testss
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using System;
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using System.Runtime.InteropServices;
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namespace UnityEngine.Rendering.Universal
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{
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class ShaderData : IDisposable
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{
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static ShaderData m_Instance = null;
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ComputeBuffer m_LightDataBuffer = null;
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ComputeBuffer m_LightIndicesBuffer = null;
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ComputeBuffer m_AdditionalLightShadowParamsStructuredBuffer = null;
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ComputeBuffer m_AdditionalLightShadowSliceMatricesStructuredBuffer = null;
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ShaderData()
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{
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}
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internal static ShaderData instance
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{
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get
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{
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if (m_Instance == null)
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m_Instance = new ShaderData();
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return m_Instance;
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}
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}
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public void Dispose()
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{
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DisposeBuffer(ref m_LightDataBuffer);
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DisposeBuffer(ref m_LightIndicesBuffer);
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DisposeBuffer(ref m_AdditionalLightShadowParamsStructuredBuffer);
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DisposeBuffer(ref m_AdditionalLightShadowSliceMatricesStructuredBuffer);
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}
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internal ComputeBuffer GetLightDataBuffer(int size)
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{
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return GetOrUpdateBuffer<ShaderInput.LightData>(ref m_LightDataBuffer, size);
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}
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internal ComputeBuffer GetLightIndicesBuffer(int size)
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{
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return GetOrUpdateBuffer<int>(ref m_LightIndicesBuffer, size);
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}
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internal ComputeBuffer GetAdditionalLightShadowParamsStructuredBuffer(int size)
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{
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return GetOrUpdateBuffer<Vector4>(ref m_AdditionalLightShadowParamsStructuredBuffer, size);
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}
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internal ComputeBuffer GetAdditionalLightShadowSliceMatricesStructuredBuffer(int size)
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{
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return GetOrUpdateBuffer<Matrix4x4>(ref m_AdditionalLightShadowSliceMatricesStructuredBuffer, size);
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}
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ComputeBuffer GetOrUpdateBuffer<T>(ref ComputeBuffer buffer, int size) where T : struct
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{
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if (buffer == null)
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{
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buffer = new ComputeBuffer(size, Marshal.SizeOf<T>());
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}
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else if (size > buffer.count)
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{
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buffer.Dispose();
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buffer = new ComputeBuffer(size, Marshal.SizeOf<T>());
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}
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return buffer;
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}
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void DisposeBuffer(ref ComputeBuffer buffer)
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{
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if (buffer != null)
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{
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buffer.Dispose();
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buffer = null;
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}
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}
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}
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}
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