使用rthandle代替texture管理,避免绘制后读不出来东西的情况出现
This commit is contained in:
@@ -3,6 +3,7 @@ using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering;
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using XericLibrary.Runtime.MacroLibrary;
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#if UNITY_2022_1_OR_NEWER
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@@ -26,34 +27,24 @@ namespace XericLibrary.PostProcess
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[System.Serializable]
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public struct PickedGeoData
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{
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/// <summary> 材质/SubMesh 的唯一 ID,0 表示背景 </summary>
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public int matID;
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/// <summary> 该像素点对应的世界坐标 </summary>
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public Vector3 worldPos;
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/// <summary> 是否拾取到了有效的地质层 </summary>
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public bool isValid;
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}
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/// <summary>
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/// 地质层拾取 RenderFeature。
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/// 负责在 URP 管线中注入自定义 RenderPass,管理模型,并自动在后台降频读取、解码 GPU 数据。
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/// </summary>
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public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
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{
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#region 静态单例与外部管理 API
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/// <summary>
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/// 当前激活的 Feature 实例
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/// </summary>
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public static GeoLayerPickerRenderPassFeature Instance { get; private set; }
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private readonly List<MeshFilter> m_GeoMeshes = new List<MeshFilter>();
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private readonly List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
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private bool m_IsDirty = true;
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/// <summary> 添加需要检查的场景模型对象 </summary>
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public void AddGeoMesh(MeshFilter meshFilter)
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{
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if (meshFilter != null && !m_GeoMeshes.Contains(meshFilter))
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@@ -63,7 +54,6 @@ namespace XericLibrary.PostProcess
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}
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}
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/// <summary> 批量添加需要检查的场景模型对象 </summary>
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public void AddGeoMeshes(IEnumerable<MeshFilter> meshFilters)
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{
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if (meshFilters == null) return;
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@@ -77,13 +67,11 @@ namespace XericLibrary.PostProcess
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}
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}
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/// <summary> 移除指定的场景模型对象 </summary>
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public void RemoveGeoMesh(MeshFilter meshFilter)
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{
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if (m_GeoMeshes.Remove(meshFilter)) m_IsDirty = true;
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}
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/// <summary> 清空所有已添加的场景模型对象 </summary>
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public void ClearGeoMeshes()
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{
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if (m_GeoMeshes.Count > 0)
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@@ -93,30 +81,21 @@ namespace XericLibrary.PostProcess
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}
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}
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/// <summary> 获取当前所有已添加的场景模型对象(只读) </summary>
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public IReadOnlyList<MeshFilter> GetGeoMeshes() => m_GeoMeshes;
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#endregion
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#region 数据访问 API (供外部 UI 或逻辑调用)
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#region 数据访问 API
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// 内部维护的解码后的数据数组 (大小等于 pickRTSize.x * pickRTSize.y)
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private PickedGeoData[] m_DecodedDataArray;
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private int m_ValidDataCount = 0;
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/// <summary>
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/// 获取当前帧已解码的拾取数据数组。
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/// 数组按行优先排列 (Index = y * width + x)。
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/// </summary>
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public IReadOnlyList<PickedGeoData> GetDecodedData() => m_DecodedDataArray;
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/// <summary>
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/// 获取一列的数据
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/// </summary>
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/// <param name="column"></param>
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/// <param name="listData"></param>
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public void GetColumnData(int column, List<PickedGeoData> listData)
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{
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listData.Clear();
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if (m_DecodedDataArray == null) return;
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column = MacroMath.ClampToInt(column, 0, pickRTSize.x);
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for (int i = 0; i < pickRTSize.y; i++)
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{
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@@ -124,87 +103,85 @@ namespace XericLibrary.PostProcess
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}
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}
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/// <summary>
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/// 根据归一化的屏幕坐标 (0~1) 获取拾取数据。
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/// 会自动映射到 sampleRect 和 pickRTSize 范围内。
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/// </summary>
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/// <param name="normalizedScreenPos">归一化屏幕坐标 (左下角为 0,0)</param>
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/// <param name="data">输出的拾取数据</param>
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/// <returns>是否成功获取(坐标是否在采样区域内)</returns>
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public bool TryGetPickedData(Vector2 normalizedScreenPos, out PickedGeoData data)
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{
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data = default;
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if (m_DecodedDataArray == null || m_DecodedDataArray.Length == 0) return false;
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// 1. 将屏幕坐标转换为相对于 sampleRect 的局部坐标 (0~1)
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float localX = (normalizedScreenPos.x - sampleRect.x) / sampleRect.width;
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float localY = (normalizedScreenPos.y - sampleRect.y) / sampleRect.height;
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// 2. 检查是否超出了采样区域
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if (localX < 0f || localX > 1f || localY < 0f || localY > 1f) return false;
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// 3. 映射到 RT 的像素坐标
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int pixelX = Mathf.Clamp(Mathf.FloorToInt(localX * pickRTSize.x), 0, pickRTSize.x - 1);
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int pixelY = Mathf.Clamp(Mathf.FloorToInt(localY * pickRTSize.y), 0, pickRTSize.y - 1);
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// 4. 获取数据
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int index = pixelY * pickRTSize.x + pixelX;
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if (index < 0 || index >= m_DecodedDataArray.Length) return false;
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data = m_DecodedDataArray[index];
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return true;
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}
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public void ForceReadbackSync()
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{
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// 修复:使用 m_ReadbackBufferHandle 进行同步等待
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if (m_ReadbackBufferHandle != null)
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{
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AsyncGPUReadback.WaitAllRequests();
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}
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}
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#endregion
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#region Inspector 配置参数
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[Header("拾取材质与尺寸")] [Tooltip("用于渲染地质层 ID 和坐标的 HDR 材质球")]
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[Header("拾取材质与尺寸")]
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public Material pickMaterial;
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[Tooltip("渲染目标纹理的尺寸,越小性能越好(例如 64x64)")]
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public Vector2Int pickRTSize = new Vector2Int(64, 64);
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[Header("采样区域设置")] [Tooltip("定义屏幕上的采样区域 (归一化坐标 0~1)。\n例如: X=0.25, Y=0.25, W=0.5, H=0.5 表示只渲染屏幕正中间一半的区域。")]
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[Header("采样区域设置")]
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public Rect sampleRect = new Rect(0f, 0f, 1f, 1f);
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[Header("读取频率控制")] [Tooltip("每隔多少秒从 GPU 读取一次数据 (例如 0.1 秒 = 10 FPS)")] [Range(0.01f, 1.0f)]
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[Header("读取频率控制")]
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[Range(0.01f, 1.0f)]
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public float readbackInterval = 0.1f;
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[Header("调试设置")]
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public bool enableDebugLog = false;
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#endregion
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private RenderTexture m_PickRT;
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// 核心修改:全面使用 RTHandle 替代 RenderTexture
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private RTHandle m_PickRTHandle;
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private RTHandle m_ReadbackBufferHandle;
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private float m_TimeSinceLastReadback = 0f;
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private bool m_IsReadbackInProgress = false;
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private int m_ReadbackFrameCounter = 0;
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/// <summary>
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/// 自定义 RenderPass
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/// </summary>
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class CustomRenderPass : ScriptableRenderPass
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{
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public Material passMaterial;
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public RenderTexture passRT;
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public RTHandle passRTHandle;
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public RTHandle passReadbackBuffer;
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public List<SubMeshDrawData> passDrawList;
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public Rect passSampleRect;
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public bool requestReadback; // 标记本帧是否需要触发异步读取
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public bool requestReadback;
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private int m_MatIDProperty = Shader.PropertyToID("_MatID");
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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if (passRT != null)
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{
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ConfigureTarget(new RenderTargetIdentifier(passRT));
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// 清屏为 0,0,0,0 (背景 ID 为 0)
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ConfigureClear(ClearFlag.All, Color.clear);
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}
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (passMaterial == null || passRT == null || passDrawList == null || passDrawList.Count == 0)
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if (passMaterial == null || passRTHandle == null || passDrawList == null || passDrawList.Count == 0)
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return;
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CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer");
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// 手动设置渲染目标并清理,避免 URP 隐式状态干扰
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cmd.SetRenderTarget(passRTHandle);
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cmd.ClearRenderTarget(true, true, Color.clear);
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Camera cam = renderingData.cameraData.camera;
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Matrix4x4 viewMatrix = cam.worldToCameraMatrix;
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Matrix4x4 projMatrix = cam.projectionMatrix;
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@@ -226,7 +203,7 @@ namespace XericLibrary.PostProcess
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projMatrix = GL.GetGPUProjectionMatrix(projMatrix, true);
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cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
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cmd.SetViewport(new Rect(0, 0, passRT.width, passRT.height));
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cmd.SetViewport(new Rect(0, 0, passRTHandle.rt.width, passRTHandle.rt.height));
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for (int i = 0; i < passDrawList.Count; i++)
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{
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@@ -236,20 +213,23 @@ namespace XericLibrary.PostProcess
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}
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cmd.SetViewProjectionMatrices(viewMatrix, renderingData.cameraData.GetProjectionMatrix());
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// 如果本帧需要回读,将数据安全地 Blit 到隔离缓冲区
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if (requestReadback && passReadbackBuffer != null)
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{
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cmd.Blit(passRTHandle, passReadbackBuffer);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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// 【核心】:如果计时器到了,在这里发起异步 GPU 回读
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if (requestReadback)
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// 在 CommandBuffer 执行后,发起回读请求(读取隔离缓冲区)
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if (requestReadback && passReadbackBuffer != null)
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{
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AsyncGPUReadback.Request(passRT, 0, TextureFormat.RGBAFloat,
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AsyncGPUReadback.Request(passReadbackBuffer.rt, 0, TextureFormat.RGBAFloat,
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GeoLayerPickerRenderPassFeature.Instance.OnReadbackComplete);
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}
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}
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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}
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}
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private CustomRenderPass m_ScriptablePass;
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@@ -264,15 +244,31 @@ namespace XericLibrary.PostProcess
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques
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};
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if (m_PickRT != null) m_PickRT.Release();
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m_PickRT = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGBFloat)
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{
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filterMode = FilterMode.Point
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};
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m_PickRT.Create();
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// 释放旧的 RTHandle
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if (m_PickRTHandle != null) { m_PickRTHandle.Release(); m_PickRTHandle = null; }
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if (m_ReadbackBufferHandle != null) { m_ReadbackBufferHandle.Release(); m_ReadbackBufferHandle = null; }
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// 初始化解码数组
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m_DecodedDataArray = new PickedGeoData[pickRTSize.x * pickRTSize.y];
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// 分配新的 RTHandle
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m_PickRTHandle = RTHandles.Alloc(
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pickRTSize.x, pickRTSize.y,
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colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
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filterMode: FilterMode.Point,
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name: "GeoLayerPickRT"
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);
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m_ReadbackBufferHandle = RTHandles.Alloc(
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pickRTSize.x, pickRTSize.y,
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colorFormat: GraphicsFormat.R32G32B32A32_SFloat,
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filterMode: FilterMode.Point,
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name: "GeoLayerReadbackBuffer"
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);
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int requiredLength = pickRTSize.x * pickRTSize.y;
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if (m_DecodedDataArray == null || m_DecodedDataArray.Length != requiredLength)
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{
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m_DecodedDataArray = new PickedGeoData[requiredLength];
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if(enableDebugLog) Debug.Log($"[GeoLayerPicker] 数组重新初始化,长度: {requiredLength}");
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}
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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@@ -283,27 +279,32 @@ namespace XericLibrary.PostProcess
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{
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RebuildDrawList();
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m_IsDirty = false;
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if(enableDebugLog) Debug.Log($"[GeoLayerPicker] DrawList 重建完成,包含 {m_DrawList.Count} 个 SubMesh。");
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}
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// 降频计时器逻辑
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m_TimeSinceLastReadback += Time.deltaTime;
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if (m_IsReadbackInProgress && m_TimeSinceLastReadback > 1.0f)
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m_ReadbackFrameCounter++;
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if (m_IsReadbackInProgress && m_ReadbackFrameCounter > 60)
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{
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Debug.LogWarning("[GeoLayerPicker] AsyncGPUReadback 超时,强制重置状态。");
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Debug.LogWarning("[GeoLayerPicker] AsyncGPUReadback 疑似卡死,强制重置并清理队列。");
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AsyncGPUReadback.WaitAllRequests();
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m_IsReadbackInProgress = false;
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m_ReadbackFrameCounter = 0;
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}
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m_TimeSinceLastReadback += Time.deltaTime;
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bool shouldRead = false;
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if (m_TimeSinceLastReadback >= readbackInterval && !m_IsReadbackInProgress)
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{
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m_TimeSinceLastReadback = 0f;
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m_IsReadbackInProgress = true;
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m_ReadbackFrameCounter = 0;
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shouldRead = true;
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}
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m_ScriptablePass.passMaterial = pickMaterial;
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m_ScriptablePass.passRT = m_PickRT;
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m_ScriptablePass.passRTHandle = m_PickRTHandle;
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m_ScriptablePass.passReadbackBuffer = m_ReadbackBufferHandle;
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m_ScriptablePass.passDrawList = m_DrawList;
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m_ScriptablePass.passSampleRect = sampleRect;
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m_ScriptablePass.requestReadback = shouldRead;
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@@ -311,9 +312,6 @@ namespace XericLibrary.PostProcess
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renderer.EnqueuePass(m_ScriptablePass);
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}
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/// <summary>
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/// 异步回读完成回调 (在后台线程或主线程延迟执行,不阻塞渲染)
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/// </summary>
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private void OnReadbackComplete(AsyncGPUReadbackRequest request)
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{
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m_IsReadbackInProgress = false;
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@@ -324,33 +322,25 @@ namespace XericLibrary.PostProcess
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return;
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}
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// 【核心修复】:使用 GetData<Color> 获取数据
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var rawData = request.GetData<Color>();
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if (rawData.Length == 0) return;
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int width = m_PickRT.width;
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int height = m_PickRT.height;
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// 【核心修复】:不要依赖 rawData.Length 作为遍历上限,
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// 而是以我们目标数组 m_DecodedDataArray 的长度为准!
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// 修复:使用 m_ReadbackBufferHandle.rt 获取宽高
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int width = m_ReadbackBufferHandle.rt.width;
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int height = m_ReadbackBufferHandle.rt.height;
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int count = m_DecodedDataArray.Length;
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// DirectX 平台下,异步回读的 Y 轴是翻转的
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bool flipY = SystemInfo.graphicsUVStartsAtTop;
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m_ValidDataCount = 0;
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for (int i = 0; i < count; i++)
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{
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// 计算目标像素的坐标
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int x = i % width;
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int y = i / width;
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// 处理 DirectX 的 Y 轴翻转
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int sourceY = flipY ? (height - 1 - y) : y;
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// 计算源数据在 rawData 中的真实索引
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int sourceIndex = sourceY * width + x;
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// 【安全防线】:防止源索引超出 rawData 的实际物理长度
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if (sourceIndex < 0 || sourceIndex >= rawData.Length)
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{
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m_DecodedDataArray[i] = new PickedGeoData { isValid = false };
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@@ -359,9 +349,7 @@ namespace XericLibrary.PostProcess
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Color pixel = rawData[sourceIndex];
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// 你的 Shader 输出是 float4(worldPos.xyz, matID)
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// 在标准 RGBA 映射下,A 通道就是 ID
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if (pixel.a > 0.1f)
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if (pixel.a > 0.5f)
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{
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m_DecodedDataArray[i] = new PickedGeoData
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{
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@@ -369,12 +357,18 @@ namespace XericLibrary.PostProcess
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matID = Mathf.RoundToInt(pixel.a),
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worldPos = new Vector3(pixel.r, pixel.g, pixel.b)
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};
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m_ValidDataCount++;
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}
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else
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{
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m_DecodedDataArray[i] = new PickedGeoData { isValid = false, matID = 0 };
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}
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}
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if (enableDebugLog)
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{
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Debug.Log($"[GeoLayerPicker] 回读完成!总像素: {count}, 有效拾取像素: {m_ValidDataCount}");
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}
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}
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|
||||
private void RebuildDrawList()
|
||||
@@ -400,7 +394,17 @@ namespace XericLibrary.PostProcess
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (m_PickRT != null && m_PickRT.IsCreated()) m_PickRT.Release();
|
||||
// 修复:正确释放 RTHandle 并置空
|
||||
if (m_PickRTHandle != null)
|
||||
{
|
||||
m_PickRTHandle.Release();
|
||||
m_PickRTHandle = null;
|
||||
}
|
||||
if (m_ReadbackBufferHandle != null)
|
||||
{
|
||||
m_ReadbackBufferHandle.Release();
|
||||
m_ReadbackBufferHandle = null;
|
||||
}
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user