MutableRuntimeReferenceImageLibraryExtensions.cs
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using System;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Extension methods for <c>UnityEngine.XR.ARSubsystems.MutableRuntimeReferenceImageLibrary</c>.
/// </summary>
public static class MutableRuntimeReferenceImageLibraryExtensions
{
/// <summary>
/// Asynchronously adds <paramref name="texture"/> to <paramref name="library"/>.
/// </summary>
/// <remarks>
/// <para>
/// Image addition can take some time (several frames) due to extra processing that
/// must occur to insert the image into the library. This is done using
/// the [Unity Job System](https://docs.unity3d.com/Manual/JobSystem.html). The returned
/// [JobHandle](https://docs.unity3d.com/ScriptReference/Unity.Jobs.JobHandle.html) can be used
/// to chain together multiple tasks or to query for completion, but may be safely discarded if you do not need it.
/// </para><para>
/// This job, like all Unity jobs, can have dependencies (using the <paramref name="inputDeps"/>). If you are adding multiple
/// images to the library, it is not necessary to pass a previous <c>ScheduleAddImageJob</c> JobHandle as the input
/// dependency to the next <c>ScheduleAddImageJob</c>; they can be processed concurrently.
/// </para><para>
/// The bytes of the <paramref name="texture"/> are copied, so the texture may be safely
/// destroyed after this method returns.
/// </para>
/// </remarks>
/// <param name="library">The <c>MutableRuntimeReferenceImageLibrary</c> being extended.</param>
/// <param name="texture">The <c>Texture2D</c> to use as image target.</param>
/// <param name="name">The name of the image.</param>
/// <param name="widthInMeters">The physical width of the image, in meters.</param>
/// <param name="inputDeps">Input job dependencies (optional).</param>
/// <returns>A [JobHandle](https://docs.unity3d.com/ScriptReference/Unity.Jobs.JobHandle.html) which can be used
/// to chain together multiple tasks or to query for completion. May be safely discarded.</returns>
/// <exception cref="System.InvalidOperationException">Thrown if <paramref cref="library"/> is `null`.</exception>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="texture"/> is `null`.</exception>
/// <exception cref="System.InvalidOperationException">Thrown if <paramref name="texture"/> is not readable.</exception>
public static JobHandle ScheduleAddImageJob(
this MutableRuntimeReferenceImageLibrary library,
Texture2D texture,
string name,
float? widthInMeters,
JobHandle inputDeps = default(JobHandle))
{
if (ReferenceEquals(library, null))
throw new ArgumentNullException(nameof(library));
if (texture == null)
throw new ArgumentNullException(nameof(texture));
if (!texture.isReadable)
throw new InvalidOperationException("The texture must be readable to be used as the source for a reference image.");
var imageBytesCopy = new NativeArray<byte>(texture.GetRawTextureData<byte>(), Allocator.Persistent);
try
{
Nullable<Vector2> size = null;
if (widthInMeters.HasValue)
{
size = new Vector2(widthInMeters.Value, widthInMeters.Value * (float)texture.height / (float)texture.width);
}
var referenceImage = new XRReferenceImage(SerializableGuid.empty, SerializableGuid.empty, size, name, texture);
var jobHandle = library.ScheduleAddImageJob(imageBytesCopy, new Vector2Int(texture.width, texture.height), texture.format, referenceImage, inputDeps);
new DeallocateJob { data = imageBytesCopy }.Schedule(jobHandle);
return jobHandle;
}
catch
{
imageBytesCopy.Dispose();
throw;
}
}
struct DeallocateJob : IJob
{
[DeallocateOnJobCompletion]
public NativeArray<byte> data;
public void Execute() {}
}
}
}