using System; using System.Collections.Generic; using UnityEngine.Assertions; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering { /// /// Implement a multiple buffering for RenderTextures. /// /// /// /// 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 /// } /// /// public class BufferedRTHandleSystem : IDisposable { Dictionary m_RTHandles = new Dictionary(); RTHandleSystem m_RTHandleSystem = new RTHandleSystem(); bool m_DisposedValue = false; /// /// Return the frame RT or null. /// /// Defines the buffer to use. /// /// The frame RT or null when the was not previously allocated (). public RTHandleSystem.RTHandle GetFrameRT(int bufferId, int frameIndex) { if (!m_RTHandles.ContainsKey(bufferId)) return null; Assert.IsTrue(frameIndex >= 0 && frameIndex < m_RTHandles[bufferId].Length); return m_RTHandles[bufferId][frameIndex]; } /// /// Allocate RT handles for a buffer. /// /// The buffer to allocate. /// The functor to use for allocation. /// The number of RT handles for this buffer. public void AllocBuffer( int bufferId, Func allocator, int bufferCount ) { var buffer = new RTHandleSystem.RTHandle[bufferCount]; m_RTHandles.Add(bufferId, buffer); // First is autoresized buffer[0] = allocator(m_RTHandleSystem, 0); // Other are resized on demand for (int i = 1, c = buffer.Length; i < c; ++i) { buffer[i] = allocator(m_RTHandleSystem, i); m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand); } } /// /// Set the reference size for this RT Handle System () /// /// The width of the RTs of this buffer. /// The height of the RTs of this buffer. /// Whether this buffer use MSAA. /// Number of MSAA samples for this buffer. public void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples) { m_RTHandleSystem.SetReferenceSize(width, height, msaa, msaaSamples); } /// /// Swap the buffers. /// /// Take care that if the new current frame needs resizing, it will occurs during the this call. /// public void Swap() { foreach (var item in m_RTHandles) { var nextFirst = item.Value[item.Value.Length - 1]; for (int i = 0, c = item.Value.Length - 1; i < c; ++i) item.Value[i + 1] = item.Value[i]; item.Value[0] = nextFirst; // First is autoresize, other are on demand m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto); m_RTHandleSystem.SwitchResizeMode(item.Value[1], RTHandleSystem.ResizeMode.OnDemand); } } void Dispose(bool disposing) { if (!m_DisposedValue) { if (disposing) { m_RTHandleSystem.Dispose(); m_RTHandleSystem = null; } m_DisposedValue = true; } } public void Dispose() { Dispose(true); } /// /// Deallocate and clear all buffers. /// public void ReleaseAll() { foreach (var item in m_RTHandles) { for (int i = 0, c = item.Value.Length; i < c; ++i) { m_RTHandleSystem.Release(item.Value[i]); } } m_RTHandles.Clear(); } } }