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5.9 KiB

using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public partial class RTHandleSystem
{
public class RTHandle
{
internal RTHandleSystem m_Owner;
internal RenderTexture[] m_RTs = new RenderTexture[2];
internal RenderTargetIdentifier[] m_NameIDs = new RenderTargetIdentifier[2];
internal bool m_EnableMSAA = false;
internal bool m_EnableRandomWrite = false;
internal string m_Name;
internal Vector2 scaleFactor = Vector2.one;
internal ScaleFunc scaleFunc;
public bool useScaling { get; internal set; }
public Vector2Int referenceSize {get; internal set; }
public RenderTexture rt
{
get
{
if (!useScaling)
{
return m_EnableMSAA ? m_RTs[(int)RTCategory.MSAA] : m_RTs[(int)RTCategory.Regular];
}
else
{
var category = (m_EnableMSAA && m_Owner.m_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
{
var category = (m_EnableMSAA && m_Owner.m_ScaledRTCurrentCategory == RTCategory.MSAA) ? RTCategory.MSAA : RTCategory.Regular;
CreateIfNeeded(category);
return m_NameIDs[(int)category];
}
}
}
// Keep constructor private
internal RTHandle(RTHandleSystem owner)
{
m_Owner = owner;
}
public static implicit operator RenderTexture(RTHandle handle)
{
return handle.rt;
}
public static implicit operator RenderTargetIdentifier(RTHandle handle)
{
return handle.nameID;
}
internal 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)
{
var refRT = m_RTs[(int)RTCategory.MSAA];
Debug.Assert(refRT != null);
referenceSize = new Vector2Int(m_Owner.maxWidthRegular, m_Owner.maxHeightRegular);
var scaledSize = GetScaledSize(referenceSize);
var 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.volumeDepth, 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()
{
m_Owner.m_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)
);
}
}
}
}
}