This counter is incremented when the texture is updated.
Note: If you perform an update from the GPU side, you should increment the counter yourself. (For instance, when blitting into a RenderTexture). (see IncrementUpdateCount).
using UnityEngine; using System.Collections.Generic;
public class MyTextureCache { struct TextureCacheMeta { internal int index; internal uint updateCount; }
Dictionary<Texture, TextureCacheMeta> m_TextureMetas = new Dictionary<Texture, TextureCacheMeta>(); RenderTexture m_Cache;
public Texture cache { get { return m_Cache; } }
public int CacheTexture(Texture texture) { var index = -1; TextureCacheMeta meta; if (m_TextureMetas.TryGetValue(texture, out meta)) { if (meta.updateCount != texture.updateCount) { // Texture has changed since last caching // So blit again into the cache texture BlitTextureAt(meta.index, texture); meta.updateCount = texture.updateCount; m_TextureMetas[texture] = meta; } } else { index = GetNextIndex(); if (index < 0) { Debug.LogError("Invalid index"); return -1; }
m_TextureMetas[texture] = new TextureCacheMeta { index = index, updateCount = texture.updateCount }; } return index; }
void BlitTextureAt(int index, Texture texture) { /* copy pixels in cache */ } int GetNextIndex() { return -1; /* Get next index to use in the cache */ } }