forked from BilalY/Rasagar
103 lines
3.4 KiB
C#
103 lines
3.4 KiB
C#
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Base class for URP texture data.
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/// </summary>
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public abstract class UniversalResourceDataBase : ContextItem
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{
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/// <summary>
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/// Options for the active color & depth target texture.
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/// </summary>
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internal enum ActiveID
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{
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/// <summary>The camera buffer.</summary>
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Camera,
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/// <summary>The backbuffer.</summary>
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BackBuffer
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}
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internal bool isAccessible { get; set; }
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internal void InitFrame()
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{
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isAccessible = true;
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}
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internal void EndFrame()
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{
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isAccessible = false;
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}
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/// <summary>
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/// Updates the texture handle if the texture is accessible.
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/// </summary>
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/// <param name="handle">Handle to update.</param>
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/// <param name="newHandle">Handle of the new data.</param>
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protected void CheckAndSetTextureHandle(ref TextureHandle handle, TextureHandle newHandle)
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{
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if (!CheckAndWarnAboutAccessibility())
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return;
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handle = newHandle;
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}
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/// <summary>
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/// Fetches the texture handle if the texture is accessible.
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/// </summary>
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/// <param name="handle">Handle to the texture you want to retrieve</param>
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/// <returns>Returns the handle if the texture is accessible and a null handle otherwise.</returns>
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protected TextureHandle CheckAndGetTextureHandle(ref TextureHandle handle)
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{
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if (!CheckAndWarnAboutAccessibility())
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return TextureHandle.nullHandle;
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return handle;
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}
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/// <summary>
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/// Updates the texture handles if the texture is accessible. The current and new handles needs to be of the same size.
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/// </summary>
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/// <param name="handle">Handles to update.</param>
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/// <param name="newHandle">Handles of the new data.</param>
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protected void CheckAndSetTextureHandle(ref TextureHandle[] handle, TextureHandle[] newHandle)
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{
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if (!CheckAndWarnAboutAccessibility())
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return;
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if (handle == null || handle.Length != newHandle.Length)
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handle = new TextureHandle[newHandle.Length];
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for (int i = 0; i < newHandle.Length; i++)
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handle[i] = newHandle[i];
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}
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/// <summary>
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/// Fetches the texture handles if the texture is accessible.
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/// </summary>
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/// <param name="handle">Handles to the texture you want to retrieve</param>
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/// <returns>Returns the handles if the texture is accessible and a null handle otherwise.</returns>
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protected TextureHandle[] CheckAndGetTextureHandle(ref TextureHandle[] handle)
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{
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if (!CheckAndWarnAboutAccessibility())
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return new []{TextureHandle.nullHandle};
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return handle;
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}
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/// <summary>
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/// Check if the texture is accessible.
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/// </summary>
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/// <returns>Returns true if the texture is accessible and false otherwise.</returns>
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protected bool CheckAndWarnAboutAccessibility()
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{
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if (!isAccessible)
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Debug.LogError("Trying to access Universal Resources outside of the current frame setup.");
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return isAccessible;
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}
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}
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}
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