feat: added htrace
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92
Assets/Plugins/HTraceSSGI/Scripts/Wrappers/HDynamicBuffer.cs
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92
Assets/Plugins/HTraceSSGI/Scripts/Wrappers/HDynamicBuffer.cs
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using UnityEngine;
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namespace HTraceSSGI.Scripts.Wrappers
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{
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public enum BufferType
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{
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ComputeBuffer,
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GraphicsBuffer,
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}
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public class HDynamicBuffer
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{
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private ComputeBuffer _computeBuffer;
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private GraphicsBuffer _graphicsBuffer;
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private readonly BufferType _bufferType;
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private readonly int _stride;
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private int _count;
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private int _countScale;
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private Vector2Int _resolution;
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private readonly ComputeBufferType _computeBufferType;
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private readonly GraphicsBuffer.Target _graphicsBufferType;
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private readonly bool _avoidDownscale;
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public ComputeBuffer ComputeBuffer => _computeBuffer;
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public GraphicsBuffer GraphicsBuffer => _graphicsBuffer;
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public int Count => _count;
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public Vector2Int Resolution => _resolution;
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public bool IsCreated => _bufferType == BufferType.GraphicsBuffer ? _graphicsBuffer != null : _computeBuffer != null;
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public HDynamicBuffer(BufferType bufferType, int stride, int countScale = 1,
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ComputeBufferType computeBufferType = ComputeBufferType.Default, GraphicsBuffer.Target graphicsBufferType = GraphicsBuffer.Target.Structured,
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bool avoidDownscale = false)
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{
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_countScale = Mathf.Max(1, countScale);
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_stride = stride;
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_bufferType = bufferType;
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_computeBufferType = computeBufferType;
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_graphicsBufferType = graphicsBufferType;
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_avoidDownscale = avoidDownscale;
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}
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public void ReAllocIfNeeded(Vector2Int newResolution)
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{
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if (_resolution == newResolution)
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return;
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if (_avoidDownscale == true && _resolution.x * _resolution.y > newResolution.x * newResolution.y)
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return;
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Release();
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_resolution = newResolution;
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_count = newResolution.x * newResolution.y * _countScale;
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switch (_bufferType)
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{
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case BufferType.ComputeBuffer:
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_computeBuffer = new ComputeBuffer(_count, _stride, _computeBufferType);
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break;
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case BufferType.GraphicsBuffer:
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_graphicsBuffer = new GraphicsBuffer(_graphicsBufferType, _count, _stride);
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break;
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}
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}
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public void SetBuffer(ComputeShader shader, string name, int kernelIndex)
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{
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switch (_bufferType)
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{
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case BufferType.ComputeBuffer:
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shader.SetBuffer(kernelIndex, name, _computeBuffer);
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break;
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case BufferType.GraphicsBuffer:
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shader.SetBuffer(kernelIndex, name, _graphicsBuffer);
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break;
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}
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}
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public void Release()
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{
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_computeBuffer?.Release();
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_computeBuffer = null;
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_graphicsBuffer?.Release();
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_graphicsBuffer = null;
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_resolution = Vector2Int.zero;
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}
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}
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}
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