83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
class ShaderData : IDisposable
|
|
{
|
|
static ShaderData m_Instance = null;
|
|
ComputeBuffer m_LightDataBuffer = null;
|
|
ComputeBuffer m_LightIndicesBuffer = null;
|
|
|
|
ComputeBuffer m_ShadowDataBuffer = null;
|
|
ComputeBuffer m_ShadowIndicesBuffer = null;
|
|
|
|
ShaderData()
|
|
{
|
|
}
|
|
|
|
internal static ShaderData instance
|
|
{
|
|
get
|
|
{
|
|
if (m_Instance == null)
|
|
m_Instance = new ShaderData();
|
|
|
|
return m_Instance;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
DisposeBuffer(ref m_LightDataBuffer);
|
|
DisposeBuffer(ref m_LightIndicesBuffer);
|
|
DisposeBuffer(ref m_ShadowDataBuffer);
|
|
DisposeBuffer(ref m_ShadowIndicesBuffer);
|
|
}
|
|
|
|
internal ComputeBuffer GetLightDataBuffer(int size)
|
|
{
|
|
return GetOrUpdateBuffer<ShaderInput.LightData>(ref m_LightDataBuffer, size);
|
|
}
|
|
|
|
internal ComputeBuffer GetLightIndicesBuffer(int size)
|
|
{
|
|
return GetOrUpdateBuffer<int>(ref m_LightIndicesBuffer, size);
|
|
}
|
|
|
|
internal ComputeBuffer GetShadowDataBuffer(int size)
|
|
{
|
|
return GetOrUpdateBuffer<ShaderInput.ShadowData>(ref m_ShadowDataBuffer, size);
|
|
}
|
|
|
|
internal ComputeBuffer GetShadowIndicesBuffer(int size)
|
|
{
|
|
return GetOrUpdateBuffer<int>(ref m_ShadowIndicesBuffer, size);
|
|
}
|
|
|
|
ComputeBuffer GetOrUpdateBuffer<T>(ref ComputeBuffer buffer, int size) where T : struct
|
|
{
|
|
if (buffer == null)
|
|
{
|
|
buffer = new ComputeBuffer(size, Marshal.SizeOf<T>());
|
|
}
|
|
else if (size > buffer.count)
|
|
{
|
|
buffer.Dispose();
|
|
buffer = new ComputeBuffer(size, Marshal.SizeOf<T>());
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
void DisposeBuffer(ref ComputeBuffer buffer)
|
|
{
|
|
if (buffer != null)
|
|
{
|
|
buffer.Dispose();
|
|
buffer = null;
|
|
}
|
|
}
|
|
}
|
|
}
|