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- using System;
- using System.Collections.Generic;
- using UnityEngine.Assertions;
- using UnityEngine.Rendering;
-
- namespace UnityEngine.Rendering
- {
- /// <summary>
- /// Implement a multiple buffering for RenderTextures.
- /// </summary>
- /// <example>
- /// <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>
- /// </example>
- public class BufferedRTHandleSystem : IDisposable
- {
- Dictionary<int, RTHandle[]> m_RTHandles = new Dictionary<int, RTHandle[]>();
-
- RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
- bool m_DisposedValue = false;
-
- /// <summary>
- /// Maximum allocated width of the Buffered RTHandle System
- /// </summary>
- public int maxWidth { get { return m_RTHandleSystem.GetMaxWidth(); } }
- /// <summary>
- /// Maximum allocated height of the Buffered RTHandle System
- /// </summary>
- public int maxHeight { get { return m_RTHandleSystem.GetMaxHeight(); } }
- /// <summary>
- /// Current properties of the Buffered RTHandle System
- /// </summary>
- public RTHandleProperties rtHandleProperties { get { return m_RTHandleSystem.rtHandleProperties; } }
-
- /// <summary>
- /// Return the frame RT or null.
- /// </summary>
- /// <param name="bufferId">Defines the buffer to use.</param>
- /// <param name="frameIndex">Defines which frame to access within the buffer.</param>
- /// <returns>The frame RT or null when the <paramref name="bufferId"/> was not previously allocated (<see cref="BufferedRTHandleSystem.AllocBuffer(int, Func{RTHandleSystem, int, RTHandle}, int)" />).</returns>
- public 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>
- /// Clears all the previously created history buffers
- /// </summary>
- /// <param name="cmd">Defines the command buffer used for clearing.</param>
-
- public void ClearBuffers(CommandBuffer cmd)
- {
- foreach (var rtHandle in m_RTHandles)
- {
- for (int i = 0; i < rtHandle.Value.Length; ++i)
- {
- CoreUtils.SetRenderTarget(cmd, rtHandle.Value[i], clearFlag: ClearFlag.Color, clearColor: Color.black);
- }
- }
- }
-
- /// <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, RTHandle> allocator,
- int bufferCount
- )
- {
- // This function should only be used when there is a non-zero number of buffers to allocate.
- // If the caller provides a value of zero, they're likely doing something unintentional in the calling code.
- Debug.Assert(bufferCount > 0);
-
- var buffer = new 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>
- /// Allocate RT handles for a buffer using a RenderTextureDescriptor.
- /// </summary>
- /// <param name="bufferId">The buffer to allocate.</param>
- /// <param name="bufferCount">The number of RT handles for this buffer.</param>
- /// <param name="descriptor">RenderTexture descriptor of the RTHandles.</param>
- /// <param name="filterMode">Filtering mode of the RTHandles.</param>
- /// <param name="wrapMode">Addressing mode of the RTHandles.</param>
- /// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
- /// <param name="anisoLevel">Anisotropic filtering level.</param>
- /// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
- /// <param name="name">Name of the RTHandle.</param>
- // NOTE: API is similar to RTHandles.Alloc.
- public void AllocBuffer(int bufferId, int bufferCount,
- ref RenderTextureDescriptor descriptor,
- FilterMode filterMode = FilterMode.Point,
- TextureWrapMode wrapMode = TextureWrapMode.Repeat,
- bool isShadowMap = false,
- int anisoLevel = 1,
- float mipMapBias = 0,
- string name = "")
- {
- // This function should only be used when there is a non-zero number of buffers to allocate.
- // If the caller provides a value of zero, they're likely doing something unintentional in the calling code.
- Debug.Assert(bufferCount > 0);
-
- var buffer = new RTHandle[bufferCount];
- m_RTHandles.Add(bufferId, buffer);
-
- RTHandle Alloc(ref RenderTextureDescriptor d, FilterMode fMode, TextureWrapMode wMode, bool isShadow, int aniso, float mipBias, string n)
- {
- return m_RTHandleSystem.Alloc(
- d.width,
- d.height,
- d.volumeDepth,
- (DepthBits)d.depthBufferBits,
- d.graphicsFormat,
- fMode,
- wMode,
- d.dimension,
- d.enableRandomWrite,
- d.useMipMap,
- d.autoGenerateMips,
- isShadow,
- aniso,
- mipBias,
- (MSAASamples)d.msaaSamples,
- d.bindMS,
- d.useDynamicScale,
- d.useDynamicScaleExplicit,
- d.memoryless,
- d.vrUsage,
- n);
- }
-
- // First is autoresized
- buffer[0] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
-
- // Other are resized on demand
- for (int i = 1, c = buffer.Length; i < c; ++i)
- {
- buffer[i] = Alloc(ref descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
- m_RTHandleSystem.SwitchResizeMode(buffer[i], RTHandleSystem.ResizeMode.OnDemand);
- }
- }
-
- /// <summary>
- /// Release a buffer
- /// </summary>
- /// <param name="bufferId">Id of the buffer that needs to be released.</param>
- public void ReleaseBuffer(int bufferId)
- {
- if (m_RTHandles.TryGetValue(bufferId, out var buffers))
- {
- foreach (var rt in buffers)
- m_RTHandleSystem.Release(rt);
- }
-
- m_RTHandles.Remove(bufferId);
- }
-
- /// <summary>
- /// Swap buffers Set the reference size for this RT Handle System (<see cref="RTHandleSystem.SetReferenceSize(int, int, bool)"/>)
- /// </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>
- public void SwapAndSetReferenceSize(int width, int height)
- {
- Swap();
- m_RTHandleSystem.SetReferenceSize(width, height);
- }
-
- /// <summary>
- /// Reset the reference size of the system and reallocate all textures.
- /// </summary>
- /// <param name="width">New width.</param>
- /// <param name="height">New height.</param>
- public void ResetReferenceSize(int width, int height)
- {
- m_RTHandleSystem.ResetReferenceSize(width, height);
- }
-
- /// <summary>
- /// Queries the number of RT handle buffers allocated for a buffer ID.
- /// </summary>
- /// <param name="bufferId">The buffer ID to query.</param>
- /// <returns>The num of frames allocated</returns>
- public int GetNumFramesAllocated(int bufferId)
- {
- if (!m_RTHandles.ContainsKey(bufferId))
- return 0;
-
- return m_RTHandles[bufferId].Length;
- }
-
- /// <summary>
- /// Returns the ratio against the current target's max resolution
- /// </summary>
- /// <param name="width">width to utilize</param>
- /// <param name="height">height to utilize</param>
- /// <returns> retruns the width,height / maxTargetSize.xy ratio. </returns>
- public Vector2 CalculateRatioAgainstMaxSize(int width, int height)
- {
- return m_RTHandleSystem.CalculateRatioAgainstMaxSize(new Vector2Int(width, height));
- }
-
- void Swap()
- {
- foreach (var item in m_RTHandles)
- {
- // Do not index out of bounds...
- if (item.Value.Length > 1)
- {
- 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);
- }
- else
- {
- m_RTHandleSystem.SwitchResizeMode(item.Value[0], RTHandleSystem.ResizeMode.Auto);
- }
- }
- }
-
- void Dispose(bool disposing)
- {
- if (!m_DisposedValue)
- {
- if (disposing)
- {
- ReleaseAll();
- m_RTHandleSystem.Dispose();
- m_RTHandleSystem = null;
- }
-
- m_DisposedValue = true;
- }
- }
-
- /// <summary>
- /// Dispose implementation
- /// </summary>
- 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();
- }
- }
- }
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