forked from BilalY/Rasagar
227 lines
9.8 KiB
C#
227 lines
9.8 KiB
C#
using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This renderer feature will replicate a "don't clear" behaviour by injecting two passes into the pipeline:
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// One pass that copies color at the end of a frame
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// Another pass that draws the content of the copied texture at the beginning of a new frame
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// In this version of the sample we provide implementations for both RenderGraph and non-RenderGraph pipelines.
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// This way you can easily see what changed and how to manage code bases with backwards compatibility
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public class KeepFrameFeature : ScriptableRendererFeature
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{
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// This pass is responsible for copying color to a specified destination
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class CopyFramePass : ScriptableRenderPass
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{
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class PassData
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{
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public TextureHandle source;
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}
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RTHandle m_Destination;
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public void Setup(RTHandle destination)
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{
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m_Destination = destination;
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}
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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
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// Unity calls the Execute method in the Compatibility mode
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (renderingData.cameraData.camera.cameraType != CameraType.Game)
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return;
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var source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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CommandBuffer cmd = CommandBufferPool.Get("CopyFramePass");
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Blit(cmd, source, m_Destination);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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#pragma warning restore 618, 672
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// RecordRenderGraph is called for the RenderGraph path.
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// Because RenderGraph has to calculate internally how resources are used we must be aware of 2
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// distinct timelines inside this method: one for recording resource usage and one for recording draw commands.
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// It is important to scope resources correctly as global state may change between the execution times of each.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Copy Frame Pass", out var passData))
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{
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TextureHandle source = resourceData.activeColorTexture;
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// When using the RenderGraph API the lifetime and ownership of resources is managed by the render graph system itself.
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// This allows for optimal resource usage and other optimizations to be done automatically for the user.
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// In the cases where resources must persist across frames, between different cameras or when users want
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// to manage their lifetimes themselves, the resources must be imported when recording the render pass.
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TextureHandle destination = renderGraph.ImportTexture(m_Destination);
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if (!source.IsValid() || !destination.IsValid())
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return;
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passData.source = source;
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builder.UseTexture(source, AccessFlags.Read);
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builder.SetRenderAttachment(destination, 0, AccessFlags.Write);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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Blitter.BlitTexture(context.cmd, data.source, new Vector4(1, 1, 0, 0), 0, true);
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});
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}
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}
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}
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// This pass is responsible for drawing the old color to a full screen quad
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class DrawOldFramePass : ScriptableRenderPass
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{
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class PassData
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{
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public TextureHandle source;
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public Material material;
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public string name;
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}
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Material m_DrawOldFrameMaterial;
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RTHandle m_Handle;
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string m_TextureName;
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public void Setup(Material drawOldFrameMaterial, RTHandle handle, string textureName)
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{
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m_DrawOldFrameMaterial = drawOldFrameMaterial;
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m_TextureName = textureName;
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m_Handle = handle;
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}
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// This is an example of how to share code between RenderGraph and older non-RenderGraph setups.
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// The common draw commands are extracted in a private static method that gets called from both
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// Execute and render graph builder's SetRenderFunc.
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static void ExecutePass(RasterCommandBuffer cmd, RTHandle source, Material material)
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{
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if (material == null)
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return;
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Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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Blitter.BlitTexture(cmd, source, viewportScale, material, 0);
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}
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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
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// Unity calls the Execute method in the Compatibility mode
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(nameof(DrawOldFramePass));
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cmd.SetGlobalTexture(m_TextureName, m_Handle);
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var source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), source, m_DrawOldFrameMaterial);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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#pragma warning restore 618, 672
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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TextureHandle oldFrameTextureHandle = renderGraph.ImportTexture(m_Handle);
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Draw Old Frame Pass", out var passData))
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{
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TextureHandle destination = resourceData.activeColorTexture;
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if (!oldFrameTextureHandle.IsValid() || !destination.IsValid())
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return;
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passData.material = m_DrawOldFrameMaterial;
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passData.source = oldFrameTextureHandle;
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passData.name = m_TextureName;
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builder.UseTexture(oldFrameTextureHandle, AccessFlags.Read);
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builder.SetRenderAttachment(destination, 0, AccessFlags.Write);
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// Normally global state modifications are not allowed when using RenderGraph and will result in errors.
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// In the exceptional cases where this is intentional we must let the RenderGraph API know by calling
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// AllowGlobalStateModification(true). Use this only where necessary as it will introduce a sync point
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// in the frame which may have a negative impact on performance.
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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context.cmd.SetGlobalTexture(data.name, data.source);
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ExecutePass(context.cmd, data.source, data.material);
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});
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}
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}
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}
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[Serializable]
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public class Settings
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{
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[Tooltip("The material that is used when the old frame is redrawn at the start of the new frame (before opaques).")]
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public Material displayMaterial;
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[Tooltip("The name of the texture used for referencing the copied frame. (Defaults to _FrameCopyTex if empty)")]
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public string textureName;
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}
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CopyFramePass m_CopyFrame;
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DrawOldFramePass m_DrawOldFrame;
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RTHandle m_OldFrameHandle;
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public Settings settings = new Settings();
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// In this function the passes are created and their point of injection is set
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public override void Create()
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{
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m_CopyFrame = new CopyFramePass();
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m_CopyFrame.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; // Frame color is copied late in the frame
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m_DrawOldFrame = new DrawOldFramePass();
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m_DrawOldFrame.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; // Old frame is drawn early in the frame
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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var descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.msaaSamples = 1;
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descriptor.depthBufferBits = 0;
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descriptor.graphicsFormat = GraphicsFormat.R8G8B8A8_SRGB;
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var textureName = String.IsNullOrEmpty(settings.textureName) ? "_FrameCopyTex" : settings.textureName;
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_OldFrameHandle, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: textureName);
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m_CopyFrame.Setup(m_OldFrameHandle);
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m_DrawOldFrame.Setup(settings.displayMaterial, m_OldFrameHandle, textureName);
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renderer.EnqueuePass(m_CopyFrame);
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renderer.EnqueuePass(m_DrawOldFrame);
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}
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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// This path is not taken when using render graph.
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// The code to reallocate m_OldFrameHandle has been moved to AddRenderPasses in order to avoid duplication.
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}
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protected override void Dispose(bool disposing)
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{
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m_OldFrameHandle?.Release();
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}
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}
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