43ebd7a9bb
* New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
233 lines
9.3 KiB
C#
233 lines
9.3 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Compute
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{
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/// <summary>
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/// Represents a compute engine class.
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/// </summary>
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class ComputeClass : IDeviceState
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly ThreedClass _3dEngine;
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private readonly DeviceState<ComputeClassState> _state;
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private readonly InlineToMemoryClass _i2mClass;
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/// <summary>
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/// Creates a new instance of the compute engine class.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="threedEngine">3D engine</param>
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public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
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{
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_context = context;
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_channel = channel;
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_3dEngine = threedEngine;
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_state = new DeviceState<ComputeClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) },
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{ nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
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{ nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }
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});
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_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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public void Write(int offset, int data) => _state.Write(offset, data);
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/// <summary>
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/// Launches the Inline-to-Memory DMA copy operation.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LaunchDma(int argument)
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{
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_i2mClass.LaunchDma(ref Unsafe.As<ComputeClassState, InlineToMemoryClassState>(ref _state.State), argument);
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}
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/// <summary>
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/// Pushes a block of data to the Inline-to-Memory engine.
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/// </summary>
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/// <param name="data">Data to push</param>
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public void LoadInlineData(ReadOnlySpan<int> data)
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{
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_i2mClass.LoadInlineData(data);
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}
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/// <summary>
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/// Pushes a word of data to the Inline-to-Memory engine.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LoadInlineData(int argument)
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{
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_i2mClass.LoadInlineData(argument);
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}
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/// <summary>
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/// Performs the compute dispatch operation.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void SendSignalingPcasB(int argument)
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{
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var memoryManager = _channel.MemoryManager;
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_3dEngine.FlushUboDirty();
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uint qmdAddress = _state.State.SendPcasA;
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var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
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ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;
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shaderGpuVa += (uint)qmd.ProgramOffset;
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int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
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int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
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for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
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{
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if (!qmd.ConstantBufferValid(index))
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{
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continue;
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}
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ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
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ulong size = (ulong)qmd.ConstantBufferSize(index);
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_channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
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}
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ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
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ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
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GpuChannelPoolState poolState = new GpuChannelPoolState(
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texturePoolGpuVa,
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_state.State.SetTexHeaderPoolCMaximumIndex,
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_state.State.SetBindlessTextureConstantBufferSlotSelect);
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GpuChannelComputeState computeState = new GpuChannelComputeState(
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qmd.CtaThreadDimension0,
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qmd.CtaThreadDimension1,
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qmd.CtaThreadDimension2,
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localMemorySize,
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sharedMemorySize);
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CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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_channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex);
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_channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex);
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_channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect);
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ShaderProgramInfo info = cs.Shaders[0].Info;
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for (int index = 0; index < info.CBuffers.Count; index++)
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{
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BufferDescriptor cb = info.CBuffers[index];
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// NVN uses the "hardware" constant buffer for anything that is less than 8,
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// and those are already bound above.
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// Anything greater than or equal to 8 uses the emulated constant buffers.
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// They are emulated using global memory loads.
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if (cb.Slot < 8)
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{
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continue;
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}
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ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
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int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
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cbDescAddress += (ulong)cbDescOffset;
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SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(cbDescAddress);
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_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
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int sbDescOffset = 0x310 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
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_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
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}
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_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
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for (int index = 0; index < info.Images.Count; index++)
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{
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var descriptor = info.Images[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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_channel.TextureManager.CommitComputeBindings();
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_channel.BufferManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
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_3dEngine.ForceShaderUpdate();
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}
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}
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}
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