Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/UnityEngine/PostProcessing/RenderTextureFactory.cs
2026-02-21 16:45:37 +08:00

59 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
namespace UnityEngine.PostProcessing
{
public sealed class RenderTextureFactory : IDisposable
{
private HashSet<RenderTexture> m_TemporaryRTs;
public RenderTextureFactory()
{
m_TemporaryRTs = new HashSet<RenderTexture>();
}
public RenderTexture Get(RenderTexture baseRenderTexture)
{
return Get(baseRenderTexture.width, baseRenderTexture.height, baseRenderTexture.depth, baseRenderTexture.format, (!baseRenderTexture.sRGB) ? RenderTextureReadWrite.Linear : RenderTextureReadWrite.sRGB, baseRenderTexture.filterMode, baseRenderTexture.wrapMode);
}
public RenderTexture Get(int width, int height, int depthBuffer = 0, RenderTextureFormat format = RenderTextureFormat.ARGBHalf, RenderTextureReadWrite rw = RenderTextureReadWrite.Default, FilterMode filterMode = FilterMode.Bilinear, TextureWrapMode wrapMode = TextureWrapMode.Clamp, string name = "FactoryTempTexture")
{
RenderTexture temporary = RenderTexture.GetTemporary(width, height, depthBuffer, format);
temporary.filterMode = filterMode;
temporary.wrapMode = wrapMode;
temporary.name = name;
m_TemporaryRTs.Add(temporary);
return temporary;
}
public void Release(RenderTexture rt)
{
if (!(rt == null))
{
if (!m_TemporaryRTs.Contains(rt))
{
throw new ArgumentException(string.Format("Attempting to remove a RenderTexture that was not allocated: {0}", rt));
}
m_TemporaryRTs.Remove(rt);
RenderTexture.ReleaseTemporary(rt);
}
}
public void ReleaseAll()
{
HashSet<RenderTexture>.Enumerator enumerator = m_TemporaryRTs.GetEnumerator();
while (enumerator.MoveNext())
{
RenderTexture.ReleaseTemporary(enumerator.Current);
}
m_TemporaryRTs.Clear();
}
public void Dispose()
{
ReleaseAll();
}
}
}