Frédéric Vauchelles
7 年前
当前提交
e98f1b57
共有 26 个文件被更改,包括 1019 次插入 和 733 次删除
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2ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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150ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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38ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
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22ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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32ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
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16ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramidProcessor.cs
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20ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
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50ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
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13ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs
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13ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs
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11ScriptableRenderPipeline/Core/CoreRP/Textures/MSAASamples.cs.meta
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12ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs
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11ScriptableRenderPipeline/Core/CoreRP/Textures/RTCategory.cs.meta
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141ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs
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11ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.RTHandle.cs.meta
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410ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
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11ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs.meta
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196ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs
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11ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandles.cs.meta
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554ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandle.cs
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0/ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta
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using System.Collections.Generic; |
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using UnityEngine.Rendering; |
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|
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namespace UnityEngine.Experimental.Rendering |
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{ |
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public enum DepthBits |
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{ |
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None = 0, |
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Depth8 = 8, |
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Depth16 = 16, |
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Depth24 = 24 |
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} |
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} |
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using System.Collections.Generic; |
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using UnityEngine.Rendering; |
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namespace UnityEngine.Experimental.Rendering |
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{ |
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public enum MSAASamples |
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{ |
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None = 1, |
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MSAA2x = 2, |
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MSAA4x = 4, |
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MSAA8x = 8 |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 9abeb67ba9136f940a7b78095f5b43d8 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections.Generic; |
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using UnityEngine.Rendering; |
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namespace UnityEngine.Experimental.Rendering |
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{ |
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enum RTCategory |
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{ |
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Regular = 0, |
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MSAA = 1, |
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Count |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 5e23868e17b247e48a21f5b0041bad38 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections.Generic; |
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using UnityEngine.Rendering; |
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namespace UnityEngine.Experimental.Rendering |
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{ |
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public partial class RTHandleSystem |
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{ |
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public class RTHandle |
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{ |
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internal RTHandleSystem m_Owner; |
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internal RenderTexture[] m_RTs = new RenderTexture[2]; |
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internal RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2]; |
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internal bool m_EnableMSAA = false; |
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internal bool m_EnableRandomWrite = false; |
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internal string m_Name; |
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internal Vector2 scaleFactor = Vector2.one; |
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internal ScaleFunc scaleFunc; |
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public bool useScaling { get; internal set; } |
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public RenderTexture rt |
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{ |
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get |
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{ |
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if(!useScaling) |
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{ |
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return m_EnableMSAA ? m_RTs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular]; |
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} |
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else |
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{ |
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var category = (m_EnableMSAA && m_Owner.m_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular; |
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CreateIfNeeded(category); |
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return m_RTs[(int)category]; |
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} |
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} |
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} |
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public RenderTargetIdentifier nameID |
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{ |
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get |
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{ |
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if (!useScaling) |
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{ |
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return m_EnableMSAA ? m_NameIDs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular]; |
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} |
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else |
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{ |
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var category = (m_EnableMSAA && m_Owner.m_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular; |
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CreateIfNeeded(category); |
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return m_NameIDs[(int)category]; |
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} |
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} |
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} |
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// Keep constructor private
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internal RTHandle(RTHandleSystem owner) |
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{ |
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m_Owner = owner; |
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} |
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public static implicit operator RenderTexture(RTHandle handle) |
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{ |
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return handle.rt; |
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} |
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public static implicit operator RenderTargetIdentifier(RTHandle handle) |
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{ |
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return handle.nameID; |
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} |
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internal void SetRenderTexture(RenderTexture rt, RTCategory category) |
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{ |
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m_RTs[(int)category] = rt; |
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m_NameIDs[(int)category] = new RenderTargetIdentifier(rt); |
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} |
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void CreateIfNeeded(RTCategory category) |
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{ |
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// If a RT was first created for MSAA then the regular one might be null, in this case we create it.
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// That's why we never test the MSAA version: It should always be there if RT was declared correctly.
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if(category == RTCategory.Regular && m_RTs[(int)RTCategory.Regular] == null) |
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{ |
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var refRT = m_RTs[(int)RTCategory.MSAA]; |
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Debug.Assert(refRT != null); |
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var scaledSize = GetScaledSize(new Vector2Int(m_Owner.maxWidthRegular, m_Owner.maxHeightRegular)); |
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var newRT = new RenderTexture(scaledSize.x, scaledSize.y, refRT.depth, refRT.format, refRT.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
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{ |
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hideFlags = HideFlags.HideAndDontSave, |
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volumeDepth = refRT.volumeDepth, |
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filterMode = refRT.filterMode, |
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wrapMode = refRT.wrapMode, |
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dimension = refRT.dimension, |
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enableRandomWrite = m_EnableRandomWrite, // We cannot take the info from the msaa rt since we force it to 1
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useMipMap = refRT.useMipMap, |
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autoGenerateMips = refRT.autoGenerateMips, |
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anisoLevel = refRT.anisoLevel, |
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mipMapBias = refRT.mipMapBias, |
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antiAliasing = 1, // No MSAA for the regular version of the texture.
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bindTextureMS = false, // Somehow, this can be true even if antiAliasing == 1. Leads to Unity-internal binding errors.
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useDynamicScale = refRT.useDynamicScale, |
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vrUsage = refRT.vrUsage, |
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memorylessMode = refRT.memorylessMode, |
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name = CoreUtils.GetRenderTargetAutoName(refRT.width, refRT.height, refRT.format, m_Name, mips : refRT.useMipMap) |
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}; |
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newRT.Create(); |
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m_RTs[(int)RTCategory.Regular] = newRT; |
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m_NameIDs[(int)RTCategory.Regular] = new RenderTargetIdentifier(newRT); |
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} |
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} |
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public void Release() |
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{ |
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m_Owner.m_AutoSizedRTs.Remove(this); |
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for (int i = 0; i < (int)RTCategory.Count; ++i) |
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{ |
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CoreUtils.Destroy(m_RTs[i]); |
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m_NameIDs[i] = BuiltinRenderTextureType.None; |
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m_RTs[i] = null; |
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} |
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} |
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public Vector2Int GetScaledSize(Vector2Int refSize) |
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{ |
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if (scaleFunc != null) |
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{ |
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return scaleFunc(refSize); |
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} |
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else |
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{ |
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return new Vector2Int( |
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x: Mathf.RoundToInt(scaleFactor.x * refSize.x), |
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y: Mathf.RoundToInt(scaleFactor.y * refSize.y) |
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); |
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} |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: f01477642fe8bcf46af0f654f65043cf |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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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.Experimental.Rendering |
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{ |
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public delegate Vector2Int ScaleFunc(Vector2Int size); |
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public partial class RTHandleSystem |
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{ |
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internal enum RTCategory |
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{ |
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Regular = 0, |
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MSAA = 1, |
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Count |
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} |
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// Parameters for auto-scaled Render Textures
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bool m_ScaledRTSupportsMSAA = false; |
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MSAASamples m_ScaledRTCurrentMSAASamples = MSAASamples.None; |
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List<RTHandle> m_AutoSizedRTs; |
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RTCategory m_ScaledRTCurrentCategory = RTCategory.Regular; |
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int[] m_MaxWidths = new int[(int)RTCategory.Count]; |
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int[] m_MaxHeights = new int[(int)RTCategory.Count]; |
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int maxWidthRegular { get { return GetMaxWidth(RTCategory.Regular); } } |
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int maxHeightRegular { get { return GetMaxHeight(RTCategory.Regular); } } |
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int maxWidthMSAA { get { return GetMaxWidth(RTCategory.MSAA); } } |
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int maxHeightMSAA { get { return GetMaxHeight(RTCategory.MSAA); } } |
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public int maxWidth { get { return GetMaxWidth(m_ScaledRTCurrentCategory); } } |
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public int maxHeight { get { return GetMaxHeight(m_ScaledRTCurrentCategory); } } |
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internal RTHandleSystem() |
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{ |
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m_AutoSizedRTs = new List<RTHandle>(); |
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for (int i = 0; i < (int)RTCategory.Count; ++i) |
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{ |
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m_MaxWidths[i] = 1; |
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m_MaxHeights[i] = 1; |
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} |
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} |
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// Call this once to set the initial size and allow msaa targets or not.
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public void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples) |
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{ |
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Debug.Assert(m_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture."); |
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for (int i = 0; i < (int)RTCategory.Count; ++i) |
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{ |
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m_MaxWidths[i] = width; |
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m_MaxHeights[i] = height; |
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} |
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m_ScaledRTSupportsMSAA = scaledRTsupportsMSAA; |
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m_ScaledRTCurrentMSAASamples = scaledRTMSAASamples; |
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} |
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public void Release(RTHandle rth) |
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{ |
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if(rth != null) |
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{ |
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Assert.AreEqual(this, rth.m_Owner); |
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rth.Release(); |
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} |
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} |
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public void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples) |
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{ |
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// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
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RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular; |
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width = Mathf.Max(width, 1); |
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height = Mathf.Max(height, 1); |
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bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples); |
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if (width > GetMaxWidth(category) || height > GetMaxHeight(category) || msaaSamplesChanged) |
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Resize(width, height, category, msaaSamples); |
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} |
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public void ResetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples) |
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{ |
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// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
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RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular; |
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width = Mathf.Max(width, 1); |
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height = Mathf.Max(height, 1); |
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bool msaaSamplesChanged = msaa && (msaaSamples != m_ScaledRTCurrentMSAASamples); |
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if (width != GetMaxWidth(category) || height != GetMaxHeight(category) || msaaSamplesChanged) |
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Resize(width, height, category, msaaSamples); |
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} |
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int GetMaxWidth(RTCategory category) { return m_MaxWidths[(int)category]; } |
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int GetMaxHeight(RTCategory category) { return m_MaxHeights[(int)category]; } |
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void Resize(int width, int height, RTCategory category, MSAASamples msaaSamples) |
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{ |
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m_MaxWidths[(int)category] = width; |
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m_MaxHeights[(int)category] = height; |
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m_ScaledRTCurrentMSAASamples = msaaSamples; |
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var maxSize = new Vector2Int(width, height); |
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m_ScaledRTCurrentCategory = category; |
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foreach (var rth in m_AutoSizedRTs) |
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{ |
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var rt = rth.m_RTs[(int)category]; |
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// This can happen if you create a RTH for MSAA. By default we only create the MSAA version of the target.
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// Missing version will be created when needed in the getter.
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if (rt != null) |
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{ |
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rt.Release(); |
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Vector2Int scaledSize = rth.GetScaledSize(maxSize); |
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rt.width = Mathf.Max(scaledSize.x, 1); |
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rt.height = Mathf.Max(scaledSize.y, 1); |
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if (category == RTCategory.MSAA) |
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rt.antiAliasing = (int)m_ScaledRTCurrentMSAASamples; |
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rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: m_ScaledRTCurrentMSAASamples); |
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rt.Create(); |
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} |
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} |
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} |
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// This method wraps around regular RenderTexture creation.
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// There is no specific logic applied to RenderTextures created this way.
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public RTHandle Alloc( |
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int width, |
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int height, |
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int slices = 1, |
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DepthBits depthBufferBits = DepthBits.None, |
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RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
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FilterMode filterMode = FilterMode.Point, |
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TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
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TextureDimension dimension = TextureDimension.Tex2D, |
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bool sRGB = true, |
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bool enableRandomWrite = false, |
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bool useMipMap = false, |
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bool autoGenerateMips = true, |
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int anisoLevel = 1, |
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float mipMapBias = 0f, |
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MSAASamples msaaSamples = MSAASamples.None, |
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bool bindTextureMS = false, |
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bool useDynamicScale = false, |
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VRTextureUsage vrUsage = VRTextureUsage.None, |
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
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string name = "" |
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) |
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{ |
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bool enableMSAA = msaaSamples != MSAASamples.None; |
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if (!enableMSAA && bindTextureMS == true) |
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{ |
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Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); |
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bindTextureMS = false; |
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} |
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var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
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{ |
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hideFlags = HideFlags.HideAndDontSave, |
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volumeDepth = slices, |
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filterMode = filterMode, |
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wrapMode = wrapMode, |
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dimension = dimension, |
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enableRandomWrite = enableRandomWrite, |
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useMipMap = useMipMap, |
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autoGenerateMips = autoGenerateMips, |
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anisoLevel = anisoLevel, |
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mipMapBias = mipMapBias, |
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antiAliasing = (int)msaaSamples, |
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bindTextureMS = bindTextureMS, |
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useDynamicScale = useDynamicScale, |
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vrUsage = vrUsage, |
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memorylessMode = memoryless, |
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name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples) |
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}; |
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rt.Create(); |
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RTCategory category = enableMSAA ? RTCategory.MSAA : RTCategory.Regular; |
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var newRT = new RTHandle(this); |
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newRT.SetRenderTexture(rt, category); |
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newRT.useScaling = false; |
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newRT.m_EnableRandomWrite = enableRandomWrite; |
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newRT.m_EnableMSAA = enableMSAA; |
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newRT.m_Name = name; |
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return newRT; |
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} |
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// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
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// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
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// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
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// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
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public RTHandle Alloc( |
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Vector2 scaleFactor, |
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DepthBits depthBufferBits = DepthBits.None, |
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RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
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FilterMode filterMode = FilterMode.Point, |
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TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
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TextureDimension dimension = TextureDimension.Tex2D, |
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bool sRGB = true, |
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bool enableRandomWrite = false, |
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bool useMipMap = false, |
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bool autoGenerateMips = true, |
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int anisoLevel = 1, |
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float mipMapBias = 0f, |
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bool enableMSAA = false, |
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bool bindTextureMS = false, |
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bool useDynamicScale = false, |
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VRTextureUsage vrUsage = VRTextureUsage.None, |
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RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
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string name = "" |
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) |
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{ |
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bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false; |
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RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
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int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth(category)), 1); |
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int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1); |
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var rth = AllocAutoSizedRenderTexture(width, |
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height, |
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1, |
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depthBufferBits, |
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colorFormat, |
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filterMode, |
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wrapMode, |
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dimension, |
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sRGB, |
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enableRandomWrite, |
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useMipMap, |
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autoGenerateMips, |
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anisoLevel, |
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mipMapBias, |
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enableMSAA, |
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bindTextureMS, |
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useDynamicScale, |
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vrUsage, |
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memoryless, |
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name |
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); |
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|
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rth.scaleFactor = scaleFactor; |
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return rth; |
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} |
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|
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//
|
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// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
|
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// the next POT). The function takes a Vec2 as parameter that holds max width & height
|
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// values for the current manager context and returns a Vec2 of the final size in pixels.
|
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//
|
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// var rth = Alloc(
|
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// size => new Vector2Int(size.x / 2, size.y),
|
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// [...]
|
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// );
|
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//
|
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public RTHandle Alloc( |
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ScaleFunc scaleFunc, |
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DepthBits depthBufferBits = DepthBits.None, |
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RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
bool enableMSAA = false, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false; |
|||
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(category), GetMaxHeight(category))); |
|||
int width = Mathf.Max(scaleFactor.x, 1); |
|||
int height = Mathf.Max(scaleFactor.y, 1); |
|||
|
|||
var rth = AllocAutoSizedRenderTexture(width, |
|||
height, |
|||
1, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
enableMSAA, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
|
|||
rth.scaleFunc = scaleFunc; |
|||
return rth; |
|||
} |
|||
|
|||
// Internal function
|
|||
RTHandle AllocAutoSizedRenderTexture( |
|||
int width, |
|||
int height, |
|||
int slices, |
|||
DepthBits depthBufferBits, |
|||
RenderTextureFormat colorFormat, |
|||
FilterMode filterMode, |
|||
TextureWrapMode wrapMode, |
|||
TextureDimension dimension, |
|||
bool sRGB, |
|||
bool enableRandomWrite, |
|||
bool useMipMap, |
|||
bool autoGenerateMips, |
|||
int anisoLevel, |
|||
float mipMapBias, |
|||
bool enableMSAA, |
|||
bool bindTextureMS, |
|||
bool useDynamicScale, |
|||
VRTextureUsage vrUsage, |
|||
RenderTextureMemoryless memoryless, |
|||
string name |
|||
) |
|||
{ |
|||
// Here user made a mistake in setting up msaa/bindMS, hence the warning
|
|||
if (!enableMSAA && bindTextureMS == true) |
|||
{ |
|||
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); |
|||
bindTextureMS = false; |
|||
} |
|||
|
|||
bool allocForMSAA = m_ScaledRTSupportsMSAA ? enableMSAA : false; |
|||
// Here we purposefully disable MSAA so we just force the bindMS param to false.
|
|||
if (!allocForMSAA) |
|||
{ |
|||
bindTextureMS = false; |
|||
} |
|||
|
|||
// MSAA Does not support random read/write.
|
|||
bool UAV = enableRandomWrite; |
|||
if (allocForMSAA && (UAV == true)) |
|||
{ |
|||
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'."); |
|||
UAV = false; |
|||
} |
|||
|
|||
int msaaSamples = allocForMSAA ? (int)m_ScaledRTCurrentMSAASamples : 1; |
|||
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
|||
{ |
|||
hideFlags = HideFlags.HideAndDontSave, |
|||
volumeDepth = slices, |
|||
filterMode = filterMode, |
|||
wrapMode = wrapMode, |
|||
dimension = dimension, |
|||
enableRandomWrite = UAV, |
|||
useMipMap = useMipMap, |
|||
autoGenerateMips = autoGenerateMips, |
|||
anisoLevel = anisoLevel, |
|||
mipMapBias = mipMapBias, |
|||
antiAliasing = msaaSamples, |
|||
bindTextureMS = bindTextureMS, |
|||
useDynamicScale = useDynamicScale, |
|||
vrUsage = vrUsage, |
|||
memorylessMode = memoryless, |
|||
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips : useMipMap, enableMSAA: allocForMSAA, msaaSamples : m_ScaledRTCurrentMSAASamples) |
|||
}; |
|||
rt.Create(); |
|||
|
|||
var rth = new RTHandle(this); |
|||
rth.SetRenderTexture(rt, category); |
|||
rth.m_EnableMSAA = enableMSAA; |
|||
rth.m_EnableRandomWrite = enableRandomWrite; |
|||
rth.useScaling = true; |
|||
rth.m_Name = name; |
|||
m_AutoSizedRTs.Add(rth); |
|||
return rth; |
|||
} |
|||
|
|||
public string DumpRTInfo() |
|||
{ |
|||
string result = ""; |
|||
for (int i = 0; i < m_AutoSizedRTs.Count; ++i) |
|||
{ |
|||
RenderTexture rt = m_AutoSizedRTs[i].rt; |
|||
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height ); |
|||
} |
|||
|
|||
return result; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: ee2d997a8a7c5de408c0a4194b1a8b4d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine.Rendering; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering |
|||
{ |
|||
public static class RTHandles |
|||
{ |
|||
static RTHandleSystem s_DefaultInstance = new RTHandleSystem(); |
|||
|
|||
public static int maxWidth { get { return s_DefaultInstance.maxWidth; } } |
|||
public static int maxHeight { get { return s_DefaultInstance.maxHeight; } } |
|||
|
|||
public static RTHandleSystem.RTHandle Alloc( |
|||
int width, |
|||
int height, |
|||
int slices = 1, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0, |
|||
MSAASamples msaaSamples = MSAASamples.None, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
return s_DefaultInstance.Alloc( |
|||
width, |
|||
height, |
|||
slices, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
msaaSamples, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
} |
|||
|
|||
public static RTHandleSystem.RTHandle Alloc( |
|||
Vector2 scaleFactor, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0, |
|||
bool enableMSAA = false, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
return s_DefaultInstance.Alloc( |
|||
scaleFactor, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
enableMSAA, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
} |
|||
|
|||
public static RTHandleSystem.RTHandle Alloc( |
|||
ScaleFunc scaleFunc, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0, |
|||
bool enableMSAA = false, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
return s_DefaultInstance.Alloc( |
|||
scaleFunc, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
enableMSAA, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
} |
|||
|
|||
public static void Initialize( |
|||
int width, |
|||
int height, |
|||
bool scaledRTsupportsMSAA, |
|||
MSAASamples scaledRTMSAASamples |
|||
) |
|||
{ |
|||
s_DefaultInstance.Initialize( |
|||
width, |
|||
height, |
|||
scaledRTsupportsMSAA, |
|||
scaledRTMSAASamples |
|||
); |
|||
} |
|||
|
|||
public static void Release(RTHandleSystem.RTHandle rth) |
|||
{ |
|||
s_DefaultInstance.Release(rth); |
|||
} |
|||
|
|||
public static void ResetReferenceSize( |
|||
int width, |
|||
int height, |
|||
bool msaa, |
|||
MSAASamples msaaSamples |
|||
) |
|||
{ |
|||
s_DefaultInstance.ResetReferenceSize( |
|||
width, |
|||
height, |
|||
msaa, |
|||
msaaSamples |
|||
); |
|||
} |
|||
|
|||
public static void SetReferenceSize( |
|||
int width, |
|||
int height, |
|||
bool msaa, |
|||
MSAASamples msaaSamples |
|||
) |
|||
{ |
|||
s_DefaultInstance.SetReferenceSize( |
|||
width, |
|||
height, |
|||
msaa, |
|||
msaaSamples |
|||
); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4eb3ce06cfe568d41b5658c020b72c8e |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine.Rendering; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering |
|||
{ |
|||
public delegate Vector2Int ScaleFunc(Vector2Int size); |
|||
|
|||
public enum DepthBits |
|||
{ |
|||
None = 0, |
|||
Depth8 = 8, |
|||
Depth16 = 16, |
|||
Depth24 = 24 |
|||
} |
|||
|
|||
public enum MSAASamples |
|||
{ |
|||
None = 1, |
|||
MSAA2x = 2, |
|||
MSAA4x = 4, |
|||
MSAA8x = 8 |
|||
} |
|||
|
|||
public class RTHandle |
|||
{ |
|||
enum RTCategory |
|||
{ |
|||
Regular = 0, |
|||
MSAA = 1, |
|||
Count |
|||
} |
|||
|
|||
// Static management.
|
|||
public static int s_MaxWidth { get { return s_MaxWidths[(int)RTCategory.Regular]; } } |
|||
public static int s_MaxHeight { get { return s_MaxHeights[(int)RTCategory.Regular]; } } |
|||
|
|||
public static int s_MaxWidthMSAAA { get { return s_MaxWidths[(int)RTCategory.MSAA]; } } |
|||
public static int s_MaxHeightMSAA { get { return s_MaxHeights[(int)RTCategory.MSAA]; } } |
|||
|
|||
private static int GetMaxWidth(RTCategory category) { return s_MaxWidths[(int)category]; } |
|||
private static int GetMaxHeight(RTCategory category) { return s_MaxHeights[(int)category]; } |
|||
|
|||
|
|||
// Parameters for auto-scaled Render Textures
|
|||
static bool s_ScaledRTSupportsMSAA = false; |
|||
static MSAASamples s_ScaledRTCurrentMSAASamples = MSAASamples.None; |
|||
static List<RTHandle> s_AutoSizedRTs; |
|||
static RTCategory s_ScaledRTCurrentCategory = RTCategory.Regular; |
|||
|
|||
static int[] s_MaxWidths = new int[(int)RTCategory.Count]; |
|||
static int[] s_MaxHeights = new int[(int)RTCategory.Count]; |
|||
|
|||
public static int maxWidth { get { return GetMaxWidth(s_ScaledRTCurrentCategory); } } |
|||
public static int maxHeight { get { return GetMaxHeight(s_ScaledRTCurrentCategory); } } |
|||
|
|||
static RTHandle() |
|||
{ |
|||
s_AutoSizedRTs = new List<RTHandle>(); |
|||
for (int i = 0; i < (int)RTCategory.Count; ++i) |
|||
{ |
|||
s_MaxWidths[i] = 1; |
|||
s_MaxHeights[i] = 1; |
|||
} |
|||
} |
|||
|
|||
// Call this once to set the initial size and allow msaa targets or not.
|
|||
public static void Initialize(int width, int height, bool scaledRTsupportsMSAA, MSAASamples scaledRTMSAASamples) |
|||
{ |
|||
Debug.Assert(s_AutoSizedRTs.Count == 0, "RTHandle.Initialize should only be called once before allocating any Render Texture."); |
|||
|
|||
for (int i = 0; i < (int)RTCategory.Count; ++i) |
|||
{ |
|||
s_MaxWidths[i] = width; |
|||
s_MaxHeights[i] = height; |
|||
} |
|||
|
|||
s_ScaledRTSupportsMSAA = scaledRTsupportsMSAA; |
|||
s_ScaledRTCurrentMSAASamples = scaledRTMSAASamples; |
|||
} |
|||
|
|||
public static void Release(RTHandle rth) |
|||
{ |
|||
if(rth != null) |
|||
rth.Release(); |
|||
} |
|||
|
|||
public static void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples) |
|||
{ |
|||
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
|
|||
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
width = Mathf.Max(width, 1); |
|||
height = Mathf.Max(height, 1); |
|||
|
|||
bool msaaSamplesChanged = msaa && (msaaSamples != s_ScaledRTCurrentMSAASamples); |
|||
if (width > GetMaxWidth(category) || height > GetMaxHeight(category) || msaaSamplesChanged) |
|||
Resize(width, height, category, msaaSamples); |
|||
} |
|||
|
|||
public static void ResetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples) |
|||
{ |
|||
// Technically, the enum could be passed as argument directly but let's not pollute public API with unnecessary complexity for now.
|
|||
RTCategory category = msaa ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
width = Mathf.Max(width, 1); |
|||
height = Mathf.Max(height, 1); |
|||
|
|||
bool msaaSamplesChanged = msaa && (msaaSamples != s_ScaledRTCurrentMSAASamples); |
|||
if (width != GetMaxWidth(category) || height != GetMaxHeight(category) || msaaSamplesChanged) |
|||
Resize(width, height, category, msaaSamples); |
|||
} |
|||
|
|||
static void Resize(int width, int height, RTCategory category, MSAASamples msaaSamples) |
|||
{ |
|||
s_MaxWidths[(int)category] = width; |
|||
s_MaxHeights[(int)category] = height; |
|||
s_ScaledRTCurrentMSAASamples = msaaSamples; |
|||
|
|||
var maxSize = new Vector2Int(width, height); |
|||
s_ScaledRTCurrentCategory = category; |
|||
|
|||
foreach (var rth in s_AutoSizedRTs) |
|||
{ |
|||
var rt = rth.m_RTs[(int)category]; |
|||
|
|||
// This can happen if you create a RTH for MSAA. By default we only create the MSAA version of the target.
|
|||
// Missing version will be created when needed in the getter.
|
|||
if (rt != null) |
|||
{ |
|||
rt.Release(); |
|||
|
|||
Vector2Int scaledSize = rth.GetScaledSize(maxSize); |
|||
|
|||
rt.width = Mathf.Max(scaledSize.x, 1); |
|||
rt.height = Mathf.Max(scaledSize.y, 1); |
|||
|
|||
if (category == RTCategory.MSAA) |
|||
rt.antiAliasing = (int)s_ScaledRTCurrentMSAASamples; |
|||
|
|||
rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: s_ScaledRTCurrentMSAASamples); |
|||
rt.Create(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|||
// This method wraps around regular RenderTexture creation.
|
|||
// There is no specific logic applied to RenderTextures created this way.
|
|||
public static RTHandle Alloc( |
|||
int width, |
|||
int height, |
|||
int slices = 1, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
MSAASamples msaaSamples = MSAASamples.None, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
bool enableMSAA = msaaSamples != MSAASamples.None; |
|||
if (!enableMSAA && bindTextureMS == true) |
|||
{ |
|||
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); |
|||
bindTextureMS = false; |
|||
} |
|||
|
|||
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
|||
{ |
|||
hideFlags = HideFlags.HideAndDontSave, |
|||
volumeDepth = slices, |
|||
filterMode = filterMode, |
|||
wrapMode = wrapMode, |
|||
dimension = dimension, |
|||
enableRandomWrite = enableRandomWrite, |
|||
useMipMap = useMipMap, |
|||
autoGenerateMips = autoGenerateMips, |
|||
anisoLevel = anisoLevel, |
|||
mipMapBias = mipMapBias, |
|||
antiAliasing = (int)msaaSamples, |
|||
bindTextureMS = bindTextureMS, |
|||
useDynamicScale = useDynamicScale, |
|||
vrUsage = vrUsage, |
|||
memorylessMode = memoryless, |
|||
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips: useMipMap, enableMSAA: enableMSAA, msaaSamples: msaaSamples) |
|||
}; |
|||
rt.Create(); |
|||
|
|||
RTCategory category = enableMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
var newRT = new RTHandle(); |
|||
newRT.SetRenderTexture(rt, category); |
|||
newRT.useScaling = false; |
|||
newRT.m_EnableRandomWrite = enableRandomWrite; |
|||
newRT.m_EnableMSAA = enableMSAA; |
|||
newRT.m_Name = name; |
|||
return newRT; |
|||
} |
|||
|
|||
|
|||
// Next two methods are used to allocate RenderTexture that depend on the frame settings (resolution and msaa for now)
|
|||
// RenderTextures allocated this way are meant to be defined by a scale of camera resolution (full/half/quarter resolution for example).
|
|||
// The idea is that internally the system will scale up the size of all render texture so that it amortizes with time and not reallocate when a smaller size is required (which is what happens with TemporaryRTs).
|
|||
// Since MSAA cannot be changed on the fly for a given RenderTexture, a separate instance will be created if the user requires it. This instance will be the one used after the next call of SetReferenceSize if MSAA is required.
|
|||
public static RTHandle Alloc( |
|||
Vector2 scaleFactor, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
bool enableMSAA = false, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false; |
|||
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * GetMaxWidth(category)), 1); |
|||
int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * GetMaxHeight(category)), 1); |
|||
|
|||
var rth = AllocAutoSizedRenderTexture(width, |
|||
height, |
|||
1, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
enableMSAA, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
|
|||
rth.scaleFactor = scaleFactor; |
|||
return rth; |
|||
} |
|||
|
|||
//
|
|||
// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
|
|||
// the next POT). The function takes a Vec2 as parameter that holds max width & height
|
|||
// values for the current manager context and returns a Vec2 of the final size in pixels.
|
|||
//
|
|||
// var rth = Alloc(
|
|||
// size => new Vector2Int(size.x / 2, size.y),
|
|||
// [...]
|
|||
// );
|
|||
//
|
|||
public static RTHandle Alloc( |
|||
ScaleFunc scaleFunc, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
bool enableMSAA = false, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None, |
|||
string name = "" |
|||
) |
|||
{ |
|||
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false; |
|||
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
var scaleFactor = scaleFunc(new Vector2Int(GetMaxWidth(category), GetMaxHeight(category))); |
|||
int width = Mathf.Max(scaleFactor.x, 1); |
|||
int height = Mathf.Max(scaleFactor.y, 1); |
|||
|
|||
var rth = AllocAutoSizedRenderTexture(width, |
|||
height, |
|||
1, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
enableMSAA, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless, |
|||
name |
|||
); |
|||
|
|||
rth.scaleFunc = scaleFunc; |
|||
return rth; |
|||
} |
|||
|
|||
// Internal function
|
|||
static RTHandle AllocAutoSizedRenderTexture( |
|||
int width, |
|||
int height, |
|||
int slices, |
|||
DepthBits depthBufferBits, |
|||
RenderTextureFormat colorFormat, |
|||
FilterMode filterMode, |
|||
TextureWrapMode wrapMode, |
|||
TextureDimension dimension, |
|||
bool sRGB, |
|||
bool enableRandomWrite, |
|||
bool useMipMap, |
|||
bool autoGenerateMips, |
|||
int anisoLevel, |
|||
float mipMapBias, |
|||
bool enableMSAA, |
|||
bool bindTextureMS, |
|||
bool useDynamicScale, |
|||
VRTextureUsage vrUsage, |
|||
RenderTextureMemoryless memoryless, |
|||
string name |
|||
) |
|||
{ |
|||
// Here user made a mistake in setting up msaa/bindMS, hence the warning
|
|||
if (!enableMSAA && bindTextureMS == true) |
|||
{ |
|||
Debug.LogWarning("RTHandle allocated without MSAA but with bindMS set to true, forcing bindMS to false."); |
|||
bindTextureMS = false; |
|||
} |
|||
|
|||
bool allocForMSAA = s_ScaledRTSupportsMSAA ? enableMSAA : false; |
|||
// Here we purposefully disable MSAA so we just force the bindMS param to false.
|
|||
if (!allocForMSAA) |
|||
{ |
|||
bindTextureMS = false; |
|||
} |
|||
|
|||
// MSAA Does not support random read/write.
|
|||
bool UAV = enableRandomWrite; |
|||
if (allocForMSAA && (UAV == true)) |
|||
{ |
|||
Debug.LogWarning("RTHandle that is MSAA-enabled cannot allocate MSAA RT with 'enableRandomWrite = true'."); |
|||
UAV = false; |
|||
} |
|||
|
|||
int msaaSamples = allocForMSAA ? (int)s_ScaledRTCurrentMSAASamples : 1; |
|||
RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
|||
|
|||
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
|||
{ |
|||
hideFlags = HideFlags.HideAndDontSave, |
|||
volumeDepth = slices, |
|||
filterMode = filterMode, |
|||
wrapMode = wrapMode, |
|||
dimension = dimension, |
|||
enableRandomWrite = UAV, |
|||
useMipMap = useMipMap, |
|||
autoGenerateMips = autoGenerateMips, |
|||
anisoLevel = anisoLevel, |
|||
mipMapBias = mipMapBias, |
|||
antiAliasing = msaaSamples, |
|||
bindTextureMS = bindTextureMS, |
|||
useDynamicScale = useDynamicScale, |
|||
vrUsage = vrUsage, |
|||
memorylessMode = memoryless, |
|||
name = CoreUtils.GetRenderTargetAutoName(width, height, colorFormat, name, mips : useMipMap, enableMSAA: allocForMSAA, msaaSamples : s_ScaledRTCurrentMSAASamples) |
|||
}; |
|||
rt.Create(); |
|||
|
|||
RTHandle rth = new RTHandle(); |
|||
rth.SetRenderTexture(rt, category); |
|||
rth.m_EnableMSAA = enableMSAA; |
|||
rth.m_EnableRandomWrite = enableRandomWrite; |
|||
rth.useScaling = true; |
|||
rth.m_Name = name; |
|||
s_AutoSizedRTs.Add(rth); |
|||
return rth; |
|||
} |
|||
|
|||
public static implicit operator RenderTexture(RTHandle handle) |
|||
{ |
|||
return handle.rt; |
|||
} |
|||
|
|||
public static implicit operator RenderTargetIdentifier(RTHandle handle) |
|||
{ |
|||
return handle.nameID; |
|||
} |
|||
|
|||
public static string DumpRTInfo() |
|||
{ |
|||
string result = ""; |
|||
for (int i = 0; i < s_AutoSizedRTs.Count; ++i) |
|||
{ |
|||
RenderTexture rt = s_AutoSizedRTs[i].rt; |
|||
result = string.Format("{0}\nRT ({1})\t Format: {2} W: {3} H {4}\n", result, i, rt.format, rt.width, rt.height ); |
|||
} |
|||
|
|||
return result; |
|||
} |
|||
|
|||
// Instance data
|
|||
RenderTexture[] m_RTs = new RenderTexture[2]; |
|||
RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2]; |
|||
bool m_EnableMSAA = false; |
|||
bool m_EnableRandomWrite = false; |
|||
string m_Name; |
|||
|
|||
Vector2 scaleFactor = Vector2.one; |
|||
ScaleFunc scaleFunc; |
|||
|
|||
public bool useScaling { get; private set; } |
|||
|
|||
public RenderTexture rt |
|||
{ |
|||
get |
|||
{ |
|||
if(!useScaling) |
|||
{ |
|||
return m_EnableMSAA ? m_RTs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular]; |
|||
} |
|||
else |
|||
{ |
|||
RTCategory category = (m_EnableMSAA && s_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular; |
|||
CreateIfNeeded(category); |
|||
return m_RTs[(int)category]; |
|||
} |
|||
} |
|||
} |
|||
|
|||
public RenderTargetIdentifier nameID |
|||
{ |
|||
get |
|||
{ |
|||
if (!useScaling) |
|||
{ |
|||
return m_EnableMSAA ? m_NameIDs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular]; |
|||
} |
|||
else |
|||
{ |
|||
RTCategory category = (m_EnableMSAA && s_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular; |
|||
CreateIfNeeded(category); |
|||
return m_NameIDs[(int)category]; |
|||
} |
|||
} |
|||
} |
|||
|
|||
// Keep constructor private
|
|||
RTHandle() |
|||
{ |
|||
} |
|||
|
|||
void SetRenderTexture(RenderTexture rt, RTCategory category) |
|||
{ |
|||
m_RTs[(int)category] = rt; |
|||
m_NameIDs[(int)category] = new RenderTargetIdentifier(rt); |
|||
} |
|||
|
|||
void CreateIfNeeded(RTCategory category) |
|||
{ |
|||
// If a RT was first created for MSAA then the regular one might be null, in this case we create it.
|
|||
// That's why we never test the MSAA version: It should always be there if RT was declared correctly.
|
|||
if(category == RTCategory.Regular && m_RTs[(int)RTCategory.Regular] == null) |
|||
{ |
|||
RenderTexture refRT = m_RTs[(int)RTCategory.MSAA]; |
|||
Debug.Assert(refRT != null); |
|||
Vector2Int scaledSize = GetScaledSize(new Vector2Int(s_MaxWidth, s_MaxHeight)); |
|||
|
|||
RenderTexture newRT = new RenderTexture(scaledSize.x, scaledSize.y, refRT.depth, refRT.format, refRT.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
|||
{ |
|||
hideFlags = HideFlags.HideAndDontSave, |
|||
volumeDepth = refRT.volumeDepth, |
|||
filterMode = refRT.filterMode, |
|||
wrapMode = refRT.wrapMode, |
|||
dimension = refRT.dimension, |
|||
enableRandomWrite = m_EnableRandomWrite, // We cannot take the info from the msaa rt since we force it to 1
|
|||
useMipMap = refRT.useMipMap, |
|||
autoGenerateMips = refRT.autoGenerateMips, |
|||
anisoLevel = refRT.anisoLevel, |
|||
mipMapBias = refRT.mipMapBias, |
|||
antiAliasing = 1, // No MSAA for the regular version of the texture.
|
|||
bindTextureMS = false, // Somehow, this can be true even if antiAliasing == 1. Leads to Unity-internal binding errors.
|
|||
useDynamicScale = refRT.useDynamicScale, |
|||
vrUsage = refRT.vrUsage, |
|||
memorylessMode = refRT.memorylessMode, |
|||
name = CoreUtils.GetRenderTargetAutoName(refRT.width, refRT.height, refRT.format, m_Name, mips : refRT.useMipMap) |
|||
}; |
|||
newRT.Create(); |
|||
|
|||
m_RTs[(int)RTCategory.Regular] = newRT; |
|||
m_NameIDs[(int)RTCategory.Regular] = new RenderTargetIdentifier(newRT); |
|||
} |
|||
} |
|||
|
|||
public void Release() |
|||
{ |
|||
|
|||
s_AutoSizedRTs.Remove(this); |
|||
for (int i = 0; i < (int)RTCategory.Count; ++i) |
|||
{ |
|||
CoreUtils.Destroy(m_RTs[i]); |
|||
m_NameIDs[i] = BuiltinRenderTextureType.None; |
|||
m_RTs[i] = null; |
|||
} |
|||
} |
|||
|
|||
public Vector2Int GetScaledSize(Vector2Int refSize) |
|||
{ |
|||
if (scaleFunc != null) |
|||
{ |
|||
return scaleFunc(refSize); |
|||
} |
|||
else |
|||
{ |
|||
return new Vector2Int( |
|||
x: Mathf.RoundToInt(scaleFactor.x * refSize.x), |
|||
y: Mathf.RoundToInt(scaleFactor.y * refSize.y) |
|||
); |
|||
} |
|||
} |
|||
} |
|||
} |
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