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Applied in-parameter for context and dispatch descriptions more consistently

framework
Nico de Poel 2 years ago
parent
commit
371743ca70
  1. 18
      Runtime/FSR2/Fsr2Pass.cs
  2. 24
      Runtime/FSR3/Fsr3UpscalerPass.cs

18
Runtime/FSR2/Fsr2Pass.cs

@ -66,7 +66,7 @@ namespace FidelityFX.FSR2
{
private readonly ComputeBuffer _spdConstants;
public Fsr2ComputeLuminancePyramidPass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
public Fsr2ComputeLuminancePyramidPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
: base(contextDescription, resources, constants)
{
_spdConstants = spdConstants;
@ -92,7 +92,7 @@ namespace FidelityFX.FSR2
internal class Fsr2ReconstructPreviousDepthPass : Fsr2Pass
{
public Fsr2ReconstructPreviousDepthPass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
public Fsr2ReconstructPreviousDepthPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Reconstruct & Dilate", contextDescription.Shaders.reconstructPreviousDepthPass);
@ -115,7 +115,7 @@ namespace FidelityFX.FSR2
internal class Fsr2DepthClipPass : Fsr2Pass
{
public Fsr2DepthClipPass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
public Fsr2DepthClipPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Depth Clip", contextDescription.Shaders.depthClipPass);
@ -143,7 +143,7 @@ namespace FidelityFX.FSR2
internal class Fsr2LockPass : Fsr2Pass
{
public Fsr2LockPass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
public Fsr2LockPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Create Locks", contextDescription.Shaders.lockPass);
@ -166,7 +166,7 @@ namespace FidelityFX.FSR2
private readonly LocalKeyword _sharpeningKeyword;
#endif
public Fsr2AccumulatePass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
public Fsr2AccumulatePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Reproject & Accumulate", contextDescription.Shaders.accumulatePass);
@ -226,7 +226,7 @@ namespace FidelityFX.FSR2
{
private readonly ComputeBuffer _rcasConstants;
public Fsr2SharpenPass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
public Fsr2SharpenPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
: base(contextDescription, resources, constants)
{
_rcasConstants = rcasConstants;
@ -252,7 +252,7 @@ namespace FidelityFX.FSR2
{
private readonly ComputeBuffer _generateReactiveConstants;
public Fsr2GenerateReactivePass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer generateReactiveConstants)
public Fsr2GenerateReactivePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer generateReactiveConstants)
: base(contextDescription, resources, null)
{
_generateReactiveConstants = generateReactiveConstants;
@ -264,7 +264,7 @@ namespace FidelityFX.FSR2
{
}
public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
public void ScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
{
commandBuffer.BeginSample(Sampler);
@ -284,7 +284,7 @@ namespace FidelityFX.FSR2
{
private readonly ComputeBuffer _tcrAutogenerateConstants;
public Fsr2TcrAutogeneratePass(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
public Fsr2TcrAutogeneratePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
: base(contextDescription, resources, constants)
{
_tcrAutogenerateConstants = tcrAutogenerateConstants;

24
Runtime/FSR3/Fsr3UpscalerPass.cs

@ -62,7 +62,7 @@ namespace FidelityFX.FSR3
internal class Fsr3UpscalerPrepareInputsPass : Fsr3UpscalerPass
{
public Fsr3UpscalerPrepareInputsPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerPrepareInputsPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Prepare Inputs", contextDescription.Shaders.prepareInputsPass);
@ -90,7 +90,7 @@ namespace FidelityFX.FSR3
{
private readonly ComputeBuffer _spdConstants;
public Fsr3UpscalerLumaPyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
public Fsr3UpscalerLumaPyramidPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
: base(contextDescription, resources, constants)
{
_spdConstants = spdConstants;
@ -123,7 +123,7 @@ namespace FidelityFX.FSR3
{
private readonly ComputeBuffer _spdConstants;
public Fsr3UpscalerShadingChangePyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
public Fsr3UpscalerShadingChangePyramidPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
: base(contextDescription, resources, constants)
{
_spdConstants = spdConstants;
@ -155,7 +155,7 @@ namespace FidelityFX.FSR3
internal class Fsr3UpscalerShadingChangePass : Fsr3UpscalerPass
{
public Fsr3UpscalerShadingChangePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerShadingChangePass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Compute Shading Change", contextDescription.Shaders.shadingChangePass);
@ -173,7 +173,7 @@ namespace FidelityFX.FSR3
internal class Fsr3UpscalerPrepareReactivityPass : Fsr3UpscalerPass
{
public Fsr3UpscalerPrepareReactivityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerPrepareReactivityPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Prepare Reactivity", contextDescription.Shaders.prepareReactivityPass);
@ -201,7 +201,7 @@ namespace FidelityFX.FSR3
internal class Fsr3UpscalerLumaInstabilityPass : Fsr3UpscalerPass
{
public Fsr3UpscalerLumaInstabilityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerLumaInstabilityPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Compute Luminance Instability", contextDescription.Shaders.lumaInstabilityPass);
@ -234,7 +234,7 @@ namespace FidelityFX.FSR3
private readonly LocalKeyword _sharpeningKeyword;
#endif
public Fsr3UpscalerAccumulatePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerAccumulatePass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Accumulate", contextDescription.Shaders.accumulatePass);
@ -289,7 +289,7 @@ namespace FidelityFX.FSR3
{
private readonly ComputeBuffer _rcasConstants;
public Fsr3UpscalerSharpenPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
public Fsr3UpscalerSharpenPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
: base(contextDescription, resources, constants)
{
_rcasConstants = rcasConstants;
@ -315,7 +315,7 @@ namespace FidelityFX.FSR3
{
private readonly ComputeBuffer _generateReactiveConstants;
public Fsr3UpscalerGenerateReactivePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer generateReactiveConstants)
public Fsr3UpscalerGenerateReactivePass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer generateReactiveConstants)
: base(contextDescription, resources, null)
{
_generateReactiveConstants = generateReactiveConstants;
@ -327,7 +327,7 @@ namespace FidelityFX.FSR3
{
}
public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
public void ScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
{
commandBuffer.BeginSample(Sampler);
@ -347,7 +347,7 @@ namespace FidelityFX.FSR3
{
private readonly ComputeBuffer _tcrAutogenerateConstants;
public Fsr3UpscalerTcrAutogeneratePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
public Fsr3UpscalerTcrAutogeneratePass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
: base(contextDescription, resources, constants)
{
_tcrAutogenerateConstants = tcrAutogenerateConstants;
@ -380,7 +380,7 @@ namespace FidelityFX.FSR3
#if UNITY_EDITOR || DEVELOPMENT_BUILD
internal class Fsr3UpscalerDebugViewPass : Fsr3UpscalerPass
{
public Fsr3UpscalerDebugViewPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
public Fsr3UpscalerDebugViewPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants)
{
InitComputeShader("Debug View", contextDescription.Shaders.debugViewPass);

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