using System;
using System.Collections.Generic;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
namespace UnityEngine.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
{
struct RTEntry
{
public RTHandle handle;
public int stableIndex;
}
Dictionary m_RTEntries = new Dictionary();
RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
bool m_DisposedValue = false;
///
/// Maximum allocated width of the Buffered RTHandle System
///
public int maxWidth { get { return m_RTHandleSystem.GetMaxWidth(); } }
///
/// Maximum allocated height of the Buffered RTHandle System
///
public int maxHeight { get { return m_RTHandleSystem.GetMaxHeight(); } }
///
/// Current properties of the Buffered RTHandle System
///
public RTHandleProperties rtHandleProperties { get { return m_RTHandleSystem.rtHandleProperties; } }
bool TryGetFrameRenderTarget(int bufferId, int frameIndex, out RTEntry rt)
{
if (!m_RTEntries.ContainsKey(bufferId))
{
rt.handle = null;
rt.stableIndex = -1;
return false;
}
Assert.IsTrue(frameIndex >= 0 && frameIndex < m_RTEntries[bufferId].Length);
rt = m_RTEntries[bufferId][frameIndex];
return true;
}
///
/// Return the frame RT or null.
///
/// Defines the buffer to use.
/// Defines which frame to access within the buffer.
/// The frame RT or null when the was not previously allocated ().
public RTHandle GetFrameRT(int bufferId, int frameIndex)
{
if (TryGetFrameRenderTarget(bufferId, frameIndex, out var rt))
return rt.handle;
return null;
}
///
/// Return the frame RT's stable index or -1.
/// A stable index can be used to index into an array of user data assigned to each RT.
///
/// Defines the buffer to use.
/// Defines which frame to access within the buffer.
/// The frame RT stable index or -1 when the was not previously allocated ().
public int GetFrameRTStableIndex(int bufferId, int frameIndex)
{
if (TryGetFrameRenderTarget(bufferId, frameIndex, out var rt))
return rt.stableIndex;
return -1;
}
///
/// Clears all the previously created history buffers
///
/// Defines the command buffer used for clearing.
public void ClearBuffers(CommandBuffer cmd)
{
foreach (var rtEntry in m_RTEntries)
{
for (int i = 0; i < rtEntry.Value.Length; ++i)
{
CoreUtils.SetRenderTarget(cmd, rtEntry.Value[i].handle, clearFlag: ClearFlag.Color, clearColor: Color.black);
}
}
}
///
/// 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
)
{
// 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 RTEntry[bufferCount];
m_RTEntries.Add(bufferId, buffer);
// First is autoresized
buffer[0].handle = allocator(m_RTHandleSystem, 0);
buffer[0].stableIndex = 0;
// Other are resized on demand
for (int i = 1, c = buffer.Length; i < c; ++i)
{
buffer[i].handle = allocator(m_RTHandleSystem, i);
buffer[i].stableIndex = i;
m_RTHandleSystem.SwitchResizeMode(buffer[i].handle, RTHandleSystem.ResizeMode.OnDemand);
}
}
///
/// Allocate RT handles for a buffer using a RenderTextureDescriptor.
///
/// The buffer to allocate.
/// The number of RT handles for this buffer.
/// RenderTexture descriptor of the RTHandles.
/// Filtering mode of the RTHandles.
/// Addressing mode of the RTHandles.
/// Set to true if the depth buffer should be used as a shadow map.
/// Anisotropic filtering level.
/// Bias applied to mipmaps during filtering.
/// Name of the RTHandle.
// 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 RTEntry[bufferCount];
m_RTEntries.Add(bufferId, buffer);
RTHandleAllocInfo allocInfo = RTHandles.GetRTHandleAllocInfo(descriptor, filterMode,
wrapMode, anisoLevel, mipMapBias, name);
allocInfo.isShadowMap = isShadowMap;
// First is autoresized
buffer[0].handle = m_RTHandleSystem.Alloc(descriptor.width, descriptor.height, allocInfo);
buffer[0].stableIndex = 0;
// Other are resized on demand
for (int i = 1, c = buffer.Length; i < c; ++i)
{
buffer[i].handle = m_RTHandleSystem.Alloc(descriptor.width, descriptor.height, allocInfo);
buffer[i].stableIndex = i;
}
}
///
/// Release a buffer
///
/// Id of the buffer that needs to be released.
public void ReleaseBuffer(int bufferId)
{
if (m_RTEntries.TryGetValue(bufferId, out var buffers))
{
foreach (var rt in buffers)
m_RTHandleSystem.Release(rt.handle);
}
m_RTEntries.Remove(bufferId);
}
///
/// Swap buffers 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.
public void SwapAndSetReferenceSize(int width, int height)
{
Swap();
m_RTHandleSystem.SetReferenceSize(width, height);
}
///
/// Reset the reference size of the system and reallocate all textures.
///
/// New width.
/// New height.
public void ResetReferenceSize(int width, int height)
{
m_RTHandleSystem.ResetReferenceSize(width, height);
}
///
/// Queries the number of RT handle buffers allocated for a buffer ID.
///
/// The buffer ID to query.
/// The num of frames allocated
public int GetNumFramesAllocated(int bufferId)
{
if (!m_RTEntries.ContainsKey(bufferId))
return 0;
return m_RTEntries[bufferId].Length;
}
///
/// Returns the ratio against the current target's max resolution
///
/// width to utilize
/// height to utilize
/// retruns the width,height / maxTargetSize.xy ratio.
public Vector2 CalculateRatioAgainstMaxSize(int width, int height)
{
return m_RTHandleSystem.CalculateRatioAgainstMaxSize(new Vector2Int(width, height));
}
void Swap()
{
foreach (var rtEntry in m_RTEntries)
{
// Do not index out of bounds...
if (rtEntry.Value.Length > 1)
{
var nextFirst = rtEntry.Value[rtEntry.Value.Length - 1];
for (int i = rtEntry.Value.Length - 1; i > 0; --i)
rtEntry.Value[i] = rtEntry.Value[i - 1];
rtEntry.Value[0] = nextFirst;
// First is autoresize, other are on demand
m_RTHandleSystem.SwitchResizeMode(rtEntry.Value[0].handle, RTHandleSystem.ResizeMode.Auto);
m_RTHandleSystem.SwitchResizeMode(rtEntry.Value[1].handle, RTHandleSystem.ResizeMode.OnDemand);
}
else
{
m_RTHandleSystem.SwitchResizeMode(rtEntry.Value[0].handle, RTHandleSystem.ResizeMode.Auto);
}
}
}
void Dispose(bool disposing)
{
if (!m_DisposedValue)
{
if (disposing)
{
ReleaseAll();
m_RTHandleSystem.Dispose();
m_RTHandleSystem = null;
}
m_DisposedValue = true;
}
}
///
/// Dispose implementation
///
public void Dispose()
{
Dispose(true);
}
///
/// Deallocate and clear all buffers.
///
public void ReleaseAll()
{
foreach (var rtEntry in m_RTEntries)
{
for (int i = 0, c = rtEntry.Value.Length; i < c; ++i)
{
m_RTHandleSystem.Release(rtEntry.Value[i].handle);
}
}
m_RTEntries.Clear();
}
}
}