forked from BilalY/Rasagar
55 lines
2.0 KiB
C#
55 lines
2.0 KiB
C#
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namespace UnityEngine.Rendering.Universal
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{
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internal sealed class StpHistory : CameraHistoryItem
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{
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/// <summary>
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/// STP uses a custom history texture management system in order to simplify code sharing with other SRPs
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/// In URP's case, we potentially need two of these in order to support multi-pass XR rendering
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/// </summary>
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STP.HistoryContext[] m_historyContexts = new STP.HistoryContext[2];
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public override void OnCreate(BufferedRTHandleSystem owner, uint typeId)
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{
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base.OnCreate(owner, typeId);
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for (int eyeIndex = 0; eyeIndex < 2; ++eyeIndex)
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{
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m_historyContexts[eyeIndex] = new STP.HistoryContext();
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}
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}
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public override void Reset()
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{
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for (int eyeIndex = 0; eyeIndex < 2; ++eyeIndex)
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{
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// Clear internal data within the contexts whenever we're reset
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m_historyContexts[eyeIndex].Dispose();
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}
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}
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internal STP.HistoryContext GetHistoryContext(int eyeIndex)
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{
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// STP only supports XR multi-pass with two views
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Debug.Assert(eyeIndex < 2);
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return m_historyContexts[eyeIndex];
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}
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// Return true if the internal history data is invalid after the update operation
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internal bool Update(UniversalCameraData cameraData)
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{
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STP.HistoryUpdateInfo info;
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info.preUpscaleSize = new Vector2Int(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height);
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info.postUpscaleSize = new Vector2Int(cameraData.pixelWidth, cameraData.pixelHeight);
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info.useHwDrs = false;
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info.useTexArray = cameraData.xr.enabled && cameraData.xr.singlePassEnabled;
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int eyeIndex = (cameraData.xr.enabled && !cameraData.xr.singlePassEnabled) ? cameraData.xr.multipassId : 0;
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bool hasValidHistory = GetHistoryContext(eyeIndex).Update(ref info);
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return !hasValidHistory;
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}
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}
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}
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