forked from BilalY/Rasagar
123 lines
3.6 KiB
C#
123 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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internal sealed class RenderTargetBufferSystem
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{
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struct SwapBuffer
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{
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public RTHandle rtMSAA;
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public RTHandle rtResolve;
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public string name;
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public int msaa;
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}
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SwapBuffer m_A, m_B;
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static bool m_AisBackBuffer = true;
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static RenderTextureDescriptor m_Desc;
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FilterMode m_FilterMode;
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bool m_AllowMSAA = true;
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ref SwapBuffer backBuffer { get { return ref m_AisBackBuffer ? ref m_A : ref m_B; } }
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ref SwapBuffer frontBuffer { get { return ref m_AisBackBuffer ? ref m_B : ref m_A; } }
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public RenderTargetBufferSystem(string name)
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{
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m_A.name = name + "A";
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m_B.name = name + "B";
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}
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public void Dispose()
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{
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m_A.rtMSAA?.Release();
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m_B.rtMSAA?.Release();
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m_A.rtResolve?.Release();
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m_B.rtResolve?.Release();
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}
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public RTHandle PeekBackBuffer()
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{
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return (m_AllowMSAA && backBuffer.msaa > 1) ? backBuffer.rtMSAA : backBuffer.rtResolve;
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}
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public RTHandle GetBackBuffer(CommandBuffer cmd)
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{
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ReAllocate(cmd);
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return PeekBackBuffer();
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}
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public RTHandle GetFrontBuffer(CommandBuffer cmd)
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{
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if (!m_AllowMSAA && frontBuffer.msaa > 1)
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frontBuffer.msaa = 1;
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ReAllocate(cmd);
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return (m_AllowMSAA && frontBuffer.msaa > 1) ? frontBuffer.rtMSAA : frontBuffer.rtResolve;
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}
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public void Swap()
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{
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m_AisBackBuffer = !m_AisBackBuffer;
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}
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void ReAllocate(CommandBuffer cmd)
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{
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var desc = m_Desc;
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desc.msaaSamples = m_A.msaa;
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if (desc.msaaSamples > 1)
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_A.rtMSAA, desc, m_FilterMode, TextureWrapMode.Clamp, name: m_A.name);
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desc.msaaSamples = m_B.msaa;
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if (desc.msaaSamples > 1)
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_B.rtMSAA, desc, m_FilterMode, TextureWrapMode.Clamp, name: m_B.name);
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_A.rtResolve, desc, m_FilterMode, TextureWrapMode.Clamp, name: m_A.name);
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_B.rtResolve, desc, m_FilterMode, TextureWrapMode.Clamp, name: m_B.name);
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cmd.SetGlobalTexture(m_A.name, m_A.rtResolve);
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cmd.SetGlobalTexture(m_B.name, m_B.rtResolve);
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}
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public void Clear()
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{
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m_AisBackBuffer = true;
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m_AllowMSAA = m_A.msaa > 1 || m_B.msaa > 1;
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}
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public void SetCameraSettings(RenderTextureDescriptor desc, FilterMode filterMode)
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{
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desc.depthBufferBits = 0;
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m_Desc = desc;
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m_FilterMode = filterMode;
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m_A.msaa = m_Desc.msaaSamples;
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m_B.msaa = m_Desc.msaaSamples;
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if (m_Desc.msaaSamples > 1)
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EnableMSAA(true);
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}
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public RTHandle GetBufferA()
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{
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return (m_AllowMSAA && m_A.msaa > 1) ? m_A.rtMSAA : m_A.rtResolve;
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}
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public void EnableMSAA(bool enable)
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{
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m_AllowMSAA = enable;
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if (enable)
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{
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m_A.msaa = m_Desc.msaaSamples;
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m_B.msaa = m_Desc.msaaSamples;
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}
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}
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}
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}
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