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