445 lines
19 KiB
C#
445 lines
19 KiB
C#
using System;
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using System.Diagnostics;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.RenderGraphModule
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{
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/// <summary>
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/// Texture resource handle.
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/// </summary>
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[DebuggerDisplay("Texture ({handle.index})")]
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public struct TextureHandle
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{
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private static TextureHandle s_NullHandle = new TextureHandle();
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/// <summary>
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/// Returns a null texture handle
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/// </summary>
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/// <returns>A null texture handle.</returns>
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public static TextureHandle nullHandle { get { return s_NullHandle; } }
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internal ResourceHandle handle;
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internal TextureHandle(int handle, bool shared = false) { this.handle = new ResourceHandle(handle, RenderGraphResourceType.Texture, shared); }
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/// <summary>
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/// Cast to RenderTargetIdentifier
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/// </summary>
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/// <param name="texture">Input TextureHandle.</param>
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/// <returns>Resource as a RenderTargetIdentifier.</returns>
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public static implicit operator RenderTargetIdentifier(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : default(RenderTargetIdentifier);
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/// <summary>
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/// Cast to Texture
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/// </summary>
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/// <param name="texture">Input TextureHandle.</param>
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/// <returns>Resource as a Texture.</returns>
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public static implicit operator Texture(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
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/// <summary>
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/// Cast to RenderTexture
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/// </summary>
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/// <param name="texture">Input TextureHandle.</param>
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/// <returns>Resource as a RenderTexture.</returns>
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public static implicit operator RenderTexture(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
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/// <summary>
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/// Cast to RTHandle
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/// </summary>
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/// <param name="texture">Input TextureHandle.</param>
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/// <returns>Resource as a RTHandle.</returns>
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public static implicit operator RTHandle(TextureHandle texture) => texture.IsValid() ? RenderGraphResourceRegistry.current.GetTexture(texture) : null;
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/// <summary>
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/// Return true if the handle is valid.
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/// </summary>
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/// <returns>True if the handle is valid.</returns>
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public bool IsValid() => handle.IsValid();
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}
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/// <summary>
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/// The mode that determines the size of a Texture.
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/// </summary>
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public enum TextureSizeMode
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{
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///<summary>Explicit size.</summary>
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Explicit,
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///<summary>Size automatically scaled by a Vector.</summary>
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Scale,
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///<summary>Size automatically scaled by a Functor.</summary>
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Functor
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}
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#if UNITY_2020_2_OR_NEWER
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/// <summary>
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/// Subset of the texture desc containing information for fast memory allocation (when platform supports it)
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/// </summary>
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public struct FastMemoryDesc
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{
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///<summary>Whether the texture will be in fast memory.</summary>
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public bool inFastMemory;
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///<summary>Flag to determine what parts of the render target is spilled if not fully resident in fast memory.</summary>
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public FastMemoryFlags flags;
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///<summary>How much of the render target is to be switched into fast memory (between 0 and 1).</summary>
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public float residencyFraction;
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}
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#endif
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/// <summary>
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/// Descriptor used to create texture resources
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/// </summary>
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public struct TextureDesc
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{
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///<summary>Texture sizing mode.</summary>
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public TextureSizeMode sizeMode;
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///<summary>Texture width.</summary>
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public int width;
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///<summary>Texture height.</summary>
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public int height;
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///<summary>Number of texture slices..</summary>
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public int slices;
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///<summary>Texture scale.</summary>
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public Vector2 scale;
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///<summary>Texture scale function.</summary>
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public ScaleFunc func;
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///<summary>Depth buffer bit depth.</summary>
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public DepthBits depthBufferBits;
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///<summary>Color format.</summary>
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public GraphicsFormat colorFormat;
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///<summary>Filtering mode.</summary>
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public FilterMode filterMode;
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///<summary>Addressing mode.</summary>
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public TextureWrapMode wrapMode;
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///<summary>Texture dimension.</summary>
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public TextureDimension dimension;
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///<summary>Enable random UAV read/write on the texture.</summary>
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public bool enableRandomWrite;
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///<summary>Texture needs mip maps.</summary>
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public bool useMipMap;
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///<summary>Automatically generate mip maps.</summary>
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public bool autoGenerateMips;
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///<summary>Texture is a shadow map.</summary>
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public bool isShadowMap;
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///<summary>Anisotropic filtering level.</summary>
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public int anisoLevel;
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///<summary>Mip map bias.</summary>
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public float mipMapBias;
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///<summary>Number of MSAA samples.</summary>
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public MSAASamples msaaSamples;
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///<summary>Bind texture multi sampled.</summary>
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public bool bindTextureMS;
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///<summary>Texture uses dynamic scaling.</summary>
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public bool useDynamicScale;
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///<summary>Memory less flag.</summary>
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public RenderTextureMemoryless memoryless;
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///<summary>Special treatment of the VR eye texture used in stereoscopic rendering.</summary>
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public VRTextureUsage vrUsage;
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///<summary>Texture name.</summary>
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public string name;
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#if UNITY_2020_2_OR_NEWER
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///<summary>Descriptor to determine how the texture will be in fast memory on platform that supports it.</summary>
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public FastMemoryDesc fastMemoryDesc;
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#endif
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///<summary>Determines whether the texture will fallback to a black texture if it is read without ever writing to it.</summary>
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public bool fallBackToBlackTexture;
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///<summary>
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///If all passes writing to a texture are culled by Dynamic Render Pass Culling, it will automatically fallback to a similar preallocated texture.\n
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///Set this to false to force the allocation.
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///</summary>
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public bool disableFallBackToImportedTexture;
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// Initial state. Those should not be used in the hash
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///<summary>Texture needs to be cleared on first use.</summary>
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public bool clearBuffer;
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///<summary>Clear color.</summary>
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public Color clearColor;
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void InitDefaultValues(bool dynamicResolution, bool xrReady)
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{
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useDynamicScale = dynamicResolution;
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vrUsage = VRTextureUsage.None;
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// XR Ready
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if (xrReady)
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{
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slices = TextureXR.slices;
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dimension = TextureXR.dimension;
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}
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else
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{
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slices = 1;
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dimension = TextureDimension.Tex2D;
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}
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}
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/// <summary>
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/// TextureDesc constructor for a texture using explicit size
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/// </summary>
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/// <param name="width">Texture width</param>
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/// <param name="height">Texture height</param>
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/// <param name="dynamicResolution">Use dynamic resolution</param>
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/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
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public TextureDesc(int width, int height, bool dynamicResolution = false, bool xrReady = false)
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: this()
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{
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// Size related init
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sizeMode = TextureSizeMode.Explicit;
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this.width = width;
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this.height = height;
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// Important default values not handled by zero construction in this()
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msaaSamples = MSAASamples.None;
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InitDefaultValues(dynamicResolution, xrReady);
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}
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/// <summary>
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/// TextureDesc constructor for a texture using a fixed scaling
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/// </summary>
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/// <param name="scale">RTHandle scale used for this texture</param>
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/// <param name="dynamicResolution">Use dynamic resolution</param>
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/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
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public TextureDesc(Vector2 scale, bool dynamicResolution = false, bool xrReady = false)
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: this()
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{
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// Size related init
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sizeMode = TextureSizeMode.Scale;
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this.scale = scale;
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// Important default values not handled by zero construction in this()
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msaaSamples = MSAASamples.None;
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dimension = TextureDimension.Tex2D;
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InitDefaultValues(dynamicResolution, xrReady);
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}
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/// <summary>
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/// TextureDesc constructor for a texture using a functor for scaling
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/// </summary>
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/// <param name="func">Function used to determine the texture size</param>
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/// <param name="dynamicResolution">Use dynamic resolution</param>
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/// <param name="xrReady">Set this to true if the Texture is a render texture in an XR setting.</param>
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public TextureDesc(ScaleFunc func, bool dynamicResolution = false, bool xrReady = false)
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: this()
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{
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// Size related init
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sizeMode = TextureSizeMode.Functor;
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this.func = func;
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// Important default values not handled by zero construction in this()
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msaaSamples = MSAASamples.None;
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dimension = TextureDimension.Tex2D;
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InitDefaultValues(dynamicResolution, xrReady);
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}
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/// <summary>
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/// Copy constructor
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/// </summary>
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/// <param name="input"></param>
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public TextureDesc(TextureDesc input)
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{
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this = input;
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}
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/// <summary>
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/// Hash function
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/// </summary>
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/// <returns>The texture descriptor hash.</returns>
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public override int GetHashCode()
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{
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int hashCode = 17;
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unchecked
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{
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switch (sizeMode)
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{
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case TextureSizeMode.Explicit:
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hashCode = hashCode * 23 + width;
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hashCode = hashCode * 23 + height;
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break;
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case TextureSizeMode.Functor:
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if (func != null)
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hashCode = hashCode * 23 + func.GetHashCode();
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break;
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case TextureSizeMode.Scale:
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hashCode = hashCode * 23 + scale.x.GetHashCode();
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hashCode = hashCode * 23 + scale.y.GetHashCode();
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break;
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}
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hashCode = hashCode * 23 + mipMapBias.GetHashCode();
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hashCode = hashCode * 23 + slices;
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hashCode = hashCode * 23 + (int)depthBufferBits;
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hashCode = hashCode * 23 + (int)colorFormat;
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hashCode = hashCode * 23 + (int)filterMode;
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hashCode = hashCode * 23 + (int)wrapMode;
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hashCode = hashCode * 23 + (int)dimension;
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hashCode = hashCode * 23 + (int)memoryless;
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hashCode = hashCode * 23 + (int)vrUsage;
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hashCode = hashCode * 23 + anisoLevel;
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hashCode = hashCode * 23 + (enableRandomWrite ? 1 : 0);
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hashCode = hashCode * 23 + (useMipMap ? 1 : 0);
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hashCode = hashCode * 23 + (autoGenerateMips ? 1 : 0);
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hashCode = hashCode * 23 + (isShadowMap ? 1 : 0);
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hashCode = hashCode * 23 + (bindTextureMS ? 1 : 0);
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hashCode = hashCode * 23 + (useDynamicScale ? 1 : 0);
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hashCode = hashCode * 23 + (int)msaaSamples;
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#if UNITY_2020_2_OR_NEWER
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hashCode = hashCode * 23 + (fastMemoryDesc.inFastMemory ? 1 : 0);
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#endif
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}
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return hashCode;
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}
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}
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[DebuggerDisplay("TextureResource ({desc.name})")]
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class TextureResource : RenderGraphResource<TextureDesc, RTHandle>
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{
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static int m_TextureCreationIndex;
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public override string GetName()
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{
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if (imported && !shared)
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return graphicsResource != null ? graphicsResource.name : "null resource";
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else
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return desc.name;
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}
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// NOTE:
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// Next two functions should have been implemented in RenderGraphResource<DescType, ResType> but for some reason,
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// when doing so, it's impossible to break in the Texture version of the virtual function (with VS2017 at least), making this completely un-debuggable.
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// To work around this, we just copy/pasted the implementation in each final class...
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public override void CreatePooledGraphicsResource()
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{
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Debug.Assert(m_Pool != null, "TextureResource: CreatePooledGraphicsResource should only be called for regular pooled resources");
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int hashCode = desc.GetHashCode();
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if (graphicsResource != null)
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throw new InvalidOperationException(string.Format("TextureResource: Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName()));
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var pool = m_Pool as TexturePool;
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if (!pool.TryGetResource(hashCode, out graphicsResource))
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{
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CreateGraphicsResource(desc.name);
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}
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cachedHash = hashCode;
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pool.RegisterFrameAllocation(cachedHash, graphicsResource);
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graphicsResource.m_Name = desc.name;
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}
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public override void ReleasePooledGraphicsResource(int frameIndex)
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{
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if (graphicsResource == null)
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throw new InvalidOperationException($"TextureResource: Tried to release a resource ({GetName()}) that was never created. Check that there is at least one pass writing to it first.");
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// Shared resources don't use the pool
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var pool = m_Pool as TexturePool;
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if (pool != null)
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{
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pool.ReleaseResource(cachedHash, graphicsResource, frameIndex);
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pool.UnregisterFrameAllocation(cachedHash, graphicsResource);
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}
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Reset(null);
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}
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public override void CreateGraphicsResource(string name = "")
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{
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// Textures are going to be reused under different aliases along the frame so we can't provide a specific name upon creation.
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// The name in the desc is going to be used for debugging purpose and render graph visualization.
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if (name == "")
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name = $"RenderGraphTexture_{m_TextureCreationIndex++}";
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switch (desc.sizeMode)
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{
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case TextureSizeMode.Explicit:
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graphicsResource = RTHandles.Alloc(desc.width, desc.height, desc.slices, desc.depthBufferBits, desc.colorFormat, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
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desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.memoryless, desc.vrUsage, name);
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break;
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case TextureSizeMode.Scale:
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graphicsResource = RTHandles.Alloc(desc.scale, desc.slices, desc.depthBufferBits, desc.colorFormat, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
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desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.memoryless, desc.vrUsage, name);
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break;
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case TextureSizeMode.Functor:
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graphicsResource = RTHandles.Alloc(desc.func, desc.slices, desc.depthBufferBits, desc.colorFormat, desc.filterMode, desc.wrapMode, desc.dimension, desc.enableRandomWrite,
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desc.useMipMap, desc.autoGenerateMips, desc.isShadowMap, desc.anisoLevel, desc.mipMapBias, desc.msaaSamples, desc.bindTextureMS, desc.useDynamicScale, desc.memoryless, desc.vrUsage, name);
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break;
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}
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}
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public override void ReleaseGraphicsResource()
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{
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if (graphicsResource != null)
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graphicsResource.Release();
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base.ReleaseGraphicsResource();
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}
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public override void LogCreation(RenderGraphLogger logger)
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{
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logger.LogLine($"Created Texture: {desc.name} (Cleared: {desc.clearBuffer})");
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}
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public override void LogRelease(RenderGraphLogger logger)
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{
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logger.LogLine($"Released Texture: {desc.name}");
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}
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}
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class TexturePool : RenderGraphResourcePool<RTHandle>
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{
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protected override void ReleaseInternalResource(RTHandle res)
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{
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res.Release();
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}
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protected override string GetResourceName(RTHandle res)
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{
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return res.rt.name;
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}
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protected override long GetResourceSize(RTHandle res)
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{
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return Profiling.Profiler.GetRuntimeMemorySizeLong(res.rt);
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}
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override protected string GetResourceTypeName()
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{
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return "Texture";
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}
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override protected int GetSortIndex(RTHandle res)
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{
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return res.GetInstanceID();
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}
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// Another C# nicety.
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// We need to re-implement the whole thing every time because:
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// - obj.resource.Release is Type specific so it cannot be called on a generic (and there's no shared interface for resources like RTHandle, ComputeBuffers etc)
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// - We can't use a virtual release function because it will capture 'this' in the lambda for RemoveAll generating GCAlloc in the process.
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override public void PurgeUnusedResources(int currentFrameIndex)
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{
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// Update the frame index for the lambda. Static because we don't want to capture.
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s_CurrentFrameIndex = currentFrameIndex;
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m_RemoveList.Clear();
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foreach (var kvp in m_ResourcePool)
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{
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// WARNING: No foreach here. Sorted list GetEnumerator generates garbage...
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var list = kvp.Value;
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var keys = list.Keys;
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var values = list.Values;
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for (int i = 0; i < list.Count; ++i)
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{
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var value = values[i];
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if (ShouldReleaseResource(value.frameIndex, s_CurrentFrameIndex))
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{
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value.resource.Release();
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m_RemoveList.Add(keys[i]);
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}
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}
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foreach (var key in m_RemoveList)
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list.Remove(key);
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}
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}
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}
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}
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