Browse Source

Added a few missing "in" keywords

armasr
Nico de Poel 10 months ago
parent
commit
3ae6628a34
  1. 34
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrPass.cs

34
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrPass.cs

@ -29,7 +29,7 @@ namespace ArmASR
private CustomSampler _sampler; private CustomSampler _sampler;
protected AsrPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
protected AsrPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
{ {
ContextDescription = contextDescription; ContextDescription = contextDescription;
Resources = resources; Resources = resources;
@ -45,14 +45,14 @@ namespace ArmASR
} }
} }
public void ScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX = 0, int dispatchY = 0)
public void ScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX = 0, int dispatchY = 0)
{ {
BeginSample(commandBuffer); BeginSample(commandBuffer);
DoScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchX, dispatchY); DoScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchX, dispatchY);
EndSample(commandBuffer); EndSample(commandBuffer);
} }
protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY);
protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY);
protected void InitComputeShader(string passName, ComputeShader shader) protected void InitComputeShader(string passName, ComputeShader shader)
{ {
@ -116,7 +116,7 @@ namespace ArmASR
{ {
private readonly ComputeBuffer _spdConstants; private readonly ComputeBuffer _spdConstants;
public AsrComputeLuminancePyramidPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
public AsrComputeLuminancePyramidPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
_spdConstants = spdConstants; _spdConstants = spdConstants;
@ -124,7 +124,7 @@ namespace ArmASR
InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.computeLuminancePyramidPass); InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.computeLuminancePyramidPass);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvInputColor, dispatchParams.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvAutoExposure, Resources.AutoExposure[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvAutoExposure, Resources.AutoExposure[frameIndex ^ 1]);
@ -145,13 +145,13 @@ namespace ArmASR
{ {
private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[3]; private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[3];
public AsrReconstructPreviousDepthPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
public AsrReconstructPreviousDepthPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
InitFragmentShader("Reconstruct & Dilate", contextDescription.Shaders.fragmentShader, 1); InitFragmentShader("Reconstruct & Dilate", contextDescription.Shaders.fragmentShader, 1);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputColor, dispatchParams.Color);
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputDepth, dispatchParams.Depth); commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputDepth, dispatchParams.Depth);
@ -175,13 +175,13 @@ namespace ArmASR
{ {
private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[2]; private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[2];
public AsrDepthClipPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
public AsrDepthClipPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
InitFragmentShader("Depth Clip", contextDescription.Shaders.fragmentShader, 2); InitFragmentShader("Depth Clip", contextDescription.Shaders.fragmentShader, 2);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputColor, dispatchParams.Color);
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputDepth, dispatchParams.Depth); commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputDepth, dispatchParams.Depth);
@ -205,13 +205,13 @@ namespace ArmASR
internal class AsrLockPass : AsrPass internal class AsrLockPass : AsrPass
{ {
public AsrLockPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
public AsrLockPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
InitComputeShader("Create Locks", contextDescription.Shaders.lockPass); InitComputeShader("Create Locks", contextDescription.Shaders.lockPass);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvLockInputLuma, AsrShaderIDs.UavLockInputLuma); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvLockInputLuma, AsrShaderIDs.UavLockInputLuma);
@ -228,13 +228,13 @@ namespace ArmASR
{ {
private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[4]; private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[4];
public AsrAccumulatePass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
public AsrAccumulatePass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
InitFragmentShader("Reproject & Accumulate", contextDescription.Shaders.fragmentShader, 3); InitFragmentShader("Reproject & Accumulate", contextDescription.Shaders.fragmentShader, 3);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
if ((ContextDescription.Flags & Asr.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) if ((ContextDescription.Flags & Asr.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
{ {
@ -286,7 +286,7 @@ namespace ArmASR
{ {
private readonly ComputeBuffer _rcasConstants; private readonly ComputeBuffer _rcasConstants;
public AsrSharpenPass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
public AsrSharpenPass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
_rcasConstants = rcasConstants; _rcasConstants = rcasConstants;
@ -294,7 +294,7 @@ namespace ArmASR
InitFragmentShader("RCAS Sharpening", contextDescription.Shaders.fragmentShader, 4); InitFragmentShader("RCAS Sharpening", contextDescription.Shaders.fragmentShader, 4);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputExposure, dispatchParams.Exposure); commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputExposure, dispatchParams.Exposure);
commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]); commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]);
@ -309,7 +309,7 @@ namespace ArmASR
{ {
private readonly ComputeBuffer _generateReactiveConstants; private readonly ComputeBuffer _generateReactiveConstants;
public AsrGenerateReactivePass(Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer generateReactiveConstants)
public AsrGenerateReactivePass(in Asr.ContextDescription contextDescription, AsrResources resources, ComputeBuffer constants, ComputeBuffer generateReactiveConstants)
: base(contextDescription, resources, constants) : base(contextDescription, resources, constants)
{ {
_generateReactiveConstants = generateReactiveConstants; _generateReactiveConstants = generateReactiveConstants;
@ -317,7 +317,7 @@ namespace ArmASR
InitFragmentShader("Auto-Generate Reactive Mask", contextDescription.Shaders.fragmentShader, 0); InitFragmentShader("Auto-Generate Reactive Mask", contextDescription.Shaders.fragmentShader, 0);
} }
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Asr.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{ {
} }

Loading…
Cancel
Save