using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; namespace UnityEngine.Rendering.Universal.Internal { //NOTE: This class is meant to be removed when RTHandles get implemented in urp internal sealed class RenderTargetBufferSystem { struct SwapBuffer { public RenderTargetHandle rt; public int name; public int msaa; } SwapBuffer m_A, m_B; static bool m_AisBackBuffer = true; static RenderTextureDescriptor m_Desc; FilterMode m_FilterMode; bool m_AllowMSAA = true; bool m_RTisAllocated = false; SwapBuffer backBuffer { get { return m_AisBackBuffer ? m_A : m_B; } } SwapBuffer frontBuffer { get { return m_AisBackBuffer ? m_B : m_A; } } public RenderTargetBufferSystem(string name) { m_A.name = Shader.PropertyToID(name + "A"); m_B.name = Shader.PropertyToID(name + "B"); m_A.rt.Init(name + "A"); m_B.rt.Init(name + "B"); } public RenderTargetHandle GetBackBuffer() { return backBuffer.rt; } public RenderTargetHandle GetBackBuffer(CommandBuffer cmd) { if (!m_RTisAllocated) Initialize(cmd); return backBuffer.rt; } public RenderTargetHandle GetFrontBuffer(CommandBuffer cmd) { if (!m_RTisAllocated) Initialize(cmd); int pipelineMSAA = m_Desc.msaaSamples; int bufferMSAA = frontBuffer.msaa; if (m_AllowMSAA && bufferMSAA != pipelineMSAA) { //We don't want a depth buffer on B buffer var desc = m_Desc; if (m_AisBackBuffer) desc.depthBufferBits = 0; cmd.ReleaseTemporaryRT(frontBuffer.name); cmd.GetTemporaryRT(frontBuffer.name, desc, m_FilterMode); if (m_AisBackBuffer) m_B.msaa = desc.msaaSamples; else m_A.msaa = desc.msaaSamples; } else if (!m_AllowMSAA && bufferMSAA > 1) { //We don't want a depth buffer on B buffer var desc = m_Desc; desc.msaaSamples = 1; if (m_AisBackBuffer) desc.depthBufferBits = 0; cmd.ReleaseTemporaryRT(frontBuffer.name); cmd.GetTemporaryRT(frontBuffer.name, desc, m_FilterMode); if (m_AisBackBuffer) m_B.msaa = desc.msaaSamples; else m_A.msaa = desc.msaaSamples; } return frontBuffer.rt; } public void Swap() { m_AisBackBuffer = !m_AisBackBuffer; } void Initialize(CommandBuffer cmd) { m_A.msaa = m_Desc.msaaSamples; m_B.msaa = m_Desc.msaaSamples; cmd.GetTemporaryRT(m_A.name, m_Desc, m_FilterMode); var descB = m_Desc; //descB.depthBufferBits = 0; cmd.GetTemporaryRT(m_B.name, descB, m_FilterMode); m_RTisAllocated = true; } public void Clear(CommandBuffer cmd) { cmd.ReleaseTemporaryRT(m_A.name); cmd.ReleaseTemporaryRT(m_B.name); m_AisBackBuffer = true; m_AllowMSAA = true; } public void SetCameraSettings(CommandBuffer cmd, RenderTextureDescriptor desc, FilterMode filterMode) { Clear(cmd); //SetCameraSettings is called when new stack starts rendering. Make sure the targets are updated to use the new descriptor. m_Desc = desc; m_FilterMode = filterMode; Initialize(cmd); } public void SetCameraSettings(RenderTextureDescriptor desc, FilterMode filterMode) { m_Desc = desc; m_FilterMode = filterMode; } public RenderTargetHandle GetBufferA() { return m_A.rt; } public void EnableMSAA(bool enable) { m_AllowMSAA = enable; } } }