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path: root/UnityEngine.PostProcessing/RenderTextureFactory.cs
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using System;
using System.Collections.Generic;

namespace UnityEngine.PostProcessing;

public sealed class RenderTextureFactory : IDisposable
{
	private HashSet<RenderTexture> m_TemporaryRTs;

	public RenderTextureFactory()
	{
		m_TemporaryRTs = new HashSet<RenderTexture>();
	}

	public RenderTexture Get(RenderTexture baseRenderTexture)
	{
		return Get(baseRenderTexture.width, baseRenderTexture.height, baseRenderTexture.depth, baseRenderTexture.format, (!baseRenderTexture.sRGB) ? RenderTextureReadWrite.Linear : RenderTextureReadWrite.sRGB, baseRenderTexture.filterMode, baseRenderTexture.wrapMode);
	}

	public RenderTexture Get(int width, int height, int depthBuffer = 0, RenderTextureFormat format = RenderTextureFormat.ARGBHalf, RenderTextureReadWrite rw = RenderTextureReadWrite.Default, FilterMode filterMode = FilterMode.Bilinear, TextureWrapMode wrapMode = TextureWrapMode.Clamp, string name = "FactoryTempTexture")
	{
		RenderTexture temporary = RenderTexture.GetTemporary(width, height, depthBuffer, format, rw);
		temporary.filterMode = filterMode;
		temporary.wrapMode = wrapMode;
		temporary.name = name;
		m_TemporaryRTs.Add(temporary);
		return temporary;
	}

	public void Release(RenderTexture rt)
	{
		if (!(rt == null))
		{
			if (!m_TemporaryRTs.Contains(rt))
			{
				throw new ArgumentException($"Attempting to remove a RenderTexture that was not allocated: {rt}");
			}
			m_TemporaryRTs.Remove(rt);
			RenderTexture.ReleaseTemporary(rt);
		}
	}

	public void ReleaseAll()
	{
		HashSet<RenderTexture>.Enumerator enumerator = m_TemporaryRTs.GetEnumerator();
		while (enumerator.MoveNext())
		{
			RenderTexture.ReleaseTemporary(enumerator.Current);
		}
		m_TemporaryRTs.Clear();
	}

	public void Dispose()
	{
		ReleaseAll();
	}
}