namespace UnityEngine.Experimental.Rendering
{
/// <summary>
/// Implement a multiple buffering for RenderTextures.
/// </summary>
/// <exemple>
/// <code>
/// 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
/// }
/// </code>
/// </exemple>
public class BufferedRTHandleSystem : IDisposable
{
Dictionary < int , RTHandleSystem . RTHandle [ ] > m_RTHandles = new Dictionary < int , RTHandleSystem . RTHandle [ ] > ( ) ;
public RTHandleSystem . RTHandle GetFrameRT ( int id , int index )
/// <summary>
/// Return the frame RT or null.
/// </summary>
/// <param name="bufferId">Defines the buffer to use.</param>
/// <param name="frameIndex"></param>
/// <returns>The frame RT or null when the <paramref name="bufferId"/> was not previously allocated (<see cref="BufferedRTHandleSystem.AllocBuffer(int, Func{RTHandleSystem, int, RTHandleSystem.RTHandle}, int)" />).</returns>
public RTHandleSystem . RTHandle GetFrameRT ( int bufferId , int frameIndex )
if ( ! m_RTHandles . ContainsKey ( id ) )
if ( ! m_RTHandles . ContainsKey ( bufferId ) )
Assert . IsTrue ( index > = 0 & & index < m_RTHandles [ id ] . Length ) ;
Assert . IsTrue ( frameIndex > = 0 & & frameIndex < m_RTHandles [ bufferId ] . Length ) ;
return m_RTHandles [ id ] [ index ] ;
return m_RTHandles [ bufferId ] [ frameIndex ] ;
/// <summary>
/// Allocate RT handles for a buffer.
/// </summary>
/// <param name="bufferId">The buffer to allocate.</param>
/// <param name="allocator">The functor to use for allocation.</param>
/// <param name="bufferCount">The number of RT handles for this buffer.</param>
int id ,
int bufferId ,
int bufferSize
int bufferCount
var buffer = new RTHandleSystem . RTHandle [ bufferSize ] ;
m_RTHandles . Add ( id , buffer ) ;
var buffer = new RTHandleSystem . RTHandle [ bufferCount ] ;
m_RTHandles . Add ( bufferId , buffer ) ;
// First is autoresized
buffer [ 0 ] = allocator ( m_RTHandleSystem , 0 ) ;
}
}
/// <summary>
/// Set the reference size for this RT Handle System (<see cref="RTHandleSystem.SetReferenceSize(int, int, bool, MSAASamples)"/>)
/// </summary>
/// <param name="width">The width of the RTs of this buffer.</param>
/// <param name="height">The height of the RTs of this buffer.</param>
/// <param name="msaa">Whether this buffer use MSAA.</param>
/// <param name="msaaSamples">Number of MSAA samples for this buffer.</param>
/// <summary>
/// Swap the buffers.
///
/// Take care that if the new current frame needs resizing, it will occurs during the this call.
/// </summary>
public void Swap ( )
{
foreach ( var item in m_RTHandles )
Dispose ( true ) ;
}
/// <summary>
/// Deallocate and clear all buffers.
/// </summary>
public void ReleaseAll ( )
{
foreach ( var item in m_RTHandles )