using System; using UnityEngine; using UnityEngine.Profiling; using UnityEngine.Rendering; namespace FidelityFX { internal abstract class FfxPassBase: IDisposable //where TDispatch: struct { private readonly string _techName; protected ComputeShader ComputeShader; protected int KernelIndex; protected CustomSampler Sampler; protected FfxPassBase(string techName) { _techName = techName; } public void ScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ = 1) { commandBuffer.BeginSample(Sampler); DoScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchX, dispatchY, dispatchZ); commandBuffer.EndSample(Sampler); } protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ); protected virtual void InitComputeShader(string passName, ComputeShader shader, string kernelName = "CS") { if (shader == null) { throw new MissingReferenceException($"Shader for {_techName} pass '{passName}' could not be loaded! Please ensure it is included in the project correctly."); } ComputeShader = shader; KernelIndex = ComputeShader.FindKernel(kernelName); Sampler = CustomSampler.Create(passName); } public virtual void Dispose() { } } internal abstract class FfxPassWithFlags : FfxPassBase //where TDispatch: struct where TFlags: Enum { protected readonly TFlags Flags; protected FfxPassWithFlags(string techName, TFlags flags) : base(techName) { Flags = flags; } protected override void InitComputeShader(string passName, ComputeShader shader, string kernelName = "CS") { base.InitComputeShader(passName, shader, kernelName); SetupShaderKeywords(); } protected abstract void SetupShaderKeywords(); } }