DoubleComputeBuffer.cs 1.9 KB

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  1. using System;
  2. using System.Runtime.InteropServices;
  3. using Unity.Collections;
  4. using UnityEngine;
  5. namespace MagicaCloth
  6. {
  7. /// <summary>
  8. /// ダブルバッファ対応のComputeBuffer
  9. /// </summary>
  10. /// <typeparam name="T"></typeparam>
  11. public class DoubleComputeBuffer<T> : IDisposable where T : struct
  12. {
  13. ComputeBuffer buffer0;
  14. ComputeBuffer buffer1;
  15. NativeArray<T> nativeArrya;
  16. //=========================================================================================
  17. public void Dispose()
  18. {
  19. if (buffer0 != null)
  20. {
  21. buffer0.Release();
  22. buffer0.Dispose();
  23. buffer0 = null;
  24. }
  25. if (buffer1 != null)
  26. {
  27. buffer1.Release();
  28. buffer1.Dispose();
  29. buffer1 = null;
  30. }
  31. }
  32. public void Swap()
  33. {
  34. var temp = buffer1;
  35. buffer1 = buffer0;
  36. buffer0 = temp;
  37. }
  38. public void Create(int size, ComputeBufferType type, ComputeBufferMode usage)
  39. {
  40. buffer0?.Release();
  41. buffer0?.Dispose();
  42. buffer0 = new ComputeBuffer(size, Marshal.SizeOf(typeof(T)), type, usage);
  43. }
  44. #if UNITY_2021_2_OR_NEWER
  45. public void BeginWrite(int length)
  46. {
  47. nativeArrya = buffer0.BeginWrite<T>(0, length);
  48. }
  49. public void EndWrite(int length)
  50. {
  51. buffer0.EndWrite<T>(length);
  52. }
  53. #endif
  54. public NativeArray<T> GetNativeArray()
  55. {
  56. return nativeArrya;
  57. }
  58. public ComputeBuffer GetBuffer(int bufferIndex = 0)
  59. {
  60. return bufferIndex == 0 ? buffer0 : buffer1;
  61. }
  62. public int Count
  63. {
  64. get
  65. {
  66. return buffer0?.count ?? 0;
  67. }
  68. }
  69. }
  70. }