateMips);
|
|
hashCode.Append(isShadowMap);
|
|
hashCode.Append(bindTextureMS);
|
|
hashCode.Append(useDynamicScale);
|
|
hashCode.Append((int) msaaSamples);
|
|
#if UNITY_2020_2_OR_NEWER
|
|
hashCode.Append(fastMemoryDesc.inFastMemory);
|
|
#endif
|
|
return hashCode.value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the final size of the texture descriptor in pixels. This takes into account the sizeMode set for this descriptor.
|
|
/// For the automatically scaled sizes the size will be relative to the RTHandle reference size <see cref="RTHandles.SetReferenceSize">SetReferenceSize</see>.
|
|
/// </summary>
|
|
/// <returns>The calculated size.</returns>
|
|
/// <exception cref="ArgumentOutOfRangeException">Thrown if the texture descriptor's size mode falls outside the expected range.</exception>
|
|
public Vector2Int CalculateFinalDimensions()
|
|
{
|
|
return sizeMode switch
|
|
{
|
|
TextureSizeMode.Explicit => new Vector2Int(width, height),
|
|
TextureSizeMode.Scale => RTHandles.CalculateDimensions(scale),
|
|
TextureSizeMode.Functor => RTHandles.CalculateDimensions(func),
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
|
|
}
|
|
}
|
|
|
|
[DebuggerDisplay("TextureResource ({desc.name})")]
|
|
class TextureResource : RenderGraphResource<TextureDesc, RTHandle>
|
|
{
|
|
static int m_TextureCreationIndex;
|
|
|
|
public override string GetName()
|
|
{
|
|
if (imported && !shared)
|
|
return graphicsResource != null ? graphicsResource.name : "null resource";
|
|
else
|
|
return desc.name;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public override int GetDescHashCode() { return desc.GetHashCode(); }
|
|
|
|
public override void CreateGraphicsResource()
|
|
{
|
|
var name = GetName();
|
|
|
|
// Textures are going to be reused under different aliases along the frame so we can't provide a specific name upon creation.
|
|
// The name in the desc is going to be used for debugging purpose and render graph visualization.
|
|
if (name == "")
|
|
name = $"RenderGraphTexture_{m_TextureCreationIndex++}";
|
|
|
|
switch (desc.sizeMode)
|
|
{
|
|
case TextureSizeMode.Explicit:
|
|
graphicsResource = RTHandles.Alloc(desc.width, desc.height, desc.format, desc.slices, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
|
|
desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.useDynamicScaleExplicit, desc.memoryless, desc.vrUsage, name);
|
|
break;
|
|
case TextureSizeMode.Scale:
|
|
graphicsResource = RTHandles.Alloc(desc.scale, desc.format, desc.slices, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
|
|
desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.useDynamicScaleExplicit, desc.memoryless, desc.vrUsage, name);
|
|
break;
|
|
case TextureSizeMode.Functor:
|
|
graphicsResource = RTHandles.Alloc(desc.func, desc.format, desc.slices, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
|
|
desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.useDynamicScaleExplicit, desc.memoryless, desc.vrUsage, name);
|
|
break;
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public override void UpdateGraphicsResource()
|
|
{
|
|
if (graphicsResource != null)
|
|
graphicsResource.m_Name = GetName();
|
|
}
|
|
|
|
public override void ReleaseGraphicsResource()
|
|
{
|
|
if (graphicsResource != null)
|
|
graphicsResource.Release();
|
|
base.ReleaseGraphicsResource();
|
|
}
|
|
|
|
public override void LogCreation(RenderGraphLogger logger)
|
|
{
|
|
logger.LogLine($"Created Texture: {desc.name} (Cleared: {desc.clearBuffer})");
|
|
}
|
|
|
|
public override void LogRelease(RenderGraphLogger logger)
|
|
{
|
|
logger.LogLine($"Released Texture: {desc.name}");
|
|
}
|
|
}
|
|
|
|
class TexturePool : RenderGraphResourcePool<RTHandle>
|
|
{
|
|
protected override void ReleaseInternalResource(RTHandle res)
|
|
{
|
|
res.Release();
|
|
}
|
|
|
|
protected override string GetResourceName(in RTHandle res)
|
|
{
|
|
return res.rt.name;
|
|
}
|
|
|
|
protected override long GetResourceSize(in RTHandle res)
|
|
{
|
|
return Profiling.Profiler.GetRuntimeMemorySizeLong(res.rt);
|
|
}
|
|
|
|
override protected string GetResourceTypeName()
|
|
{
|
|
return "Texture";
|
|
}
|
|
|
|
override protected int GetSortIndex(RTHandle res)
|
|
{
|
|
return res.GetInstanceID();
|
|
}
|
|
}
|
|
}
|