mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-06-28 08:56:24 +02:00
misc: chore: Use collection expressions in Vulkan project
This commit is contained in:
parent
9cb3b40ffc
commit
ed2590a8ac
32 changed files with 212 additions and 240 deletions
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@ -69,109 +69,95 @@ namespace Ryujinx.Graphics.Vulkan
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.Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1)
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.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
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_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorBlit = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("ColorBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorBlitMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("ColorBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("ColorBlitClearAlphaFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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ResourceLayout colorClearResourceLayout = new ResourceLayoutBuilder().Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1).Build();
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_programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorClearF = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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new ShaderSource(ReadSpirv("ColorClearFFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorClearResourceLayout);
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_programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorClearSI = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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new ShaderSource(ReadSpirv("ColorClearSIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorClearResourceLayout);
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_programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorClearUI = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorClearResourceLayout);
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_programDepthStencilClear = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programDepthStencilClear = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorClearResourceLayout);
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ResourceLayout 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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_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, strideChangeResourceLayout);
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_programStrideChange = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ChangeBufferStride.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], strideChangeResourceLayout);
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ResourceLayout colorCopyResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 0)
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.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
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_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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_programColorCopyShortening = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorCopyShorteningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], colorCopyResourceLayout);
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_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorCopyToNonMsCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], colorCopyResourceLayout);
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_programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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_programColorCopyWidening = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorCopyWideningCompute.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], colorCopyResourceLayout);
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ResourceLayout colorDrawToMsResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
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_programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programColorDrawToMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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new ShaderSource(ReadSpirv("ColorDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorDrawToMsResourceLayout);
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ResourceLayout 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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_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertD32S8ToD24S8ResourceLayout);
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_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ConvertD32S8ToD24S8.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], convertD32S8ToD24S8ResourceLayout);
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ResourceLayout convertIndexBufferResourceLayout = 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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_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertIndexBufferResourceLayout);
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_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ConvertIndexBuffer.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], convertIndexBufferResourceLayout);
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ResourceLayout convertIndirectDataResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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@ -179,60 +165,51 @@ namespace Ryujinx.Graphics.Vulkan
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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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_programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertIndirectDataResourceLayout);
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_programConvertIndirectData = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ConvertIndirectData.spv"), ShaderStage.Compute, TargetLanguage.Spirv)
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], convertIndirectDataResourceLayout);
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_programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programDepthBlit = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("DepthBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programDepthBlitMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("DepthBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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new ShaderSource(ReadSpirv("DepthDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorDrawToMsResourceLayout);
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_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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new ShaderSource(ReadSpirv("DepthDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorDrawToMsResourceLayout);
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if (gd.Capabilities.SupportsShaderStencilExport)
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{
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_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programStencilBlit = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("StencilBlitFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programStencilBlitMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorBlitVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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new ShaderSource(ReadSpirv("StencilBlitMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], blitResourceLayout);
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_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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new ShaderSource(ReadSpirv("StencilDrawToMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorDrawToMsResourceLayout);
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_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout([
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new ShaderSource(ReadSpirv("ColorDrawToMsVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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new ShaderSource(ReadSpirv("StencilDrawToNonMsFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv)
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], colorDrawToMsResourceLayout);
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}
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}
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@ -407,7 +384,7 @@ namespace Ryujinx.Graphics.Vulkan
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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@ -450,8 +427,8 @@ namespace Ryujinx.Graphics.Vulkan
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int dstHeight = dst.Height;
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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_pipeline.SetRenderTargetColorMasks([0xf]);
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_pipeline.SetScissors([new Rectangle<int>(0, 0, dstWidth, dstHeight)]);
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if (clearAlpha)
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{
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@ -503,7 +480,7 @@ namespace Ryujinx.Graphics.Vulkan
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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@ -526,7 +503,7 @@ namespace Ryujinx.Graphics.Vulkan
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int dstHeight = dst.Height;
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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_pipeline.SetScissors([new Rectangle<int>(0, 0, dstWidth, dstHeight)]);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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@ -657,7 +634,7 @@ namespace Ryujinx.Graphics.Vulkan
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buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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@ -689,7 +666,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetRenderTargetColorMasks(new[] { componentMask });
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
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_pipeline.SetScissors([scissor]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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@ -717,9 +694,9 @@ namespace Ryujinx.Graphics.Vulkan
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using ScopedTemporaryBuffer buffer = gd.BufferManager.ReserveOrCreate(gd, cbs, ClearColorBufferSize);
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, stackalloc float[] { depthValue });
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, [depthValue]);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(1, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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@ -735,7 +712,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
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_pipeline.SetScissors([scissor]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xff, stencilMask));
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@ -776,7 +753,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize)) });
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pipeline.SetUniformBuffers([new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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@ -852,7 +829,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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@ -915,7 +892,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
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List<BufferCopy> bufferCopy = new();
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List<BufferCopy> bufferCopy = [];
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int outputOffset = 0;
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// Try to merge copies of adjacent indices to reduce copy count.
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||||
|
@ -1030,7 +1007,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
Format srcFormat = GetFormat(componentSize, srcBpp / componentSize);
|
||||
Format dstFormat = GetFormat(componentSize, dstBpp / componentSize);
|
||||
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
||||
|
||||
for (int l = 0; l < levels; l++)
|
||||
{
|
||||
|
@ -1111,7 +1088,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
1);
|
||||
|
||||
_pipeline.SetCommandBuffer(cbs);
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
||||
|
||||
if (isDepthOrStencil)
|
||||
{
|
||||
|
@ -1130,7 +1107,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
0f,
|
||||
1f);
|
||||
|
||||
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
|
||||
_pipeline.SetScissors([new Rectangle<int>(0, 0, dst.Width, dst.Height)]);
|
||||
_pipeline.SetViewports(viewports);
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||
|
||||
|
@ -1251,12 +1228,12 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
0f,
|
||||
1f);
|
||||
|
||||
_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
|
||||
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
|
||||
_pipeline.SetRenderTargetColorMasks([0xf]);
|
||||
_pipeline.SetScissors([new Rectangle<int>(0, 0, dst.Width, dst.Height)]);
|
||||
_pipeline.SetViewports(viewports);
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
||||
|
||||
if (isDepthOrStencil)
|
||||
{
|
||||
|
@ -1578,9 +1555,9 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
srcIndirectBufferOffset,
|
||||
indirectDataSize);
|
||||
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, drawCountBufferAligned) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, drawCountBufferAligned)]);
|
||||
_pipeline.SetStorageBuffers(1, new[] { srcIndirectBuffer.GetBuffer(), dstIndirectBuffer.GetBuffer() });
|
||||
_pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(3, patternScoped.Range) });
|
||||
_pipeline.SetStorageBuffers([new BufferAssignment(3, patternScoped.Range)]);
|
||||
|
||||
_pipeline.SetProgram(_programConvertIndirectData);
|
||||
_pipeline.DispatchCompute(1, 1, 1);
|
||||
|
@ -1607,7 +1584,8 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
0,
|
||||
convertedCount * outputIndexSize);
|
||||
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(patternScoped.Handle, patternScoped.Offset, ParamsBufferSize)) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(patternScoped.Handle, patternScoped.Offset, ParamsBufferSize))
|
||||
]);
|
||||
_pipeline.SetStorageBuffers(1, new[] { srcIndexBuffer.GetBuffer(), dstIndexBuffer.GetBuffer() });
|
||||
|
||||
_pipeline.SetProgram(_programConvertIndexBuffer);
|
||||
|
@ -1675,7 +1653,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
|
||||
_pipeline.SetCommandBuffer(cbs);
|
||||
|
||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, buffer.Range) });
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
|
||||
|
||||
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue