mirror of
https://github.com/Ryujinx/Ryujinx.git
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* Use a better viewport flipping approach * New approach to detect depth mode * nit: Sort method on the OpenGL backend * Adjust spacing on comment * Unswap near and far parameters based on ScaleZ
272 lines
12 KiB
C#
272 lines
12 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : IGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly GpuState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly int _localSizeX;
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private readonly int _localSizeY;
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private readonly int _localSizeZ;
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private readonly int _localMemorySize;
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private readonly int _sharedMemorySize;
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuState state, int stageIndex)
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{
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_context = context;
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_state = state;
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_stageIndex = stageIndex;
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}
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/// <summary>
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/// Creates a new instance of the GPU state accessor for compute shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="localSizeX">Local group size X of the compute shader</param>
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/// <param name="localSizeY">Local group size Y of the compute shader</param>
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/// <param name="localSizeZ">Local group size Z of the compute shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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public GpuAccessor(
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GpuContext context,
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GpuState state,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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_context = context;
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_state = state;
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_compute = true;
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_localSizeX = localSizeX;
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_localSizeY = localSizeY;
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_localSizeZ = localSizeZ;
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_localMemorySize = localMemorySize;
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_sharedMemorySize = sharedMemorySize;
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Reads data from GPU memory.
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/// </summary>
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/// <typeparam name="T">Type of the data to be read</typeparam>
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/// <param name="address">GPU virtual address of the data</param>
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/// <returns>Data at the memory location</returns>
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public T MemoryRead<T>(ulong address) where T : unmanaged
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{
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return _context.MemoryManager.Read<T>(address);
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX() => _localSizeX;
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY() => _localSizeY;
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ() => _localSizeZ;
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize() => _localMemorySize;
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize() => _sharedMemorySize;
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/// <summary>
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/// Queries texture target information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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public bool QueryIsTextureBuffer(int handle)
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{
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return GetTextureDescriptor(handle).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Queries texture target information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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public bool QueryIsTextureRectangle(int handle)
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{
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var descriptor = GetTextureDescriptor(handle);
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TextureTarget target = descriptor.UnpackTextureTarget();
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bool is2DTexture = target == TextureTarget.Texture2D ||
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target == TextureTarget.Texture2DRect;
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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{
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case PrimitiveType.Points:
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return InputTopology.Points;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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return InputTopology.Lines;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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return InputTopology.LinesAdjacency;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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return InputTopology.Triangles;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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return InputTopology.TrianglesAdjacency;
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}
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return InputTopology.Points;
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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/// <remarks>
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/// This only returns non-compressed color formats.
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// </remarks>
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/// <param name="handle">Texture handle</param>
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/// <returns>Color format of the non-compressed texture</returns>
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public TextureFormat QueryTextureFormat(int handle)
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{
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var descriptor = GetTextureDescriptor(handle);
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if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
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{
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return TextureFormat.Unknown;
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}
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return formatInfo.Format switch
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{
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Format.R8Unorm => TextureFormat.R8Unorm,
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Format.R8Snorm => TextureFormat.R8Snorm,
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Format.R8Uint => TextureFormat.R8Uint,
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Format.R8Sint => TextureFormat.R8Sint,
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Format.R16Float => TextureFormat.R16Float,
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Format.R16Unorm => TextureFormat.R16Unorm,
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Format.R16Snorm => TextureFormat.R16Snorm,
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Format.R16Uint => TextureFormat.R16Uint,
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Format.R16Sint => TextureFormat.R16Sint,
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Format.R32Float => TextureFormat.R32Float,
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Format.R32Uint => TextureFormat.R32Uint,
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Format.R32Sint => TextureFormat.R32Sint,
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Format.R8G8Unorm => TextureFormat.R8G8Unorm,
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Format.R8G8Snorm => TextureFormat.R8G8Snorm,
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Format.R8G8Uint => TextureFormat.R8G8Uint,
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Format.R8G8Sint => TextureFormat.R8G8Sint,
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Format.R16G16Float => TextureFormat.R16G16Float,
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Format.R16G16Unorm => TextureFormat.R16G16Unorm,
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Format.R16G16Snorm => TextureFormat.R16G16Snorm,
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Format.R16G16Uint => TextureFormat.R16G16Uint,
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Format.R16G16Sint => TextureFormat.R16G16Sint,
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Format.R32G32Float => TextureFormat.R32G32Float,
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Format.R32G32Uint => TextureFormat.R32G32Uint,
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Format.R32G32Sint => TextureFormat.R32G32Sint,
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Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
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Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
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Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
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Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
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Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
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Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
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Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
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Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
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Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
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Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
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Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
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Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
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Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
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Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
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Format.R11G11B10Float => TextureFormat.R11G11B10Float,
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_ => TextureFormat.Unknown
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};
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>Texture descriptor</returns>
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private Image.TextureDescriptor GetTextureDescriptor(int handle)
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{
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if (_compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle);
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}
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else
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
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}
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}
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}
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}
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