// Copyright (c) 2024 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using UnityEngine.Rendering; namespace FidelityFX { /// /// An immutable structure wrapping all of the necessary information to bind a specific buffer or attachment of a render target to a compute shader. /// public readonly struct ResourceView { /// /// This value is the equivalent of not setting any value at all; all struct fields will have their default values. /// It does not refer to a valid texture, therefore any variable set to this value should be checked for IsValid and reassigned before being bound to a shader. /// public static readonly ResourceView Unassigned = new ResourceView(default); /// /// This value contains a valid texture reference that can be bound to a shader, however it is just an empty placeholder texture. /// Binding this to a shader can be seen as setting the texture variable inside the shader to null. /// public static readonly ResourceView None = new ResourceView(BuiltinRenderTextureType.None); public ResourceView(in RenderTargetIdentifier renderTarget, RenderTextureSubElement subElement = RenderTextureSubElement.Default, int mipLevel = 0) { RenderTarget = renderTarget; SubElement = subElement; MipLevel = mipLevel; } public bool IsValid => !RenderTarget.Equals(default); public readonly RenderTargetIdentifier RenderTarget; public readonly RenderTextureSubElement SubElement; public readonly int MipLevel; } }