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48 行
988 B

using System.Collections.Generic;
namespace UnityEngine.Rendering.PostProcessing
{
class TargetPool
{
readonly List<int> m_Pool;
int m_Current;
internal TargetPool()
{
m_Pool = new List<int>();
Get(); // Pre-warm with a default target to avoid black frame on first frame
}
internal int Get()
{
int ret = Get(m_Current);
m_Current++;
return ret;
}
int Get(int i)
{
int ret;
if (m_Pool.Count > i)
{
ret = m_Pool[i];
}
else
{
// Avoid discontinuities
while (m_Pool.Count <= i)
m_Pool.Add(Shader.PropertyToID("_TargetPool" + i));
ret = m_Pool[i];
}
return ret;
}
internal void Reset()
{
m_Current = 0;
}
}
}