using System; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal { /// <summary> /// Class for render target handles in URP. /// Deprecated in favor of RTHandle. /// </summary> // RenderTargetHandle can be thought of as a kind of ShaderProperty string hash [Obsolete("Deprecated in favor of RTHandle", true)] public struct RenderTargetHandle { /// <summary> /// The ID of the handle for the handle. /// </summary> public int id { set; get; } /// <summary> /// The render target ID for the handle. /// </summary> private RenderTargetIdentifier rtid { set; get; } /// <summary> /// The render target handle for the Camera target. /// </summary> public static readonly RenderTargetHandle CameraTarget = new RenderTargetHandle { id = -1 }; /// <summary> /// Constructor for a render target handle. /// </summary> /// <param name="renderTargetIdentifier">The render target ID for the new handle.</param> public RenderTargetHandle(RenderTargetIdentifier renderTargetIdentifier) { id = -2; rtid = renderTargetIdentifier; } /// <summary> /// Constructor for a render target handle. /// </summary> /// <param name="rtHandle">The rt handle for the new handle.</param> public RenderTargetHandle(RTHandle rtHandle) { if (rtHandle.nameID == BuiltinRenderTextureType.CameraTarget) id = -1; else if (rtHandle.name.Length == 0) id = -2; else id = Shader.PropertyToID(rtHandle.name); rtid = rtHandle.nameID; if (rtHandle.rt != null && id != rtid) id = -2; } internal static RenderTargetHandle GetCameraTarget(ref CameraData cameraData) { #if ENABLE_VR && ENABLE_XR_MODULE if (cameraData.xr.enabled) return new RenderTargetHandle(cameraData.xr.renderTarget); #endif return CameraTarget; } /// <summary> /// Initializes the ID for the handle. /// </summary> /// <param name="shaderProperty">The shader property to initialize with.</param> public void Init(string shaderProperty) { // Shader.PropertyToID returns what is internally referred to as a "ShaderLab::FastPropertyName". // It is a value coming from an internal global std::map<char*,int> that converts shader property strings into unique integer handles (that are faster to work with). id = Shader.PropertyToID(shaderProperty); } /// <summary> /// Initializes the render target ID for the handle. /// </summary> /// <param name="renderTargetIdentifier">The render target ID to initialize with.</param> public void Init(RenderTargetIdentifier renderTargetIdentifier) { id = -2; rtid = renderTargetIdentifier; } /// <summary> /// The render target ID for this render target handle. /// </summary> /// <returns>The render target ID for this render target handle.</returns> public RenderTargetIdentifier Identifier() { if (id == -1) { return BuiltinRenderTextureType.CameraTarget; } if (id == -2) { return rtid; } return new RenderTargetIdentifier(id, 0, CubemapFace.Unknown, -1); } /// <summary> /// Does this handle have internal render target ID? /// </summary> /// <returns>True if it has internal render target ID.</returns> public bool HasInternalRenderTargetId() { return id == -2; } /// <summary> /// Equality check with another render target handle. /// </summary> /// <param name="other">Other render target handle to compare with.</param> /// <returns>True if the handles have the same ID, otherwise false.</returns> public bool Equals(RenderTargetHandle other) { if (id == -2 || other.id == -2) return Identifier() == other.Identifier(); return id == other.id; } /// <inheritdoc/> public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; return obj is RenderTargetHandle && Equals((RenderTargetHandle)obj); } /// <inheritdoc/> public override int GetHashCode() { return id; } /// <summary> /// Equality check between two render target handles. /// </summary> /// <param name="c1">First handle for the check.</param> /// <param name="c2">Second handle for the check.</param> /// <returns>True if the handles have the same ID, otherwise false.</returns> public static bool operator ==(RenderTargetHandle c1, RenderTargetHandle c2) { return c1.Equals(c2); } /// <summary> /// Equality check between two render target handles. /// </summary> /// <param name="c1">First handle for the check.</param> /// <param name="c2">Second handle for the check.</param> /// <returns>True if the handles do not have the same ID, otherwise false.</returns> public static bool operator !=(RenderTargetHandle c1, RenderTargetHandle c2) { return !c1.Equals(c2); } } }