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using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
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[]>();
RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
bool m_DisposedValue = false;
/// <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(bufferId))
return null;
Assert.IsTrue(frameIndex >= 0 && frameIndex < m_RTHandles[bufferId].Length);
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>
public void AllocBuffer(
int bufferId,
Func<RTHandleSystem, int, RTHandleSystem.RTHandle> 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);
}
}
/// <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>
public void SetReferenceSize(int width, int height, bool msaa, MSAASamples msaaSamples)
{
m_RTHandleSystem.SetReferenceSize(width, height, msaa, msaaSamples);
}
/// <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)
{
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);
}
/// <summary>
/// Deallocate and clear all buffers.
/// </summary>
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();
}
}
}