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 }
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 }
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; }