Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* Introduce ResourceLayout * Part 1: Use new ResourceSegments array on UpdateAndBind * Part 2: Use ResourceLayout to build PipelineLayout * Delete old code * XML docs * Fix shader cache load NRE * Fix typo
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24 changed files with 1047 additions and 677 deletions
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@ -55,192 +55,168 @@ namespace Ryujinx.Graphics.Vulkan
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_samplerLinear = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_samplerNearest = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
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var blitVertexBindings = new ShaderBindings(
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new[] { 1 },
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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var blitFragmentBindings = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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new[] { 0 },
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Array.Empty<int>());
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var blitResourceLayout = new ResourceLayoutBuilder()
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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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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}, blitResourceLayout);
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var colorClearFragmentBindings = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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var 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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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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var strideChangeBindings = new ShaderBindings(
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new[] { 0 },
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new[] { 1, 2 },
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Array.Empty<int>(),
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Array.Empty<int>());
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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).Build();
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_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, strideChangeBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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}, strideChangeResourceLayout);
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var colorCopyBindings = new ShaderBindings(
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new[] { 0 },
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Array.Empty<int>(),
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new[] { 0 },
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new[] { 0 });
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var 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).Build();
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_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, 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(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, 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(ShaderBinaries.ColorCopyWideningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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}, colorCopyResourceLayout);
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var colorDrawToMsVertexBindings = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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var colorDrawToMsFragmentBindings = new ShaderBindings(
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new[] { 0 },
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Array.Empty<int>(),
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new[] { 0 },
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Array.Empty<int>());
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var 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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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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var convertD32S8ToD24S8Bindings = new ShaderBindings(
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new[] { 0 },
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new[] { 1, 2 },
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Array.Empty<int>(),
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Array.Empty<int>());
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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).Build();
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_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, convertD32S8ToD24S8Bindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertD32S8ToD24S8ResourceLayout);
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var convertIndexBufferBindings = new ShaderBindings(
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new[] { 0 },
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new[] { 1, 2 },
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Array.Empty<int>(),
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Array.Empty<int>());
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var 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).Build();
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_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, convertIndexBufferBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
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}, convertIndexBufferResourceLayout);
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var convertIndirectDataBindings = new ShaderBindings(
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new[] { 0 },
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new[] { 1, 2, 3 },
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Array.Empty<int>(),
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Array.Empty<int>());
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var convertIndirectDataResourceLayout = 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)
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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(ShaderBinaries.ConvertIndirectDataShaderSource, convertIndirectDataBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, 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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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorDrawToMsResourceLayout);
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}
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}
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