added match statement instead of if-else block (#8500)
# Objective Replaced the if-else statement block in favor of a match statement to give a more cleaner code.
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@ -390,25 +390,33 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
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let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
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let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
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if method == Mesh2dPipelineKey::TONEMAP_METHOD_NONE {
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match method {
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shader_defs.push("TONEMAP_METHOD_NONE".into());
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Mesh2dPipelineKey::TONEMAP_METHOD_NONE => {
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD {
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shader_defs.push("TONEMAP_METHOD_NONE".into());
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shader_defs.push("TONEMAP_METHOD_REINHARD".into());
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}
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE {
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Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD => {
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shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
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shader_defs.push("TONEMAP_METHOD_REINHARD".into());
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED {
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}
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shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
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Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE => {
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_AGX {
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shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
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shader_defs.push("TONEMAP_METHOD_AGX".into());
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}
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED => {
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{
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shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
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shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
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}
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC {
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Mesh2dPipelineKey::TONEMAP_METHOD_AGX => {
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shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
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shader_defs.push("TONEMAP_METHOD_AGX".into());
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} else if method == Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE {
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}
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shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
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Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM => {
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shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
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}
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Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC => {
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shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
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}
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Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE => {
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shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
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}
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_ => {}
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}
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}
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// Debanding is tied to tonemapping in the shader, cannot run without it.
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// Debanding is tied to tonemapping in the shader, cannot run without it.
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if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
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if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
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shader_defs.push("DEBAND_DITHER".into());
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shader_defs.push("DEBAND_DITHER".into());
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