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code cleanup part deux
1 parent ea19124 commit caf3b92

19 files changed

Lines changed: 416 additions & 454 deletions

Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs

Lines changed: 0 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,8 +1,5 @@
11
using UnityEngine;
2-
using UnityEditor;
32
using UnityEngine.Rendering;
4-
using System.Collections.Generic;
5-
using System.Linq;
63
using NUnit.Framework;
74

85
[TestFixture]

Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -9,19 +9,19 @@
99
public class RenderLoopTestFixture : MonoBehaviour
1010
{
1111
public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop);
12-
private static TestDelegate callback;
12+
private static TestDelegate s_Callback;
1313

1414
public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop)
1515
{
16-
foreach (Camera camera in cameras)
16+
foreach (var camera in cameras)
1717
{
1818
CullingParameters cullingParams;
1919
bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
2020
Assert.IsTrue(gotCullingParams);
2121

2222
CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);
2323

24-
callback(camera, cullResults, renderLoop);
24+
s_Callback(camera, cullResults, renderLoop);
2525
}
2626

2727
renderLoop.Submit();
@@ -34,7 +34,7 @@ public static void Run(TestDelegate renderCallback)
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var instance = camObject.AddComponent<RenderLoopWrapper>();
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instance.callback = Render;
37-
callback = renderCallback;
37+
s_Callback = renderCallback;
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instance.enabled = true;
3939

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Transform t = camObject.transform;

Assets/ScriptableRenderLoop/AdditionalLightData.cs

Lines changed: 3 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,15 +1,13 @@
1-
using System;
2-
31
namespace UnityEngine.ScriptableRenderLoop
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{
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//@TODO: We should continously move these values
64
// into the engine when we can see them being generally useful
75
[RequireComponent(typeof(Light))]
86
public class AdditionalLightData : MonoBehaviour
97
{
10-
public const int defaultShadowResolution = 512;
8+
public const int DefaultShadowResolution = 512;
119

12-
public int shadowResolution = defaultShadowResolution;
10+
public int shadowResolution = DefaultShadowResolution;
1311

1412
[RangeAttribute(0.0F, 100.0F)]
1513
public float innerSpotPercent = 0.0F;
@@ -27,7 +25,7 @@ public static int GetShadowResolution(AdditionalLightData lightData)
2725
if (lightData != null)
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return lightData.shadowResolution;
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else
30-
return defaultShadowResolution;
28+
return DefaultShadowResolution;
3129
}
3230
}
3331
}

Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs

Lines changed: 3 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1,8 +1,5 @@
1-
using UnityEngine;
21
using UnityEngine.Rendering;
32
using System;
4-
using System.Collections;
5-
using System.Collections.Generic;
63

74
namespace UnityEngine.ScriptableRenderLoop
85
{
@@ -62,7 +59,7 @@ void UpdateLightConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow)
6259
var matWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
6360
var dirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
6461

65-
for (var nLight = 0; nLight < visibleLights.Length; nLight++)
62+
for (int nLight = 0; nLight < visibleLights.Length; nLight++)
6663
{
6764
numLightsIncludingTooMany++;
6865
if (numLightsIncludingTooMany > k_MaxLights)
@@ -92,7 +89,7 @@ void UpdateLightConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow)
9289

9390
if (hasShadows)
9491
{
95-
for (var s = 0; s < k_MaxDirectionalSplit; ++s)
92+
for (int s = 0; s < k_MaxDirectionalSplit; ++s)
9693
{
9794
dirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
9895
}
@@ -127,7 +124,7 @@ void UpdateLightConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow)
127124
{
128125
// Enable shadows
129126
lightShadowIndex_lightParams[numLights].x = 1;
130-
for (var s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
127+
for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
131128
{
132129
var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s);
133130
matWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;

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