Exemple #1
0
            public void Reset(RenderGraphPass pass)
            {
                this.pass = pass;

                if (textureCreateList == null)
                {
                    textureCreateList  = new List <TextureHandle>();
                    textureReleaseList = new List <TextureHandle>();

#if DEVELOPMENT_BUILD || UNITY_EDITOR
                    debugTextureReads  = new List <string>();
                    debugTextureWrites = new List <string>();
#endif
                }

                textureCreateList.Clear();
                textureReleaseList.Clear();
                refCount          = 0;
                pruned            = false;
                hasSideEffect     = false;
                syncToPassIndex   = -1;
                syncFromPassIndex = -1;
                needGraphicsFence = false;

#if DEVELOPMENT_BUILD || UNITY_EDITOR
                debugTextureReads.Clear();
                debugTextureWrites.Clear();
#endif
            }
Exemple #2
0
            public void Reset(RenderGraphPass pass)
            {
                this.pass = pass;

                if (resourceCreateList == null)
                {
                    resourceCreateList  = new List <int> [(int)RenderGraphResourceType.Count];
                    resourceReleaseList = new List <int> [(int)RenderGraphResourceType.Count];
                    for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
                    {
                        resourceCreateList[i]  = new List <int>();
                        resourceReleaseList[i] = new List <int>();
                    }

#if DEVELOPMENT_BUILD || UNITY_EDITOR
                    debugResourceReads  = new List <string> [(int)RenderGraphResourceType.Count];
                    debugResourceWrites = new List <string> [(int)RenderGraphResourceType.Count];
                    for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
                    {
                        debugResourceReads[i]  = new List <string>();
                        debugResourceWrites[i] = new List <string>();
                    }
#endif
                }

                for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
                {
                    resourceCreateList[i].Clear();
                    resourceReleaseList[i].Clear();
                }

                refCount          = 0;
                pruned            = false;
                hasSideEffect     = false;
                syncToPassIndex   = -1;
                syncFromPassIndex = -1;
                needGraphicsFence = false;

#if DEVELOPMENT_BUILD || UNITY_EDITOR
                for (int i = 0; i < (int)RenderGraphResourceType.Count; ++i)
                {
                    debugResourceReads[i].Clear();
                    debugResourceWrites[i].Clear();
                }
#endif
            }
Exemple #3
0
            public void Reset(RenderGraphPass pass)
            {
                this.pass = pass;

                if (textureCreateList == null)
                {
                    textureCreateList  = new List <TextureHandle>();
                    textureReleaseList = new List <TextureHandle>();
                }

                textureCreateList.Clear();
                textureReleaseList.Clear();
                refCount          = 0;
                pruned            = false;
                hasSideEffect     = false;
                syncToPassIndex   = -1;
                syncFromPassIndex = -1;
                needGraphicsFence = false;
            }