80 lines
2.7 KiB
C#
80 lines
2.7 KiB
C#
using System;
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using Unity.Collections;
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using Unity.XR.CoreUtils.Collections;
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using UnityEngine.XR.ARSubsystems;
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namespace UnityEngine.XR.ARFoundation
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{
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/// <summary>
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/// Swapchain strategy for providers that do not expose a swapchain interface. Only the most recent frame of
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/// texture descriptors is cached. On a new frame, texture infos are updated in place.
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/// </summary>
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class NoSwapchainStrategy : ISwapchainStrategy
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{
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IUpdatableTexture[] m_UpdatableTextures;
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bool ISwapchainStrategy.TryUpdateTexturesForFrame(
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NativeArray<XRTextureDescriptor> textureDescriptors, out ReadOnlyListSpan<IUpdatableTexture> updatableTextures)
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{
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if (m_UpdatableTextures is null || m_UpdatableTextures.Length != textureDescriptors.Length)
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ResizeTextureInfos(textureDescriptors);
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bool allRequiredTexturesDoExist = true;
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for (int i = 0; i < m_UpdatableTextures!.Length; ++i)
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{
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if (!m_UpdatableTextures[i].TryUpdateFromDescriptor(textureDescriptors[i]))
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allRequiredTexturesDoExist = false;
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}
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updatableTextures = new ReadOnlyListSpan<IUpdatableTexture>(m_UpdatableTextures);
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return allRequiredTexturesDoExist;
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}
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void ResizeTextureInfos(NativeArray<XRTextureDescriptor> descriptors)
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{
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var newInfos = new IUpdatableTexture[descriptors.Length];
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int numInfosToCopy = 0;
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if (m_UpdatableTextures != null)
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{
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numInfosToCopy = Mathf.Min(m_UpdatableTextures.Length, descriptors.Length);
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for (var i = 0; i < numInfosToCopy; ++i)
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{
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newInfos[i] = m_UpdatableTextures[i];
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}
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// If we are downsizing, dispose infos that aren't copied to the new array
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for (var i = newInfos.Length; i < numInfosToCopy; ++i)
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{
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m_UpdatableTextures[i].Dispose();
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}
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}
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// If we are upsizing or creating a new array, create new infos
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for (var i = numInfosToCopy; i < newInfos.Length; ++i)
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{
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newInfos[i] = UpdatableTextureFactory.Create(descriptors[i]);
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}
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m_UpdatableTextures = newInfos;
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}
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public void DestroyTextures()
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{
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if (m_UpdatableTextures == null)
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return;
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foreach (IUpdatableTexture updatableTexture in m_UpdatableTextures)
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{
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updatableTexture.Dispose();
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}
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}
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void IDisposable.Dispose()
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{
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DestroyTextures();
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}
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}
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}
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