mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2025-03-13 02:20:17 +00:00
* Convert unsupported indexed buffer topologies * Fix index count and dispatch size * Cleanup * Fix typos
882 lines
34 KiB
C#
882 lines
34 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using SharpMetal.Metal;
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using System;
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using System.Collections.Generic;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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class HelperShader : IDisposable
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{
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private const int ConvertElementsPerWorkgroup = 32 * 100; // Work group size of 32 times 100 elements.
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private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/Shaders";
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private readonly MetalRenderer _renderer;
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private readonly Pipeline _pipeline;
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private MTLDevice _device;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlitF;
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private readonly IProgram _programColorBlitI;
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private readonly IProgram _programColorBlitU;
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private readonly IProgram _programColorBlitMsF;
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private readonly IProgram _programColorBlitMsI;
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private readonly IProgram _programColorBlitMsU;
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private readonly List<IProgram> _programsColorClearF = new();
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private readonly List<IProgram> _programsColorClearI = new();
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private readonly List<IProgram> _programsColorClearU = new();
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programConvertD32S8ToD24S8;
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private readonly IProgram _programConvertIndexBuffer;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlitMs;
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private readonly IProgram _programStencilBlit;
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private readonly IProgram _programStencilBlitMs;
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private readonly EncoderState _helperShaderState = new();
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public HelperShader(MTLDevice device, MetalRenderer renderer, Pipeline pipeline)
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{
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_device = device;
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_renderer = renderer;
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_pipeline = pipeline;
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_samplerNearest = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
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_samplerLinear = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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var blitResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
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var blitSource = ReadMsl("Blit.metal");
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var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
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_programColorBlitF = new Program(
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[
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new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitSourceI = blitSource.Replace("FORMAT", "int");
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_programColorBlitI = new Program(
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[
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new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitSourceU = blitSource.Replace("FORMAT", "uint");
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_programColorBlitU = new Program(
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[
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new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitMsSource = ReadMsl("BlitMs.metal");
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var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
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_programColorBlitMsF = new Program(
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[
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new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
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_programColorBlitMsI = new Program(
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[
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new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
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_programColorBlitMsU = new Program(
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[
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new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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var colorClearSource = ReadMsl("ColorClear.metal");
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "float");
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_programsColorClearF.Add(new Program(
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device));
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}
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
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_programsColorClearI.Add(new Program(
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device));
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}
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
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_programsColorClearU.Add(new Program(
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device));
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}
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var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
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_programDepthStencilClear = new Program(
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[
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new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device);
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var strideChangeResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
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var strideChangeSource = ReadMsl("ChangeBufferStride.metal");
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_programStrideChange = new Program(
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[
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new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
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], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1));
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var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
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var convertD32S8ToD24S8Source = ReadMsl("ConvertD32S8ToD24S8.metal");
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_programConvertD32S8ToD24S8 = new Program(
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[
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new ShaderSource(convertD32S8ToD24S8Source, ShaderStage.Compute, TargetLanguage.Msl)
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], convertD32S8ToD24S8ResourceLayout, device, new ComputeSize(64, 1, 1));
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var convertIndexBufferLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 3).Build();
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var convertIndexBufferSource = ReadMsl("ConvertIndexBuffer.metal");
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_programConvertIndexBuffer = new Program(
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[
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new ShaderSource(convertIndexBufferSource, ShaderStage.Compute, TargetLanguage.Msl)
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], convertIndexBufferLayout, device, new ComputeSize(16, 1, 1));
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var depthBlitSource = ReadMsl("DepthBlit.metal");
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_programDepthBlit = new Program(
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[
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new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
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_programDepthBlitMs = new Program(
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[
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new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var stencilBlitSource = ReadMsl("StencilBlit.metal");
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_programStencilBlit = new Program(
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[
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new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
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_programStencilBlitMs = new Program(
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[
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new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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}
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private static string ReadMsl(string fileName)
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{
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var msl = EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
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#pragma warning disable IDE0055 // Disable formatting
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msl = msl.Replace("CONSTANT_BUFFERS_INDEX", $"{Constants.ConstantBuffersIndex}")
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.Replace("STORAGE_BUFFERS_INDEX", $"{Constants.StorageBuffersIndex}")
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.Replace("TEXTURES_INDEX", $"{Constants.TexturesIndex}")
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.Replace("IMAGES_INDEX", $"{Constants.ImagesIndex}");
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#pragma warning restore IDE0055
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return msl;
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}
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public unsafe void BlitColor(
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CommandBufferScoped cbs,
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Texture src,
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Texture dst,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool clear = false)
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{
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_pipeline.SwapState(_helperShaderState);
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const int RegionBufferSize = 16;
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var sampler = linearFilter ? _samplerLinear : _samplerNearest;
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / (float)src.Width;
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region[1] = srcRegion.X2 / (float)src.Width;
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region[2] = srcRegion.Y1 / (float)src.Height;
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region[3] = srcRegion.Y2 / (float)src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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Span<Viewport> viewports = stackalloc Viewport[16];
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viewports[0] = new Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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bool dstIsDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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if (dstIsDepthOrStencil)
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{
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// TODO: Depth & stencil blit!
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Requested a depth or stencil blit!");
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_pipeline.SwapState(null);
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return;
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}
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var debugGroupName = "Blit Color ";
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if (src.Info.Target.IsMultisample())
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{
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if (dst.Info.Format.IsSint())
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{
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debugGroupName += "MS Int";
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_pipeline.SetProgram(_programColorBlitMsI);
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}
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else if (dst.Info.Format.IsUint())
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{
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debugGroupName += "MS UInt";
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_pipeline.SetProgram(_programColorBlitMsU);
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}
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else
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{
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debugGroupName += "MS Float";
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_pipeline.SetProgram(_programColorBlitMsF);
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}
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}
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else
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{
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if (dst.Info.Format.IsSint())
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{
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debugGroupName += "Int";
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_pipeline.SetProgram(_programColorBlitI);
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}
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else if (dst.Info.Format.IsUint())
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{
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debugGroupName += "UInt";
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_pipeline.SetProgram(_programColorBlitU);
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}
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else
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{
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debugGroupName += "Float";
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_pipeline.SetProgram(_programColorBlitF);
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}
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}
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetRenderTargets([dst], null);
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_pipeline.SetScissors(scissors);
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_pipeline.SetClearLoadAction(clear);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0, debugGroupName);
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// Cleanup
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if (clear)
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{
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_pipeline.SetClearLoadAction(false);
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}
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// Restore previous state
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_pipeline.SwapState(null);
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}
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public unsafe void BlitDepthStencil(
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CommandBufferScoped cbs,
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Texture src,
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Texture dst,
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Extents2D srcRegion,
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Extents2D dstRegion)
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{
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_pipeline.SwapState(_helperShaderState);
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const int RegionBufferSize = 16;
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / (float)src.Width;
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region[1] = srcRegion.X2 / (float)src.Width;
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region[2] = srcRegion.Y1 / (float)src.Height;
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region[3] = srcRegion.Y2 / (float)src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[16];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetRenderTargets([], dst);
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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if (src.Info.Format is
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Format.D16Unorm or
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Format.D32Float or
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Format.X8UintD24Unorm or
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Format.D24UnormS8Uint or
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Format.D32FloatS8Uint or
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Format.S8UintD24Unorm)
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{
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var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
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BlitDepthStencilDraw(depthTexture, isDepth: true);
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if (depthTexture != src)
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{
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depthTexture.Release();
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}
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}
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if (src.Info.Format is
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Format.S8Uint or
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Format.D24UnormS8Uint or
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Format.D32FloatS8Uint or
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Format.S8UintD24Unorm)
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{
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var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
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BlitDepthStencilDraw(stencilTexture, isDepth: false);
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if (stencilTexture != src)
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{
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stencilTexture.Release();
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}
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}
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// Restore previous state
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_pipeline.SwapState(null);
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}
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private static Texture CreateDepthOrStencilView(Texture depthStencilTexture, DepthStencilMode depthStencilMode)
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{
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if (depthStencilTexture.Info.DepthStencilMode == depthStencilMode)
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{
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return depthStencilTexture;
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}
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return (Texture)depthStencilTexture.CreateView(new TextureCreateInfo(
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depthStencilTexture.Info.Width,
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depthStencilTexture.Info.Height,
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depthStencilTexture.Info.Depth,
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depthStencilTexture.Info.Levels,
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depthStencilTexture.Info.Samples,
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depthStencilTexture.Info.BlockWidth,
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depthStencilTexture.Info.BlockHeight,
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depthStencilTexture.Info.BytesPerPixel,
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depthStencilTexture.Info.Format,
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depthStencilMode,
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depthStencilTexture.Info.Target,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha), 0, 0);
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}
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private void BlitDepthStencilDraw(Texture src, bool isDepth)
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{
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string debugGroupName;
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if (isDepth)
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{
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debugGroupName = "Depth Blit";
|
|
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor(true, true, CompareOp.Always));
|
|
}
|
|
else
|
|
{
|
|
debugGroupName = "Stencil Blit";
|
|
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programStencilBlitMs : _programStencilBlit);
|
|
_pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
|
|
}
|
|
|
|
_pipeline.Draw(4, 1, 0, 0, debugGroupName);
|
|
|
|
if (isDepth)
|
|
{
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
|
|
}
|
|
else
|
|
{
|
|
_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
|
|
}
|
|
}
|
|
|
|
public unsafe void DrawTexture(
|
|
ITexture src,
|
|
ISampler srcSampler,
|
|
Extents2DF srcRegion,
|
|
Extents2DF dstRegion)
|
|
{
|
|
// Save current state
|
|
var state = _pipeline.SavePredrawState();
|
|
|
|
_pipeline.SetFaceCulling(false, Face.Front);
|
|
_pipeline.SetStencilTest(new StencilTestDescriptor());
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor());
|
|
|
|
const int RegionBufferSize = 16;
|
|
|
|
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
|
|
|
|
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
|
|
|
|
region[0] = srcRegion.X1 / src.Width;
|
|
region[1] = srcRegion.X2 / src.Width;
|
|
region[2] = srcRegion.Y1 / src.Height;
|
|
region[3] = srcRegion.Y2 / src.Height;
|
|
|
|
if (dstRegion.X1 > dstRegion.X2)
|
|
{
|
|
(region[0], region[1]) = (region[1], region[0]);
|
|
}
|
|
|
|
if (dstRegion.Y1 > dstRegion.Y2)
|
|
{
|
|
(region[2], region[3]) = (region[3], region[2]);
|
|
}
|
|
|
|
var bufferHandle = _renderer.BufferManager.CreateWithHandle(RegionBufferSize);
|
|
_renderer.BufferManager.SetData<float>(bufferHandle, 0, region);
|
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
|
|
|
|
Span<Viewport> viewports = stackalloc Viewport[16];
|
|
|
|
var rect = new Rectangle<float>(
|
|
MathF.Min(dstRegion.X1, dstRegion.X2),
|
|
MathF.Min(dstRegion.Y1, dstRegion.Y2),
|
|
MathF.Abs(dstRegion.X2 - dstRegion.X1),
|
|
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
|
|
|
|
viewports[0] = new Viewport(
|
|
rect,
|
|
ViewportSwizzle.PositiveX,
|
|
ViewportSwizzle.PositiveY,
|
|
ViewportSwizzle.PositiveZ,
|
|
ViewportSwizzle.PositiveW,
|
|
0f,
|
|
1f);
|
|
|
|
_pipeline.SetProgram(_programColorBlitF);
|
|
_pipeline.SetViewports(viewports);
|
|
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
|
_pipeline.Draw(4, 1, 0, 0, "Draw Texture");
|
|
|
|
_renderer.BufferManager.Delete(bufferHandle);
|
|
|
|
// Restore previous state
|
|
_pipeline.RestorePredrawState(state);
|
|
}
|
|
|
|
public void ConvertI8ToI16(CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size)
|
|
{
|
|
ChangeStride(cbs, src, dst, srcOffset, size, 1, 2);
|
|
}
|
|
|
|
public unsafe void ChangeStride(
|
|
CommandBufferScoped cbs,
|
|
BufferHolder src,
|
|
BufferHolder dst,
|
|
int srcOffset,
|
|
int size,
|
|
int stride,
|
|
int newStride)
|
|
{
|
|
int elems = size / stride;
|
|
|
|
var srcBuffer = src.GetBuffer();
|
|
var dstBuffer = dst.GetBuffer();
|
|
|
|
const int ParamsBufferSize = 4 * sizeof(int);
|
|
|
|
// Save current state
|
|
_pipeline.SwapState(_helperShaderState);
|
|
|
|
Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
|
|
|
|
shaderParams[0] = stride;
|
|
shaderParams[1] = newStride;
|
|
shaderParams[2] = size;
|
|
shaderParams[3] = srcOffset;
|
|
|
|
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
|
|
buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
|
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
|
|
|
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
|
|
|
|
sbRanges[0] = srcBuffer;
|
|
sbRanges[1] = dstBuffer;
|
|
_pipeline.SetStorageBuffers(1, sbRanges);
|
|
|
|
_pipeline.SetProgram(_programStrideChange);
|
|
_pipeline.DispatchCompute(1 + elems / ConvertElementsPerWorkgroup, 1, 1, "Change Stride");
|
|
|
|
// Restore previous state
|
|
_pipeline.SwapState(null);
|
|
}
|
|
|
|
public unsafe void ConvertD32S8ToD24S8(CommandBufferScoped cbs, BufferHolder src, Auto<DisposableBuffer> dstBuffer, int pixelCount, int dstOffset)
|
|
{
|
|
int inSize = pixelCount * 2 * sizeof(int);
|
|
|
|
var srcBuffer = src.GetBuffer();
|
|
|
|
const int ParamsBufferSize = sizeof(int) * 2;
|
|
|
|
// Save current state
|
|
_pipeline.SwapState(_helperShaderState);
|
|
|
|
Span<int> shaderParams = stackalloc int[2];
|
|
|
|
shaderParams[0] = pixelCount;
|
|
shaderParams[1] = dstOffset;
|
|
|
|
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
|
|
buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
|
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
|
|
|
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
|
|
|
|
sbRanges[0] = srcBuffer;
|
|
sbRanges[1] = dstBuffer;
|
|
_pipeline.SetStorageBuffers(1, sbRanges);
|
|
|
|
_pipeline.SetProgram(_programConvertD32S8ToD24S8);
|
|
_pipeline.DispatchCompute(1 + inSize / ConvertElementsPerWorkgroup, 1, 1, "D32S8 to D24S8 Conversion");
|
|
|
|
// Restore previous state
|
|
_pipeline.SwapState(null);
|
|
}
|
|
|
|
public void ConvertIndexBuffer(
|
|
CommandBufferScoped cbs,
|
|
BufferHolder src,
|
|
BufferHolder dst,
|
|
IndexBufferPattern pattern,
|
|
int indexSize,
|
|
int srcOffset,
|
|
int indexCount)
|
|
{
|
|
// TODO: Support conversion with primitive restart enabled.
|
|
|
|
int primitiveCount = pattern.GetPrimitiveCount(indexCount);
|
|
int outputIndexSize = 4;
|
|
|
|
var srcBuffer = src.GetBuffer();
|
|
var dstBuffer = dst.GetBuffer();
|
|
|
|
const int ParamsBufferSize = 16 * sizeof(int);
|
|
|
|
// Save current state
|
|
_pipeline.SwapState(_helperShaderState);
|
|
|
|
Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
|
|
|
|
shaderParams[8] = pattern.PrimitiveVertices;
|
|
shaderParams[9] = pattern.PrimitiveVerticesOut;
|
|
shaderParams[10] = indexSize;
|
|
shaderParams[11] = outputIndexSize;
|
|
shaderParams[12] = pattern.BaseIndex;
|
|
shaderParams[13] = pattern.IndexStride;
|
|
shaderParams[14] = srcOffset;
|
|
shaderParams[15] = primitiveCount;
|
|
|
|
pattern.OffsetIndex.CopyTo(shaderParams[..pattern.OffsetIndex.Length]);
|
|
|
|
using var patternScoped = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
|
|
patternScoped.Holder.SetDataUnchecked<int>(patternScoped.Offset, shaderParams);
|
|
|
|
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
|
|
|
|
sbRanges[0] = srcBuffer;
|
|
sbRanges[1] = dstBuffer;
|
|
_pipeline.SetStorageBuffers(1, sbRanges);
|
|
_pipeline.SetStorageBuffers([new BufferAssignment(3, patternScoped.Range)]);
|
|
|
|
_pipeline.SetProgram(_programConvertIndexBuffer);
|
|
_pipeline.DispatchCompute(BitUtils.DivRoundUp(primitiveCount, 16), 1, 1, "Convert Index Buffer");
|
|
|
|
// Restore previous state
|
|
_pipeline.SwapState(null);
|
|
}
|
|
|
|
public unsafe void ClearColor(
|
|
int index,
|
|
ReadOnlySpan<float> clearColor,
|
|
uint componentMask,
|
|
int dstWidth,
|
|
int dstHeight,
|
|
Format format)
|
|
{
|
|
// Keep original scissor
|
|
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
|
|
|
|
// Save current state
|
|
EncoderState originalState = _pipeline.SwapState(_helperShaderState, clearFlags, false);
|
|
|
|
// Inherit some state without fully recreating render pipeline.
|
|
RenderTargetCopy save = _helperShaderState.InheritForClear(originalState, false, index);
|
|
|
|
const int ClearColorBufferSize = 16;
|
|
|
|
// TODO: Flush
|
|
|
|
using var buffer = _renderer.BufferManager.ReserveOrCreate(_pipeline.Cbs, ClearColorBufferSize);
|
|
buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
|
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
|
|
|
Span<Viewport> viewports = stackalloc Viewport[16];
|
|
|
|
// TODO: Set exact viewport!
|
|
viewports[0] = new Viewport(
|
|
new Rectangle<float>(0, 0, dstWidth, dstHeight),
|
|
ViewportSwizzle.PositiveX,
|
|
ViewportSwizzle.PositiveY,
|
|
ViewportSwizzle.PositiveZ,
|
|
ViewportSwizzle.PositiveW,
|
|
0f,
|
|
1f);
|
|
|
|
Span<uint> componentMasks = stackalloc uint[index + 1];
|
|
componentMasks[index] = componentMask;
|
|
|
|
var debugGroupName = "Clear Color ";
|
|
|
|
if (format.IsSint())
|
|
{
|
|
debugGroupName += "Int";
|
|
_pipeline.SetProgram(_programsColorClearI[index]);
|
|
}
|
|
else if (format.IsUint())
|
|
{
|
|
debugGroupName += "UInt";
|
|
_pipeline.SetProgram(_programsColorClearU[index]);
|
|
}
|
|
else
|
|
{
|
|
debugGroupName += "Float";
|
|
_pipeline.SetProgram(_programsColorClearF[index]);
|
|
}
|
|
|
|
_pipeline.SetBlendState(index, new BlendDescriptor());
|
|
_pipeline.SetFaceCulling(false, Face.Front);
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
|
|
_pipeline.SetRenderTargetColorMasks(componentMasks);
|
|
_pipeline.SetViewports(viewports);
|
|
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
|
_pipeline.Draw(4, 1, 0, 0, debugGroupName);
|
|
|
|
// Restore previous state
|
|
_pipeline.SwapState(null, clearFlags, false);
|
|
|
|
_helperShaderState.Restore(save);
|
|
}
|
|
|
|
public unsafe void ClearDepthStencil(
|
|
float depthValue,
|
|
bool depthMask,
|
|
int stencilValue,
|
|
int stencilMask,
|
|
int dstWidth,
|
|
int dstHeight)
|
|
{
|
|
// Keep original scissor
|
|
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
|
|
var helperScissors = _helperShaderState.Scissors;
|
|
|
|
// Save current state
|
|
EncoderState originalState = _pipeline.SwapState(_helperShaderState, clearFlags, false);
|
|
|
|
// Inherit some state without fully recreating render pipeline.
|
|
RenderTargetCopy save = _helperShaderState.InheritForClear(originalState, true);
|
|
|
|
const int ClearDepthBufferSize = 16;
|
|
|
|
using var buffer = _renderer.BufferManager.ReserveOrCreate(_pipeline.Cbs, ClearDepthBufferSize);
|
|
buffer.Holder.SetDataUnchecked(buffer.Offset, new ReadOnlySpan<float>(ref depthValue));
|
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
|
|
|
Span<Viewport> viewports = stackalloc Viewport[1];
|
|
|
|
viewports[0] = new Viewport(
|
|
new Rectangle<float>(0, 0, dstWidth, dstHeight),
|
|
ViewportSwizzle.PositiveX,
|
|
ViewportSwizzle.PositiveY,
|
|
ViewportSwizzle.PositiveZ,
|
|
ViewportSwizzle.PositiveW,
|
|
0f,
|
|
1f);
|
|
|
|
_pipeline.SetProgram(_programDepthStencilClear);
|
|
_pipeline.SetFaceCulling(false, Face.Front);
|
|
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
|
_pipeline.SetViewports(viewports);
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
|
|
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
|
|
_pipeline.Draw(4, 1, 0, 0, "Clear Depth Stencil");
|
|
|
|
// Cleanup
|
|
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
|
|
_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
|
|
|
|
// Restore previous state
|
|
_pipeline.SwapState(null, clearFlags, false);
|
|
|
|
_helperShaderState.Restore(save);
|
|
}
|
|
|
|
private static StencilTestDescriptor CreateStencilTestDescriptor(
|
|
bool enabled,
|
|
int refValue = 0,
|
|
int compareMask = 0xff,
|
|
int writeMask = 0xff)
|
|
{
|
|
return new StencilTestDescriptor(
|
|
enabled,
|
|
CompareOp.Always,
|
|
StencilOp.Replace,
|
|
StencilOp.Replace,
|
|
StencilOp.Replace,
|
|
refValue,
|
|
compareMask,
|
|
writeMask,
|
|
CompareOp.Always,
|
|
StencilOp.Replace,
|
|
StencilOp.Replace,
|
|
StencilOp.Replace,
|
|
refValue,
|
|
compareMask,
|
|
writeMask);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_programColorBlitF.Dispose();
|
|
_programColorBlitI.Dispose();
|
|
_programColorBlitU.Dispose();
|
|
_programColorBlitMsF.Dispose();
|
|
_programColorBlitMsI.Dispose();
|
|
_programColorBlitMsU.Dispose();
|
|
|
|
foreach (var programColorClear in _programsColorClearF)
|
|
{
|
|
programColorClear.Dispose();
|
|
}
|
|
|
|
foreach (var programColorClear in _programsColorClearU)
|
|
{
|
|
programColorClear.Dispose();
|
|
}
|
|
|
|
foreach (var programColorClear in _programsColorClearI)
|
|
{
|
|
programColorClear.Dispose();
|
|
}
|
|
|
|
_programDepthStencilClear.Dispose();
|
|
_pipeline.Dispose();
|
|
_samplerLinear.Dispose();
|
|
_samplerNearest.Dispose();
|
|
}
|
|
}
|
|
}
|