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authorTSR Berry <20988865+TSRBerry@users.noreply.github.com>2023-04-08 01:22:00 +0200
committerMary <thog@protonmail.com>2023-04-27 23:51:14 +0200
commitcee712105850ac3385cd0091a923438167433f9f (patch)
tree4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /Ryujinx.Graphics.Vulkan
parentcd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff)
Move solution and projects to src
Diffstat (limited to 'Ryujinx.Graphics.Vulkan')
-rw-r--r--Ryujinx.Graphics.Vulkan/Auto.cs154
-rw-r--r--Ryujinx.Graphics.Vulkan/AutoFlushCounter.cs179
-rw-r--r--Ryujinx.Graphics.Vulkan/BackgroundResources.cs117
-rw-r--r--Ryujinx.Graphics.Vulkan/BitMap.cs157
-rw-r--r--Ryujinx.Graphics.Vulkan/BufferAllocationType.cs12
-rw-r--r--Ryujinx.Graphics.Vulkan/BufferHolder.cs788
-rw-r--r--Ryujinx.Graphics.Vulkan/BufferManager.cs455
-rw-r--r--Ryujinx.Graphics.Vulkan/BufferState.cs48
-rw-r--r--Ryujinx.Graphics.Vulkan/BufferUsageBitmap.cs77
-rw-r--r--Ryujinx.Graphics.Vulkan/CacheByRange.cs398
-rw-r--r--Ryujinx.Graphics.Vulkan/CommandBufferPool.cs368
-rw-r--r--Ryujinx.Graphics.Vulkan/CommandBufferScoped.cs44
-rw-r--r--Ryujinx.Graphics.Vulkan/Constants.cs20
-rw-r--r--Ryujinx.Graphics.Vulkan/DescriptorSetCollection.cs246
-rw-r--r--Ryujinx.Graphics.Vulkan/DescriptorSetManager.cs201
-rw-r--r--Ryujinx.Graphics.Vulkan/DescriptorSetUpdater.cs674
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableBuffer.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableBufferView.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableFramebuffer.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableImage.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableImageView.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableMemory.cs24
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposablePipeline.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableRenderPass.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/DisposableSampler.cs25
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs179
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs111
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/IPostProcessingEffect.cs10
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/IScalingFilter.cs20
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.glsl3945
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spvbin44672 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.glsl3904
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spvbin20472 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl1177
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spvbin25012 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.glsl1404
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spvbin33728 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.glsl1402
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spvbin8464 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.glsl1403
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spvbin8328 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/SmaaConstants.cs15
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs289
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.binbin179200 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.binbin1024 -> 0 bytes
-rw-r--r--Ryujinx.Graphics.Vulkan/EnumConversion.cs374
-rw-r--r--Ryujinx.Graphics.Vulkan/FenceHelper.cs30
-rw-r--r--Ryujinx.Graphics.Vulkan/FenceHolder.cs79
-rw-r--r--Ryujinx.Graphics.Vulkan/FormatCapabilities.cs164
-rw-r--r--Ryujinx.Graphics.Vulkan/FormatConverter.cs49
-rw-r--r--Ryujinx.Graphics.Vulkan/FormatTable.cs172
-rw-r--r--Ryujinx.Graphics.Vulkan/FramebufferParams.cs240
-rw-r--r--Ryujinx.Graphics.Vulkan/HardwareCapabilities.cs120
-rw-r--r--Ryujinx.Graphics.Vulkan/HashTableSlim.cs112
-rw-r--r--Ryujinx.Graphics.Vulkan/HelperShader.cs1683
-rw-r--r--Ryujinx.Graphics.Vulkan/IdList.cs123
-rw-r--r--Ryujinx.Graphics.Vulkan/IndexBufferPattern.cs139
-rw-r--r--Ryujinx.Graphics.Vulkan/IndexBufferState.cs161
-rw-r--r--Ryujinx.Graphics.Vulkan/MemoryAllocation.cs37
-rw-r--r--Ryujinx.Graphics.Vulkan/MemoryAllocator.cs101
-rw-r--r--Ryujinx.Graphics.Vulkan/MemoryAllocatorBlockList.cs282
-rw-r--r--Ryujinx.Graphics.Vulkan/MoltenVK/MVKConfiguration.cs104
-rw-r--r--Ryujinx.Graphics.Vulkan/MoltenVK/MVKInitialization.cs31
-rw-r--r--Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs212
-rw-r--r--Ryujinx.Graphics.Vulkan/NativeArray.cs48
-rw-r--r--Ryujinx.Graphics.Vulkan/PersistentFlushBuffer.cs89
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineBase.cs1742
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineConverter.cs318
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineDynamicState.cs170
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineFull.cs314
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineHelperShader.cs59
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineLayoutCache.cs58
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineLayoutCacheEntry.cs112
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineLayoutFactory.cs244
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineState.cs621
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineUid.cs129
-rw-r--r--Ryujinx.Graphics.Vulkan/Queries/BufferedQuery.cs216
-rw-r--r--Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs245
-rw-r--r--Ryujinx.Graphics.Vulkan/Queries/CounterQueueEvent.cs170
-rw-r--r--Ryujinx.Graphics.Vulkan/Queries/Counters.cs71
-rw-r--r--Ryujinx.Graphics.Vulkan/Ryujinx.Graphics.Vulkan.csproj39
-rw-r--r--Ryujinx.Graphics.Vulkan/SamplerHolder.cs118
-rw-r--r--Ryujinx.Graphics.Vulkan/SemaphoreHolder.cs60
-rw-r--r--Ryujinx.Graphics.Vulkan/Shader.cs163
-rw-r--r--Ryujinx.Graphics.Vulkan/ShaderCollection.cs427
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ChangeBufferStrideShaderSource.comp64
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorBlitClearAlphaFragmentShaderSource.frag11
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorBlitFragmentShaderSource.frag11
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorBlitMsFragmentShaderSource.frag11
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorBlitVertexShaderSource.vert20
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorClearFFragmentShaderSource.frag9
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorClearSIFragmentShaderSource.frag9
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorClearUIFragmentShaderSource.frag9
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorClearVertexShaderSource.vert19
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorCopyShorteningComputeShaderSource.comp36
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorCopyToNonMsComputeShaderSource.comp37
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorCopyWideningComputeShaderSource.comp31
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsFragmentShaderSource.frag27
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsVertexShaderSource.vert11
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ConvertIndexBufferShaderSource.comp58
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ConvertIndirectDataShaderSource.comp103
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/DepthBlitFragmentShaderSource.frag10
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/DepthBlitMsFragmentShaderSource.frag10
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToMsFragmentShaderSource.frag25
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToNonMsFragmentShaderSource.frag28
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/ShaderBinaries.cs2413
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/StencilBlitFragmentShaderSource.frag12
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/StencilBlitMsFragmentShaderSource.frag12
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToMsFragmentShaderSource.frag27
-rw-r--r--Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToNonMsFragmentShaderSource.frag30
-rw-r--r--Ryujinx.Graphics.Vulkan/SpecInfo.cs102
-rw-r--r--Ryujinx.Graphics.Vulkan/StagingBuffer.cs194
-rw-r--r--Ryujinx.Graphics.Vulkan/SyncManager.cs206
-rw-r--r--Ryujinx.Graphics.Vulkan/TextureBuffer.cs160
-rw-r--r--Ryujinx.Graphics.Vulkan/TextureCopy.cs476
-rw-r--r--Ryujinx.Graphics.Vulkan/TextureStorage.cs530
-rw-r--r--Ryujinx.Graphics.Vulkan/TextureView.cs885
-rw-r--r--Ryujinx.Graphics.Vulkan/Vendor.cs62
-rw-r--r--Ryujinx.Graphics.Vulkan/VertexBufferState.cs153
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanConfiguration.cs12
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanDebugMessenger.cs153
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanException.cs41
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanInitialization.cs539
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanInstance.cs127
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanPhysicalDevice.cs70
-rw-r--r--Ryujinx.Graphics.Vulkan/VulkanRenderer.cs820
-rw-r--r--Ryujinx.Graphics.Vulkan/Window.cs603
-rw-r--r--Ryujinx.Graphics.Vulkan/WindowBase.cs18
128 files changed, 0 insertions, 35831 deletions
diff --git a/Ryujinx.Graphics.Vulkan/Auto.cs b/Ryujinx.Graphics.Vulkan/Auto.cs
deleted file mode 100644
index 77261de9..00000000
--- a/Ryujinx.Graphics.Vulkan/Auto.cs
+++ /dev/null
@@ -1,154 +0,0 @@
-using System;
-using System.Diagnostics;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- interface IAuto
- {
- bool HasCommandBufferDependency(CommandBufferScoped cbs);
-
- void IncrementReferenceCount();
- void DecrementReferenceCount(int cbIndex);
- void DecrementReferenceCount();
- }
-
- interface IAutoPrivate : IAuto
- {
- void AddCommandBufferDependencies(CommandBufferScoped cbs);
- }
-
- class Auto<T> : IAutoPrivate, IDisposable where T : IDisposable
- {
- private int _referenceCount;
- private T _value;
-
- private readonly BitMap _cbOwnership;
- private readonly MultiFenceHolder _waitable;
- private readonly IAutoPrivate[] _referencedObjs;
-
- private bool _disposed;
- private bool _destroyed;
-
- public Auto(T value)
- {
- _referenceCount = 1;
- _value = value;
- _cbOwnership = new BitMap(CommandBufferPool.MaxCommandBuffers);
- }
-
- public Auto(T value, MultiFenceHolder waitable, params IAutoPrivate[] referencedObjs) : this(value)
- {
- _waitable = waitable;
- _referencedObjs = referencedObjs;
-
- for (int i = 0; i < referencedObjs.Length; i++)
- {
- referencedObjs[i].IncrementReferenceCount();
- }
- }
-
- public T Get(CommandBufferScoped cbs, int offset, int size)
- {
- _waitable?.AddBufferUse(cbs.CommandBufferIndex, offset, size);
- return Get(cbs);
- }
-
- public T GetUnsafe()
- {
- return _value;
- }
-
- public T Get(CommandBufferScoped cbs)
- {
- if (!_destroyed)
- {
- AddCommandBufferDependencies(cbs);
- }
-
- return _value;
- }
-
- public bool HasCommandBufferDependency(CommandBufferScoped cbs)
- {
- return _cbOwnership.IsSet(cbs.CommandBufferIndex);
- }
-
- public bool HasRentedCommandBufferDependency(CommandBufferPool cbp)
- {
- return _cbOwnership.AnySet();
- }
-
- public void AddCommandBufferDependencies(CommandBufferScoped cbs)
- {
- // We don't want to add a reference to this object to the command buffer
- // more than once, so if we detect that the command buffer already has ownership
- // of this object, then we can just return without doing anything else.
- if (_cbOwnership.Set(cbs.CommandBufferIndex))
- {
- if (_waitable != null)
- {
- cbs.AddWaitable(_waitable);
- }
-
- cbs.AddDependant(this);
-
- // We need to add a dependency on the command buffer to all objects this object
- // references aswell.
- if (_referencedObjs != null)
- {
- for (int i = 0; i < _referencedObjs.Length; i++)
- {
- _referencedObjs[i].AddCommandBufferDependencies(cbs);
- }
- }
- }
- }
-
- public void IncrementReferenceCount()
- {
- if (Interlocked.Increment(ref _referenceCount) == 1)
- {
- Interlocked.Decrement(ref _referenceCount);
- throw new InvalidOperationException("Attempted to increment the reference count of an object that was already destroyed.");
- }
- }
-
- public void DecrementReferenceCount(int cbIndex)
- {
- _cbOwnership.Clear(cbIndex);
- DecrementReferenceCount();
- }
-
- public void DecrementReferenceCount()
- {
- if (Interlocked.Decrement(ref _referenceCount) == 0)
- {
- _value.Dispose();
- _value = default;
- _destroyed = true;
-
- // Value is no longer in use by the GPU, dispose all other
- // resources that it references.
- if (_referencedObjs != null)
- {
- for (int i = 0; i < _referencedObjs.Length; i++)
- {
- _referencedObjs[i].DecrementReferenceCount();
- }
- }
- }
-
- Debug.Assert(_referenceCount >= 0);
- }
-
- public void Dispose()
- {
- if (!_disposed)
- {
- DecrementReferenceCount();
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/AutoFlushCounter.cs b/Ryujinx.Graphics.Vulkan/AutoFlushCounter.cs
deleted file mode 100644
index 4e2a9d6b..00000000
--- a/Ryujinx.Graphics.Vulkan/AutoFlushCounter.cs
+++ /dev/null
@@ -1,179 +0,0 @@
-using Ryujinx.Common.Logging;
-using System;
-using System.Diagnostics;
-using System.Linq;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal class AutoFlushCounter
- {
- // How often to flush on framebuffer change.
- private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000; // (1ms)
-
- // How often to flush on draw when fast flush mode is enabled.
- private readonly static long DrawFlushTimer = Stopwatch.Frequency / 666; // (1.5ms)
-
- // Average wait time that triggers fast flush mode to be entered.
- private readonly static long FastFlushEnterThreshold = Stopwatch.Frequency / 666; // (1.5ms)
-
- // Average wait time that triggers fast flush mode to be exited.
- private readonly static long FastFlushExitThreshold = Stopwatch.Frequency / 10000; // (0.1ms)
-
- // Number of frames to average waiting times over.
- private const int SyncWaitAverageCount = 20;
-
- private const int MinDrawCountForFlush = 10;
- private const int MinConsecutiveQueryForFlush = 10;
- private const int InitialQueryCountForFlush = 32;
-
- private readonly VulkanRenderer _gd;
-
- private long _lastFlush;
- private ulong _lastDrawCount;
- private bool _hasPendingQuery;
- private int _consecutiveQueries;
- private int _queryCount;
-
- private int[] _queryCountHistory = new int[3];
- private int _queryCountHistoryIndex;
- private int _remainingQueries;
-
- private long[] _syncWaitHistory = new long[SyncWaitAverageCount];
- private int _syncWaitHistoryIndex;
-
- private bool _fastFlushMode;
-
- public AutoFlushCounter(VulkanRenderer gd)
- {
- _gd = gd;
- }
-
- public void RegisterFlush(ulong drawCount)
- {
- _lastFlush = Stopwatch.GetTimestamp();
- _lastDrawCount = drawCount;
-
- _hasPendingQuery = false;
- _consecutiveQueries = 0;
- }
-
- public bool RegisterPendingQuery()
- {
- _hasPendingQuery = true;
- _consecutiveQueries++;
- _remainingQueries--;
-
- _queryCountHistory[_queryCountHistoryIndex]++;
-
- // Interrupt render passes to flush queries, so that early results arrive sooner.
- if (++_queryCount == InitialQueryCountForFlush)
- {
- return true;
- }
-
- return false;
- }
-
- public int GetRemainingQueries()
- {
- if (_remainingQueries <= 0)
- {
- _remainingQueries = 16;
- }
-
- if (_queryCount < InitialQueryCountForFlush)
- {
- return Math.Min(InitialQueryCountForFlush - _queryCount, _remainingQueries);
- }
-
- return _remainingQueries;
- }
-
- public bool ShouldFlushQuery()
- {
- return _hasPendingQuery;
- }
-
- public bool ShouldFlushDraw(ulong drawCount)
- {
- if (_fastFlushMode)
- {
- long draws = (long)(drawCount - _lastDrawCount);
-
- if (draws < MinDrawCountForFlush)
- {
- if (draws == 0)
- {
- _lastFlush = Stopwatch.GetTimestamp();
- }
-
- return false;
- }
-
- long flushTimeout = DrawFlushTimer;
-
- long now = Stopwatch.GetTimestamp();
-
- return now > _lastFlush + flushTimeout;
- }
-
- return false;
- }
-
- public bool ShouldFlushAttachmentChange(ulong drawCount)
- {
- _queryCount = 0;
-
- // Flush when there's an attachment change out of a large block of queries.
- if (_consecutiveQueries > MinConsecutiveQueryForFlush)
- {
- return true;
- }
-
- _consecutiveQueries = 0;
-
- long draws = (long)(drawCount - _lastDrawCount);
-
- if (draws < MinDrawCountForFlush)
- {
- if (draws == 0)
- {
- _lastFlush = Stopwatch.GetTimestamp();
- }
-
- return false;
- }
-
- long flushTimeout = FramebufferFlushTimer;
-
- long now = Stopwatch.GetTimestamp();
-
- return now > _lastFlush + flushTimeout;
- }
-
- public void Present()
- {
- // Query flush prediction.
-
- _queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
-
- _remainingQueries = _queryCountHistory.Max() + 10;
-
- _queryCountHistory[_queryCountHistoryIndex] = 0;
-
- // Fast flush mode toggle.
-
- _syncWaitHistory[_syncWaitHistoryIndex] = _gd.SyncManager.GetAndResetWaitTicks();
-
- _syncWaitHistoryIndex = (_syncWaitHistoryIndex + 1) % SyncWaitAverageCount;
-
- long averageWait = (long)_syncWaitHistory.Average();
-
- if (_fastFlushMode ? averageWait < FastFlushExitThreshold : averageWait > FastFlushEnterThreshold)
- {
- _fastFlushMode = !_fastFlushMode;
- Logger.Debug?.PrintMsg(LogClass.Gpu, $"Switched fast flush mode: ({_fastFlushMode})");
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BackgroundResources.cs b/Ryujinx.Graphics.Vulkan/BackgroundResources.cs
deleted file mode 100644
index b93b7a25..00000000
--- a/Ryujinx.Graphics.Vulkan/BackgroundResources.cs
+++ /dev/null
@@ -1,117 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class BackgroundResource : IDisposable
- {
- private VulkanRenderer _gd;
- private Device _device;
-
- private CommandBufferPool _pool;
- private PersistentFlushBuffer _flushBuffer;
-
- public BackgroundResource(VulkanRenderer gd, Device device)
- {
- _gd = gd;
- _device = device;
- }
-
- public CommandBufferPool GetPool()
- {
- if (_pool == null)
- {
- bool useBackground = _gd.BackgroundQueue.Handle != 0 && _gd.Vendor != Vendor.Amd;
- Queue queue = useBackground ? _gd.BackgroundQueue : _gd.Queue;
- object queueLock = useBackground ? _gd.BackgroundQueueLock : _gd.QueueLock;
-
- lock (queueLock)
- {
- _pool = new CommandBufferPool(_gd.Api, _device, queue, queueLock, _gd.QueueFamilyIndex, isLight: true);
- }
- }
-
- return _pool;
- }
-
- public PersistentFlushBuffer GetFlushBuffer()
- {
- if (_flushBuffer == null)
- {
- _flushBuffer = new PersistentFlushBuffer(_gd);
- }
-
- return _flushBuffer;
- }
-
- public void Dispose()
- {
- _pool?.Dispose();
- _flushBuffer?.Dispose();
- }
- }
-
- class BackgroundResources : IDisposable
- {
- private VulkanRenderer _gd;
- private Device _device;
-
- private Dictionary<Thread, BackgroundResource> _resources;
-
- public BackgroundResources(VulkanRenderer gd, Device device)
- {
- _gd = gd;
- _device = device;
-
- _resources = new Dictionary<Thread, BackgroundResource>();
- }
-
- private void Cleanup()
- {
- lock (_resources)
- {
- foreach (KeyValuePair<Thread, BackgroundResource> tuple in _resources)
- {
- if (!tuple.Key.IsAlive)
- {
- tuple.Value.Dispose();
- _resources.Remove(tuple.Key);
- }
- }
- }
- }
-
- public BackgroundResource Get()
- {
- Thread thread = Thread.CurrentThread;
-
- lock (_resources)
- {
- BackgroundResource resource;
- if (!_resources.TryGetValue(thread, out resource))
- {
- Cleanup();
-
- resource = new BackgroundResource(_gd, _device);
-
- _resources[thread] = resource;
- }
-
- return resource;
- }
- }
-
- public void Dispose()
- {
- lock (_resources)
- {
- foreach (var resource in _resources.Values)
- {
- resource.Dispose();
- }
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BitMap.cs b/Ryujinx.Graphics.Vulkan/BitMap.cs
deleted file mode 100644
index efa71fc7..00000000
--- a/Ryujinx.Graphics.Vulkan/BitMap.cs
+++ /dev/null
@@ -1,157 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct BitMap
- {
- public const int IntSize = 64;
-
- private const int IntShift = 6;
- private const int IntMask = IntSize - 1;
-
- private readonly long[] _masks;
-
- public BitMap(int count)
- {
- _masks = new long[(count + IntMask) / IntSize];
- }
-
- public bool AnySet()
- {
- for (int i = 0; i < _masks.Length; i++)
- {
- if (_masks[i] != 0)
- {
- return true;
- }
- }
-
- return false;
- }
-
- public bool IsSet(int bit)
- {
- int wordIndex = bit >> IntShift;
- int wordBit = bit & IntMask;
-
- long wordMask = 1L << wordBit;
-
- return (_masks[wordIndex] & wordMask) != 0;
- }
-
- public bool IsSet(int start, int end)
- {
- if (start == end)
- {
- return IsSet(start);
- }
-
- int startIndex = start >> IntShift;
- int startBit = start & IntMask;
- long startMask = -1L << startBit;
-
- int endIndex = end >> IntShift;
- int endBit = end & IntMask;
- long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
-
- if (startIndex == endIndex)
- {
- return (_masks[startIndex] & startMask & endMask) != 0;
- }
-
- if ((_masks[startIndex] & startMask) != 0)
- {
- return true;
- }
-
- for (int i = startIndex + 1; i < endIndex; i++)
- {
- if (_masks[i] != 0)
- {
- return true;
- }
- }
-
- if ((_masks[endIndex] & endMask) != 0)
- {
- return true;
- }
-
- return false;
- }
-
- public bool Set(int bit)
- {
- int wordIndex = bit >> IntShift;
- int wordBit = bit & IntMask;
-
- long wordMask = 1L << wordBit;
-
- if ((_masks[wordIndex] & wordMask) != 0)
- {
- return false;
- }
-
- _masks[wordIndex] |= wordMask;
-
- return true;
- }
-
- public void SetRange(int start, int end)
- {
- if (start == end)
- {
- Set(start);
- return;
- }
-
- int startIndex = start >> IntShift;
- int startBit = start & IntMask;
- long startMask = -1L << startBit;
-
- int endIndex = end >> IntShift;
- int endBit = end & IntMask;
- long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
-
- if (startIndex == endIndex)
- {
- _masks[startIndex] |= startMask & endMask;
- }
- else
- {
- _masks[startIndex] |= startMask;
-
- for (int i = startIndex + 1; i < endIndex; i++)
- {
- _masks[i] |= -1;
- }
-
- _masks[endIndex] |= endMask;
- }
- }
-
- public void Clear(int bit)
- {
- int wordIndex = bit >> IntShift;
- int wordBit = bit & IntMask;
-
- long wordMask = 1L << wordBit;
-
- _masks[wordIndex] &= ~wordMask;
- }
-
- public void Clear()
- {
- for (int i = 0; i < _masks.Length; i++)
- {
- _masks[i] = 0;
- }
- }
-
- public void ClearInt(int start, int end)
- {
- for (int i = start; i <= end; i++)
- {
- _masks[i] = 0;
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/BufferAllocationType.cs b/Ryujinx.Graphics.Vulkan/BufferAllocationType.cs
deleted file mode 100644
index 81489041..00000000
--- a/Ryujinx.Graphics.Vulkan/BufferAllocationType.cs
+++ /dev/null
@@ -1,12 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan
-{
- internal enum BufferAllocationType
- {
- Auto = 0,
-
- HostMappedNoCache,
- HostMapped,
- DeviceLocal,
- DeviceLocalMapped
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BufferHolder.cs b/Ryujinx.Graphics.Vulkan/BufferHolder.cs
deleted file mode 100644
index 21b81bdd..00000000
--- a/Ryujinx.Graphics.Vulkan/BufferHolder.cs
+++ /dev/null
@@ -1,788 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Runtime.CompilerServices;
-using System.Threading;
-using VkBuffer = Silk.NET.Vulkan.Buffer;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class BufferHolder : IDisposable
- {
- private const int MaxUpdateBufferSize = 0x10000;
-
- private const int SetCountThreshold = 100;
- private const int WriteCountThreshold = 50;
- private const int FlushCountThreshold = 5;
-
- public const int DeviceLocalSizeThreshold = 256 * 1024; // 256kb
-
- public const AccessFlags DefaultAccessFlags =
- AccessFlags.IndirectCommandReadBit |
- AccessFlags.ShaderReadBit |
- AccessFlags.ShaderWriteBit |
- AccessFlags.TransferReadBit |
- AccessFlags.TransferWriteBit |
- AccessFlags.UniformReadBit;
-
- private readonly VulkanRenderer _gd;
- private readonly Device _device;
- private MemoryAllocation _allocation;
- private Auto<DisposableBuffer> _buffer;
- private Auto<MemoryAllocation> _allocationAuto;
- private ulong _bufferHandle;
-
- private CacheByRange<BufferHolder> _cachedConvertedBuffers;
-
- public int Size { get; }
-
- private IntPtr _map;
-
- private MultiFenceHolder _waitable;
-
- private bool _lastAccessIsWrite;
-
- private BufferAllocationType _baseType;
- private BufferAllocationType _currentType;
- private bool _swapQueued;
-
- public BufferAllocationType DesiredType { get; private set; }
-
- private int _setCount;
- private int _writeCount;
- private int _flushCount;
- private int _flushTemp;
-
- private ReaderWriterLock _flushLock;
- private FenceHolder _flushFence;
- private int _flushWaiting;
-
- private List<Action> _swapActions;
-
- public BufferHolder(VulkanRenderer gd, Device device, VkBuffer buffer, MemoryAllocation allocation, int size, BufferAllocationType type, BufferAllocationType currentType)
- {
- _gd = gd;
- _device = device;
- _allocation = allocation;
- _allocationAuto = new Auto<MemoryAllocation>(allocation);
- _waitable = new MultiFenceHolder(size);
- _buffer = new Auto<DisposableBuffer>(new DisposableBuffer(gd.Api, device, buffer), _waitable, _allocationAuto);
- _bufferHandle = buffer.Handle;
- Size = size;
- _map = allocation.HostPointer;
-
- _baseType = type;
- _currentType = currentType;
- DesiredType = currentType;
-
- _flushLock = new ReaderWriterLock();
- }
-
- public bool TryBackingSwap(ref CommandBufferScoped? cbs)
- {
- if (_swapQueued && DesiredType != _currentType)
- {
- // Only swap if the buffer is not used in any queued command buffer.
- bool isRented = _buffer.HasRentedCommandBufferDependency(_gd.CommandBufferPool);
-
- if (!isRented && _gd.CommandBufferPool.OwnedByCurrentThread && !_flushLock.IsReaderLockHeld)
- {
- var currentAllocation = _allocationAuto;
- var currentBuffer = _buffer;
- IntPtr currentMap = _map;
-
- (VkBuffer buffer, MemoryAllocation allocation, BufferAllocationType resultType) = _gd.BufferManager.CreateBacking(_gd, Size, DesiredType, false, _currentType);
-
- if (buffer.Handle != 0)
- {
- _flushLock.AcquireWriterLock(Timeout.Infinite);
-
- ClearFlushFence();
-
- _waitable = new MultiFenceHolder(Size);
-
- _allocation = allocation;
- _allocationAuto = new Auto<MemoryAllocation>(allocation);
- _buffer = new Auto<DisposableBuffer>(new DisposableBuffer(_gd.Api, _device, buffer), _waitable, _allocationAuto);
- _bufferHandle = buffer.Handle;
- _map = allocation.HostPointer;
-
- if (_map != IntPtr.Zero && currentMap != IntPtr.Zero)
- {
- // Copy data directly. Readbacks don't have to wait if this is done.
-
- unsafe
- {
- new Span<byte>((void*)currentMap, Size).CopyTo(new Span<byte>((void*)_map, Size));
- }
- }
- else
- {
- if (cbs == null)
- {
- cbs = _gd.CommandBufferPool.Rent();
- }
-
- CommandBufferScoped cbsV = cbs.Value;
-
- Copy(_gd, cbsV, currentBuffer, _buffer, 0, 0, Size);
-
- // Need to wait for the data to reach the new buffer before data can be flushed.
-
- _flushFence = _gd.CommandBufferPool.GetFence(cbsV.CommandBufferIndex);
- _flushFence.Get();
- }
-
- Logger.Debug?.PrintMsg(LogClass.Gpu, $"Converted {Size} buffer {_currentType} to {resultType}");
-
- _currentType = resultType;
-
- if (_swapActions != null)
- {
- foreach (var action in _swapActions)
- {
- action();
- }
-
- _swapActions.Clear();
- }
-
- currentBuffer.Dispose();
- currentAllocation.Dispose();
-
- _gd.PipelineInternal.SwapBuffer(currentBuffer, _buffer);
-
- _flushLock.ReleaseWriterLock();
- }
-
- _swapQueued = false;
-
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- _swapQueued = false;
-
- return true;
- }
- }
-
- private void ConsiderBackingSwap()
- {
- if (_baseType == BufferAllocationType.Auto)
- {
- if (_writeCount >= WriteCountThreshold || _setCount >= SetCountThreshold || _flushCount >= FlushCountThreshold)
- {
- if (_flushCount > 0 || _flushTemp-- > 0)
- {
- // Buffers that flush should ideally be mapped in host address space for easy copies.
- // If the buffer is large it will do better on GPU memory, as there will be more writes than data flushes (typically individual pages).
- // If it is small, then it's likely most of the buffer will be flushed so we want it on host memory, as access is cached.
- DesiredType = Size > DeviceLocalSizeThreshold ? BufferAllocationType.DeviceLocalMapped : BufferAllocationType.HostMapped;
-
- // It's harder for a buffer that is flushed to revert to another type of mapping.
- if (_flushCount > 0)
- {
- _flushTemp = 1000;
- }
- }
- else if (_writeCount >= WriteCountThreshold)
- {
- // Buffers that are written often should ideally be in the device local heap. (Storage buffers)
- DesiredType = BufferAllocationType.DeviceLocal;
- }
- else if (_setCount > SetCountThreshold)
- {
- // Buffers that have their data set often should ideally be host mapped. (Constant buffers)
- DesiredType = BufferAllocationType.HostMapped;
- }
-
- _flushCount = 0;
- _writeCount = 0;
- _setCount = 0;
- }
-
- if (!_swapQueued && DesiredType != _currentType)
- {
- _swapQueued = true;
-
- _gd.PipelineInternal.AddBackingSwap(this);
- }
- }
- }
-
- public unsafe Auto<DisposableBufferView> CreateView(VkFormat format, int offset, int size, Action invalidateView)
- {
- var bufferViewCreateInfo = new BufferViewCreateInfo()
- {
- SType = StructureType.BufferViewCreateInfo,
- Buffer = new VkBuffer(_bufferHandle),
- Format = format,
- Offset = (uint)offset,
- Range = (uint)size
- };
-
- _gd.Api.CreateBufferView(_device, bufferViewCreateInfo, null, out var bufferView).ThrowOnError();
-
- (_swapActions ??= new List<Action>()).Add(invalidateView);
-
- return new Auto<DisposableBufferView>(new DisposableBufferView(_gd.Api, _device, bufferView), _waitable, _buffer);
- }
-
- public void InheritMetrics(BufferHolder other)
- {
- _setCount = other._setCount;
- _writeCount = other._writeCount;
- _flushCount = other._flushCount;
- _flushTemp = other._flushTemp;
- }
-
- public unsafe void InsertBarrier(CommandBuffer commandBuffer, bool isWrite)
- {
- // If the last access is write, we always need a barrier to be sure we will read or modify
- // the correct data.
- // If the last access is read, and current one is a write, we need to wait until the
- // read finishes to avoid overwriting data still in use.
- // Otherwise, if the last access is a read and the current one too, we don't need barriers.
- bool needsBarrier = isWrite || _lastAccessIsWrite;
-
- _lastAccessIsWrite = isWrite;
-
- if (needsBarrier)
- {
- MemoryBarrier memoryBarrier = new MemoryBarrier()
- {
- SType = StructureType.MemoryBarrier,
- SrcAccessMask = DefaultAccessFlags,
- DstAccessMask = DefaultAccessFlags
- };
-
- _gd.Api.CmdPipelineBarrier(
- commandBuffer,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.AllCommandsBit,
- DependencyFlags.DeviceGroupBit,
- 1,
- memoryBarrier,
- 0,
- null,
- 0,
- null);
- }
- }
-
- public Auto<DisposableBuffer> GetBuffer()
- {
- return _buffer;
- }
-
- public Auto<DisposableBuffer> GetBuffer(CommandBuffer commandBuffer, bool isWrite = false, bool isSSBO = false)
- {
- if (isWrite)
- {
- _writeCount++;
-
- SignalWrite(0, Size);
- }
- else if (isSSBO)
- {
- // Always consider SSBO access for swapping to device local memory.
-
- _writeCount++;
-
- ConsiderBackingSwap();
- }
-
- return _buffer;
- }
-
- public Auto<DisposableBuffer> GetBuffer(CommandBuffer commandBuffer, int offset, int size, bool isWrite = false)
- {
- if (isWrite)
- {
- _writeCount++;
-
- SignalWrite(offset, size);
- }
-
- return _buffer;
- }
-
- public void SignalWrite(int offset, int size)
- {
- ConsiderBackingSwap();
-
- if (offset == 0 && size == Size)
- {
- _cachedConvertedBuffers.Clear();
- }
- else
- {
- _cachedConvertedBuffers.ClearRange(offset, size);
- }
- }
-
- public BufferHandle GetHandle()
- {
- var handle = _bufferHandle;
- return Unsafe.As<ulong, BufferHandle>(ref handle);
- }
-
- public unsafe IntPtr Map(int offset, int mappingSize)
- {
- return _map;
- }
-
- private void ClearFlushFence()
- {
- // Asusmes _flushLock is held as writer.
-
- if (_flushFence != null)
- {
- if (_flushWaiting == 0)
- {
- _flushFence.Put();
- }
-
- _flushFence = null;
- }
- }
-
- private void WaitForFlushFence()
- {
- // Assumes the _flushLock is held as reader, returns in same state.
-
- if (_flushFence != null)
- {
- // If storage has changed, make sure the fence has been reached so that the data is in place.
-
- var cookie = _flushLock.UpgradeToWriterLock(Timeout.Infinite);
-
- if (_flushFence != null)
- {
- var fence = _flushFence;
- Interlocked.Increment(ref _flushWaiting);
-
- // Don't wait in the lock.
-
- var restoreCookie = _flushLock.ReleaseLock();
-
- fence.Wait();
-
- _flushLock.RestoreLock(ref restoreCookie);
-
- if (Interlocked.Decrement(ref _flushWaiting) == 0)
- {
- fence.Put();
- }
-
- _flushFence = null;
- }
-
- _flushLock.DowngradeFromWriterLock(ref cookie);
- }
- }
-
- public unsafe PinnedSpan<byte> GetData(int offset, int size)
- {
- _flushLock.AcquireReaderLock(Timeout.Infinite);
-
- WaitForFlushFence();
-
- _flushCount++;
-
- Span<byte> result;
-
- if (_map != IntPtr.Zero)
- {
- result = GetDataStorage(offset, size);
-
- // Need to be careful here, the buffer can't be unmapped while the data is being used.
- _buffer.IncrementReferenceCount();
-
- _flushLock.ReleaseReaderLock();
-
- return PinnedSpan<byte>.UnsafeFromSpan(result, _buffer.DecrementReferenceCount);
- }
- else
- {
- BackgroundResource resource = _gd.BackgroundResources.Get();
-
- if (_gd.CommandBufferPool.OwnedByCurrentThread)
- {
- _gd.FlushAllCommands();
-
- result = resource.GetFlushBuffer().GetBufferData(_gd.CommandBufferPool, this, offset, size);
- }
- else
- {
- result = resource.GetFlushBuffer().GetBufferData(resource.GetPool(), this, offset, size);
- }
-
- _flushLock.ReleaseReaderLock();
-
- // Flush buffer is pinned until the next GetBufferData on the thread, which is fine for current uses.
- return PinnedSpan<byte>.UnsafeFromSpan(result);
- }
- }
-
- public unsafe Span<byte> GetDataStorage(int offset, int size)
- {
- int mappingSize = Math.Min(size, Size - offset);
-
- if (_map != IntPtr.Zero)
- {
- return new Span<byte>((void*)(_map + offset), mappingSize);
- }
-
- throw new InvalidOperationException("The buffer is not host mapped.");
- }
-
- public unsafe void SetData(int offset, ReadOnlySpan<byte> data, CommandBufferScoped? cbs = null, Action endRenderPass = null)
- {
- int dataSize = Math.Min(data.Length, Size - offset);
- if (dataSize == 0)
- {
- return;
- }
-
- _setCount++;
-
- if (_map != IntPtr.Zero)
- {
- // If persistently mapped, set the data directly if the buffer is not currently in use.
- bool isRented = _buffer.HasRentedCommandBufferDependency(_gd.CommandBufferPool);
-
- // If the buffer is rented, take a little more time and check if the use overlaps this handle.
- bool needsFlush = isRented && _waitable.IsBufferRangeInUse(offset, dataSize);
-
- if (!needsFlush)
- {
- WaitForFences(offset, dataSize);
-
- data.Slice(0, dataSize).CopyTo(new Span<byte>((void*)(_map + offset), dataSize));
-
- SignalWrite(offset, dataSize);
-
- return;
- }
- }
-
- if (cbs != null &&
- _gd.PipelineInternal.RenderPassActive &&
- !(_buffer.HasCommandBufferDependency(cbs.Value) &&
- _waitable.IsBufferRangeInUse(cbs.Value.CommandBufferIndex, offset, dataSize)))
- {
- // If the buffer hasn't been used on the command buffer yet, try to preload the data.
- // This avoids ending and beginning render passes on each buffer data upload.
-
- cbs = _gd.PipelineInternal.GetPreloadCommandBuffer();
- endRenderPass = null;
- }
-
- if (cbs == null ||
- !VulkanConfiguration.UseFastBufferUpdates ||
- data.Length > MaxUpdateBufferSize ||
- !TryPushData(cbs.Value, endRenderPass, offset, data))
- {
- _gd.BufferManager.StagingBuffer.PushData(_gd.CommandBufferPool, cbs, endRenderPass, this, offset, data);
- }
- }
-
- public unsafe void SetDataUnchecked(int offset, ReadOnlySpan<byte> data)
- {
- int dataSize = Math.Min(data.Length, Size - offset);
- if (dataSize == 0)
- {
- return;
- }
-
- if (_map != IntPtr.Zero)
- {
- data.Slice(0, dataSize).CopyTo(new Span<byte>((void*)(_map + offset), dataSize));
- }
- else
- {
- _gd.BufferManager.StagingBuffer.PushData(_gd.CommandBufferPool, null, null, this, offset, data);
- }
- }
-
- public void SetDataInline(CommandBufferScoped cbs, Action endRenderPass, int dstOffset, ReadOnlySpan<byte> data)
- {
- if (!TryPushData(cbs, endRenderPass, dstOffset, data))
- {
- throw new ArgumentException($"Invalid offset 0x{dstOffset:X} or data size 0x{data.Length:X}.");
- }
- }
-
- private unsafe bool TryPushData(CommandBufferScoped cbs, Action endRenderPass, int dstOffset, ReadOnlySpan<byte> data)
- {
- if ((dstOffset & 3) != 0 || (data.Length & 3) != 0)
- {
- return false;
- }
-
- endRenderPass?.Invoke();
-
- var dstBuffer = GetBuffer(cbs.CommandBuffer, dstOffset, data.Length, true).Get(cbs, dstOffset, data.Length).Value;
-
- _writeCount--;
-
- InsertBufferBarrier(
- _gd,
- cbs.CommandBuffer,
- dstBuffer,
- DefaultAccessFlags,
- AccessFlags.TransferWriteBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- dstOffset,
- data.Length);
-
- fixed (byte* pData = data)
- {
- for (ulong offset = 0; offset < (ulong)data.Length;)
- {
- ulong size = Math.Min(MaxUpdateBufferSize, (ulong)data.Length - offset);
- _gd.Api.CmdUpdateBuffer(cbs.CommandBuffer, dstBuffer, (ulong)dstOffset + offset, size, pData + offset);
- offset += size;
- }
- }
-
- InsertBufferBarrier(
- _gd,
- cbs.CommandBuffer,
- dstBuffer,
- AccessFlags.TransferWriteBit,
- DefaultAccessFlags,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- dstOffset,
- data.Length);
-
- return true;
- }
-
- public static unsafe void Copy(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- Auto<DisposableBuffer> src,
- Auto<DisposableBuffer> dst,
- int srcOffset,
- int dstOffset,
- int size)
- {
- var srcBuffer = src.Get(cbs, srcOffset, size).Value;
- var dstBuffer = dst.Get(cbs, dstOffset, size).Value;
-
- InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- DefaultAccessFlags,
- AccessFlags.TransferWriteBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- dstOffset,
- size);
-
- var region = new BufferCopy((ulong)srcOffset, (ulong)dstOffset, (ulong)size);
-
- gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, 1, &region);
-
- InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- AccessFlags.TransferWriteBit,
- DefaultAccessFlags,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- dstOffset,
- size);
- }
-
- public static unsafe void InsertBufferBarrier(
- VulkanRenderer gd,
- CommandBuffer commandBuffer,
- VkBuffer buffer,
- AccessFlags srcAccessMask,
- AccessFlags dstAccessMask,
- PipelineStageFlags srcStageMask,
- PipelineStageFlags dstStageMask,
- int offset,
- int size)
- {
- BufferMemoryBarrier memoryBarrier = new BufferMemoryBarrier()
- {
- SType = StructureType.BufferMemoryBarrier,
- SrcAccessMask = srcAccessMask,
- DstAccessMask = dstAccessMask,
- SrcQueueFamilyIndex = Vk.QueueFamilyIgnored,
- DstQueueFamilyIndex = Vk.QueueFamilyIgnored,
- Buffer = buffer,
- Offset = (ulong)offset,
- Size = (ulong)size
- };
-
- gd.Api.CmdPipelineBarrier(
- commandBuffer,
- srcStageMask,
- dstStageMask,
- 0,
- 0,
- null,
- 1,
- memoryBarrier,
- 0,
- null);
- }
-
- public void WaitForFences()
- {
- _waitable.WaitForFences(_gd.Api, _device);
- }
-
- public void WaitForFences(int offset, int size)
- {
- _waitable.WaitForFences(_gd.Api, _device, offset, size);
- }
-
- private bool BoundToRange(int offset, ref int size)
- {
- if (offset >= Size)
- {
- return false;
- }
-
- size = Math.Min(Size - offset, size);
-
- return true;
- }
-
- public Auto<DisposableBuffer> GetBufferI8ToI16(CommandBufferScoped cbs, int offset, int size)
- {
- if (!BoundToRange(offset, ref size))
- {
- return null;
- }
-
- var key = new I8ToI16CacheKey(_gd);
-
- if (!_cachedConvertedBuffers.TryGetValue(offset, size, key, out var holder))
- {
- holder = _gd.BufferManager.Create(_gd, (size * 2 + 3) & ~3);
-
- _gd.PipelineInternal.EndRenderPass();
- _gd.HelperShader.ConvertI8ToI16(_gd, cbs, this, holder, offset, size);
-
- key.SetBuffer(holder.GetBuffer());
-
- _cachedConvertedBuffers.Add(offset, size, key, holder);
- }
-
- return holder.GetBuffer();
- }
-
- public Auto<DisposableBuffer> GetAlignedVertexBuffer(CommandBufferScoped cbs, int offset, int size, int stride, int alignment)
- {
- if (!BoundToRange(offset, ref size))
- {
- return null;
- }
-
- var key = new AlignedVertexBufferCacheKey(_gd, stride, alignment);
-
- if (!_cachedConvertedBuffers.TryGetValue(offset, size, key, out var holder))
- {
- int alignedStride = (stride + (alignment - 1)) & -alignment;
-
- holder = _gd.BufferManager.Create(_gd, (size / stride) * alignedStride);
-
- _gd.PipelineInternal.EndRenderPass();
- _gd.HelperShader.ChangeStride(_gd, cbs, this, holder, offset, size, stride, alignedStride);
-
- key.SetBuffer(holder.GetBuffer());
-
- _cachedConvertedBuffers.Add(offset, size, key, holder);
- }
-
- return holder.GetBuffer();
- }
-
- public Auto<DisposableBuffer> GetBufferTopologyConversion(CommandBufferScoped cbs, int offset, int size, IndexBufferPattern pattern, int indexSize)
- {
- if (!BoundToRange(offset, ref size))
- {
- return null;
- }
-
- var key = new TopologyConversionCacheKey(_gd, pattern, indexSize);
-
- if (!_cachedConvertedBuffers.TryGetValue(offset, size, key, out var holder))
- {
- // The destination index size is always I32.
-
- int indexCount = size / indexSize;
-
- int convertedCount = pattern.GetConvertedCount(indexCount);
-
- holder = _gd.BufferManager.Create(_gd, convertedCount * 4);
-
- _gd.PipelineInternal.EndRenderPass();
- _gd.HelperShader.ConvertIndexBuffer(_gd, cbs, this, holder, pattern, indexSize, offset, indexCount);
-
- key.SetBuffer(holder.GetBuffer());
-
- _cachedConvertedBuffers.Add(offset, size, key, holder);
- }
-
- return holder.GetBuffer();
- }
-
- public bool TryGetCachedConvertedBuffer(int offset, int size, ICacheKey key, out BufferHolder holder)
- {
- return _cachedConvertedBuffers.TryGetValue(offset, size, key, out holder);
- }
-
- public void AddCachedConvertedBuffer(int offset, int size, ICacheKey key, BufferHolder holder)
- {
- _cachedConvertedBuffers.Add(offset, size, key, holder);
- }
-
- public void AddCachedConvertedBufferDependency(int offset, int size, ICacheKey key, Dependency dependency)
- {
- _cachedConvertedBuffers.AddDependency(offset, size, key, dependency);
- }
-
- public void RemoveCachedConvertedBuffer(int offset, int size, ICacheKey key)
- {
- _cachedConvertedBuffers.Remove(offset, size, key);
- }
-
- public void Dispose()
- {
- _swapQueued = false;
-
- _gd.PipelineInternal?.FlushCommandsIfWeightExceeding(_buffer, (ulong)Size);
-
- _buffer.Dispose();
- _allocationAuto.Dispose();
- _cachedConvertedBuffers.Dispose();
-
- _flushLock.AcquireWriterLock(Timeout.Infinite);
-
- ClearFlushFence();
-
- _flushLock.ReleaseWriterLock();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BufferManager.cs b/Ryujinx.Graphics.Vulkan/BufferManager.cs
deleted file mode 100644
index f8f41e5b..00000000
--- a/Ryujinx.Graphics.Vulkan/BufferManager.cs
+++ /dev/null
@@ -1,455 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-using VkFormat = Silk.NET.Vulkan.Format;
-using VkBuffer = Silk.NET.Vulkan.Buffer;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class BufferManager : IDisposable
- {
- private const MemoryPropertyFlags DefaultBufferMemoryFlags =
- MemoryPropertyFlags.HostVisibleBit |
- MemoryPropertyFlags.HostCoherentBit |
- MemoryPropertyFlags.HostCachedBit;
-
- // Some drivers don't expose a "HostCached" memory type,
- // so we need those alternative flags for the allocation to succeed there.
- private const MemoryPropertyFlags DefaultBufferMemoryNoCacheFlags =
- MemoryPropertyFlags.HostVisibleBit |
- MemoryPropertyFlags.HostCoherentBit;
-
- private const MemoryPropertyFlags DeviceLocalBufferMemoryFlags =
- MemoryPropertyFlags.DeviceLocalBit;
-
- private const MemoryPropertyFlags DeviceLocalMappedBufferMemoryFlags =
- MemoryPropertyFlags.DeviceLocalBit |
- MemoryPropertyFlags.HostVisibleBit |
- MemoryPropertyFlags.HostCoherentBit;
-
- private const BufferUsageFlags DefaultBufferUsageFlags =
- BufferUsageFlags.TransferSrcBit |
- BufferUsageFlags.TransferDstBit |
- BufferUsageFlags.UniformTexelBufferBit |
- BufferUsageFlags.StorageTexelBufferBit |
- BufferUsageFlags.UniformBufferBit |
- BufferUsageFlags.StorageBufferBit |
- BufferUsageFlags.IndexBufferBit |
- BufferUsageFlags.VertexBufferBit |
- BufferUsageFlags.TransformFeedbackBufferBitExt;
-
- private readonly Device _device;
-
- private readonly IdList<BufferHolder> _buffers;
-
- public int BufferCount { get; private set; }
-
- public StagingBuffer StagingBuffer { get; }
-
- public BufferManager(VulkanRenderer gd, Device device)
- {
- _device = device;
- _buffers = new IdList<BufferHolder>();
- StagingBuffer = new StagingBuffer(gd, this);
- }
-
- public BufferHandle CreateWithHandle(VulkanRenderer gd, int size, BufferAllocationType baseType = BufferAllocationType.HostMapped, BufferHandle storageHint = default)
- {
- return CreateWithHandle(gd, size, out _, baseType, storageHint);
- }
-
- public BufferHandle CreateWithHandle(VulkanRenderer gd, int size, out BufferHolder holder, BufferAllocationType baseType = BufferAllocationType.HostMapped, BufferHandle storageHint = default)
- {
- holder = Create(gd, size, baseType: baseType, storageHint: storageHint);
- if (holder == null)
- {
- return BufferHandle.Null;
- }
-
- BufferCount++;
-
- ulong handle64 = (uint)_buffers.Add(holder);
-
- return Unsafe.As<ulong, BufferHandle>(ref handle64);
- }
-
- public unsafe (VkBuffer buffer, MemoryAllocation allocation, BufferAllocationType resultType) CreateBacking(
- VulkanRenderer gd,
- int size,
- BufferAllocationType type,
- bool forConditionalRendering = false,
- BufferAllocationType fallbackType = BufferAllocationType.Auto)
- {
- var usage = DefaultBufferUsageFlags;
-
- if (forConditionalRendering && gd.Capabilities.SupportsConditionalRendering)
- {
- usage |= BufferUsageFlags.ConditionalRenderingBitExt;
- }
- else if (gd.Capabilities.SupportsIndirectParameters)
- {
- usage |= BufferUsageFlags.IndirectBufferBit;
- }
-
- var bufferCreateInfo = new BufferCreateInfo()
- {
- SType = StructureType.BufferCreateInfo,
- Size = (ulong)size,
- Usage = usage,
- SharingMode = SharingMode.Exclusive
- };
-
- gd.Api.CreateBuffer(_device, in bufferCreateInfo, null, out var buffer).ThrowOnError();
- gd.Api.GetBufferMemoryRequirements(_device, buffer, out var requirements);
-
- MemoryAllocation allocation;
-
- do
- {
- var allocateFlags = type switch
- {
- BufferAllocationType.HostMappedNoCache => DefaultBufferMemoryNoCacheFlags,
- BufferAllocationType.HostMapped => DefaultBufferMemoryFlags,
- BufferAllocationType.DeviceLocal => DeviceLocalBufferMemoryFlags,
- BufferAllocationType.DeviceLocalMapped => DeviceLocalMappedBufferMemoryFlags,
- _ => DefaultBufferMemoryFlags
- };
-
- // If an allocation with this memory type fails, fall back to the previous one.
- try
- {
- allocation = gd.MemoryAllocator.AllocateDeviceMemory(requirements, allocateFlags, true);
- }
- catch (VulkanException)
- {
- allocation = default;
- }
- }
- while (allocation.Memory.Handle == 0 && (--type != fallbackType));
-
- if (allocation.Memory.Handle == 0UL)
- {
- gd.Api.DestroyBuffer(_device, buffer, null);
- return default;
- }
-
- gd.Api.BindBufferMemory(_device, buffer, allocation.Memory, allocation.Offset);
-
- return (buffer, allocation, type);
- }
-
- public unsafe BufferHolder Create(
- VulkanRenderer gd,
- int size,
- bool forConditionalRendering = false,
- BufferAllocationType baseType = BufferAllocationType.HostMapped,
- BufferHandle storageHint = default)
- {
- BufferAllocationType type = baseType;
- BufferHolder storageHintHolder = null;
-
- if (baseType == BufferAllocationType.Auto)
- {
- if (gd.IsSharedMemory)
- {
- baseType = BufferAllocationType.HostMapped;
- type = baseType;
- }
- else
- {
- type = size >= BufferHolder.DeviceLocalSizeThreshold ? BufferAllocationType.DeviceLocal : BufferAllocationType.HostMapped;
- }
-
- if (storageHint != BufferHandle.Null)
- {
- if (TryGetBuffer(storageHint, out storageHintHolder))
- {
- type = storageHintHolder.DesiredType;
- }
- }
- }
-
- (VkBuffer buffer, MemoryAllocation allocation, BufferAllocationType resultType) =
- CreateBacking(gd, size, type, forConditionalRendering);
-
- if (buffer.Handle != 0)
- {
- var holder = new BufferHolder(gd, _device, buffer, allocation, size, baseType, resultType);
-
- if (storageHintHolder != null)
- {
- holder.InheritMetrics(storageHintHolder);
- }
-
- return holder;
- }
-
- return null;
- }
-
- public Auto<DisposableBufferView> CreateView(BufferHandle handle, VkFormat format, int offset, int size, Action invalidateView)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.CreateView(format, offset, size, invalidateView);
- }
-
- return null;
- }
-
- public Auto<DisposableBuffer> GetBuffer(CommandBuffer commandBuffer, BufferHandle handle, bool isWrite, bool isSSBO = false)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetBuffer(commandBuffer, isWrite, isSSBO);
- }
-
- return null;
- }
-
- public Auto<DisposableBuffer> GetBuffer(CommandBuffer commandBuffer, BufferHandle handle, int offset, int size, bool isWrite)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetBuffer(commandBuffer, offset, size, isWrite);
- }
-
- return null;
- }
-
- public Auto<DisposableBuffer> GetBufferI8ToI16(CommandBufferScoped cbs, BufferHandle handle, int offset, int size)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetBufferI8ToI16(cbs, offset, size);
- }
-
- return null;
- }
-
- public Auto<DisposableBuffer> GetAlignedVertexBuffer(CommandBufferScoped cbs, BufferHandle handle, int offset, int size, int stride, int alignment)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetAlignedVertexBuffer(cbs, offset, size, stride, alignment);
- }
-
- return null;
- }
-
- public Auto<DisposableBuffer> GetBufferTopologyConversion(CommandBufferScoped cbs, BufferHandle handle, int offset, int size, IndexBufferPattern pattern, int indexSize)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetBufferTopologyConversion(cbs, offset, size, pattern, indexSize);
- }
-
- return null;
- }
-
- public (Auto<DisposableBuffer>, Auto<DisposableBuffer>) GetBufferTopologyConversionIndirect(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- BufferRange indexBuffer,
- BufferRange indirectBuffer,
- BufferRange drawCountBuffer,
- IndexBufferPattern pattern,
- int indexSize,
- bool hasDrawCount,
- int maxDrawCount,
- int indirectDataStride)
- {
- BufferHolder drawCountBufferHolder = null;
-
- if (!TryGetBuffer(indexBuffer.Handle, out var indexBufferHolder) ||
- !TryGetBuffer(indirectBuffer.Handle, out var indirectBufferHolder) ||
- (hasDrawCount && !TryGetBuffer(drawCountBuffer.Handle, out drawCountBufferHolder)))
- {
- return (null, null);
- }
-
- var indexBufferKey = new TopologyConversionIndirectCacheKey(
- gd,
- pattern,
- indexSize,
- indirectBufferHolder,
- indirectBuffer.Offset,
- indirectBuffer.Size);
-
- bool hasConvertedIndexBuffer = indexBufferHolder.TryGetCachedConvertedBuffer(
- indexBuffer.Offset,
- indexBuffer.Size,
- indexBufferKey,
- out var convertedIndexBuffer);
-
- var indirectBufferKey = new IndirectDataCacheKey(pattern);
- bool hasConvertedIndirectBuffer = indirectBufferHolder.TryGetCachedConvertedBuffer(
- indirectBuffer.Offset,
- indirectBuffer.Size,
- indirectBufferKey,
- out var convertedIndirectBuffer);
-
- var drawCountBufferKey = new DrawCountCacheKey();
- bool hasCachedDrawCount = true;
-
- if (hasDrawCount)
- {
- hasCachedDrawCount = drawCountBufferHolder.TryGetCachedConvertedBuffer(
- drawCountBuffer.Offset,
- drawCountBuffer.Size,
- drawCountBufferKey,
- out _);
- }
-
- if (!hasConvertedIndexBuffer || !hasConvertedIndirectBuffer || !hasCachedDrawCount)
- {
- // The destination index size is always I32.
-
- int indexCount = indexBuffer.Size / indexSize;
-
- int convertedCount = pattern.GetConvertedCount(indexCount);
-
- if (!hasConvertedIndexBuffer)
- {
- convertedIndexBuffer = Create(gd, convertedCount * 4);
- indexBufferKey.SetBuffer(convertedIndexBuffer.GetBuffer());
- indexBufferHolder.AddCachedConvertedBuffer(indexBuffer.Offset, indexBuffer.Size, indexBufferKey, convertedIndexBuffer);
- }
-
- if (!hasConvertedIndirectBuffer)
- {
- convertedIndirectBuffer = Create(gd, indirectBuffer.Size);
- indirectBufferHolder.AddCachedConvertedBuffer(indirectBuffer.Offset, indirectBuffer.Size, indirectBufferKey, convertedIndirectBuffer);
- }
-
- gd.PipelineInternal.EndRenderPass();
- gd.HelperShader.ConvertIndexBufferIndirect(
- gd,
- cbs,
- indirectBufferHolder,
- convertedIndirectBuffer,
- drawCountBuffer,
- indexBufferHolder,
- convertedIndexBuffer,
- pattern,
- indexSize,
- indexBuffer.Offset,
- indexBuffer.Size,
- indirectBuffer.Offset,
- hasDrawCount,
- maxDrawCount,
- indirectDataStride);
-
- // Any modification of the indirect buffer should invalidate the index buffers that are associated with it,
- // since we used the indirect data to find the range of the index buffer that is used.
-
- var indexBufferDependency = new Dependency(
- indexBufferHolder,
- indexBuffer.Offset,
- indexBuffer.Size,
- indexBufferKey);
-
- indirectBufferHolder.AddCachedConvertedBufferDependency(
- indirectBuffer.Offset,
- indirectBuffer.Size,
- indirectBufferKey,
- indexBufferDependency);
-
- if (hasDrawCount)
- {
- if (!hasCachedDrawCount)
- {
- drawCountBufferHolder.AddCachedConvertedBuffer(drawCountBuffer.Offset, drawCountBuffer.Size, drawCountBufferKey, null);
- }
-
- // If we have a draw count, any modification of the draw count should invalidate all indirect buffers
- // where we used it to find the range of indirect data that is actually used.
-
- var indirectBufferDependency = new Dependency(
- indirectBufferHolder,
- indirectBuffer.Offset,
- indirectBuffer.Size,
- indirectBufferKey);
-
- drawCountBufferHolder.AddCachedConvertedBufferDependency(
- drawCountBuffer.Offset,
- drawCountBuffer.Size,
- drawCountBufferKey,
- indirectBufferDependency);
- }
- }
-
- return (convertedIndexBuffer.GetBuffer(), convertedIndirectBuffer.GetBuffer());
- }
-
- public Auto<DisposableBuffer> GetBuffer(CommandBuffer commandBuffer, BufferHandle handle, bool isWrite, out int size)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- size = holder.Size;
- return holder.GetBuffer(commandBuffer, isWrite);
- }
-
- size = 0;
- return null;
- }
-
- public PinnedSpan<byte> GetData(BufferHandle handle, int offset, int size)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- return holder.GetData(offset, size);
- }
-
- return new PinnedSpan<byte>();
- }
-
- public void SetData<T>(BufferHandle handle, int offset, ReadOnlySpan<T> data) where T : unmanaged
- {
- SetData(handle, offset, MemoryMarshal.Cast<T, byte>(data), null, null);
- }
-
- public void SetData(BufferHandle handle, int offset, ReadOnlySpan<byte> data, CommandBufferScoped? cbs, Action endRenderPass)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- holder.SetData(offset, data, cbs, endRenderPass);
- }
- }
-
- public void Delete(BufferHandle handle)
- {
- if (TryGetBuffer(handle, out var holder))
- {
- holder.Dispose();
- _buffers.Remove((int)Unsafe.As<BufferHandle, ulong>(ref handle));
- }
- }
-
- private bool TryGetBuffer(BufferHandle handle, out BufferHolder holder)
- {
- return _buffers.TryGetValue((int)Unsafe.As<BufferHandle, ulong>(ref handle), out holder);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- foreach (BufferHolder buffer in _buffers)
- {
- buffer.Dispose();
- }
-
- _buffers.Clear();
- StagingBuffer.Dispose();
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BufferState.cs b/Ryujinx.Graphics.Vulkan/BufferState.cs
deleted file mode 100644
index 6829f833..00000000
--- a/Ryujinx.Graphics.Vulkan/BufferState.cs
+++ /dev/null
@@ -1,48 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- struct BufferState : IDisposable
- {
- public static BufferState Null => new BufferState(null, 0, 0);
-
- private readonly int _offset;
- private readonly int _size;
-
- private Auto<DisposableBuffer> _buffer;
-
- public BufferState(Auto<DisposableBuffer> buffer, int offset, int size)
- {
- _buffer = buffer;
- _offset = offset;
- _size = size;
- buffer?.IncrementReferenceCount();
- }
-
- public void BindTransformFeedbackBuffer(VulkanRenderer gd, CommandBufferScoped cbs, uint binding)
- {
- if (_buffer != null)
- {
- var buffer = _buffer.Get(cbs, _offset, _size).Value;
-
- gd.TransformFeedbackApi.CmdBindTransformFeedbackBuffers(cbs.CommandBuffer, binding, 1, buffer, (ulong)_offset, (ulong)_size);
- }
- }
-
- public void Swap(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- if (_buffer == from)
- {
- _buffer.DecrementReferenceCount();
- to.IncrementReferenceCount();
-
- _buffer = to;
- }
- }
-
- public void Dispose()
- {
- _buffer?.DecrementReferenceCount();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/BufferUsageBitmap.cs b/Ryujinx.Graphics.Vulkan/BufferUsageBitmap.cs
deleted file mode 100644
index 920501d3..00000000
--- a/Ryujinx.Graphics.Vulkan/BufferUsageBitmap.cs
+++ /dev/null
@@ -1,77 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan
-{
- internal class BufferUsageBitmap
- {
- private BitMap _bitmap;
- private int _size;
- private int _granularity;
- private int _bits;
-
- private int _intsPerCb;
- private int _bitsPerCb;
-
- public BufferUsageBitmap(int size, int granularity)
- {
- _size = size;
- _granularity = granularity;
- _bits = (size + (granularity - 1)) / granularity;
-
- _intsPerCb = (_bits + (BitMap.IntSize - 1)) / BitMap.IntSize;
- _bitsPerCb = _intsPerCb * BitMap.IntSize;
-
- _bitmap = new BitMap(_bitsPerCb * CommandBufferPool.MaxCommandBuffers);
- }
-
- public void Add(int cbIndex, int offset, int size)
- {
- if (size == 0)
- {
- return;
- }
-
- // Some usages can be out of bounds (vertex buffer on amd), so bound if necessary.
- if (offset + size > _size)
- {
- size = _size - offset;
- }
-
- int cbBase = cbIndex * _bitsPerCb;
- int start = cbBase + offset / _granularity;
- int end = cbBase + (offset + size - 1) / _granularity;
-
- _bitmap.SetRange(start, end);
- }
-
- public bool OverlapsWith(int cbIndex, int offset, int size)
- {
- if (size == 0)
- {
- return false;
- }
-
- int cbBase = cbIndex * _bitsPerCb;
- int start = cbBase + offset / _granularity;
- int end = cbBase + (offset + size - 1) / _granularity;
-
- return _bitmap.IsSet(start, end);
- }
-
- public bool OverlapsWith(int offset, int size)
- {
- for (int i = 0; i < CommandBufferPool.MaxCommandBuffers; i++)
- {
- if (OverlapsWith(i, offset, size))
- {
- return true;
- }
- }
-
- return false;
- }
-
- public void Clear(int cbIndex)
- {
- _bitmap.ClearInt(cbIndex * _intsPerCb, (cbIndex + 1) * _intsPerCb - 1);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/CacheByRange.cs b/Ryujinx.Graphics.Vulkan/CacheByRange.cs
deleted file mode 100644
index a9d1b0ef..00000000
--- a/Ryujinx.Graphics.Vulkan/CacheByRange.cs
+++ /dev/null
@@ -1,398 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- interface ICacheKey : IDisposable
- {
- bool KeyEqual(ICacheKey other);
- }
-
- struct I8ToI16CacheKey : ICacheKey
- {
- // Used to notify the pipeline that bindings have invalidated on dispose.
- private readonly VulkanRenderer _gd;
- private Auto<DisposableBuffer> _buffer;
-
- public I8ToI16CacheKey(VulkanRenderer gd)
- {
- _gd = gd;
- _buffer = null;
- }
-
- public bool KeyEqual(ICacheKey other)
- {
- return other is I8ToI16CacheKey;
- }
-
- public void SetBuffer(Auto<DisposableBuffer> buffer)
- {
- _buffer = buffer;
- }
-
- public void Dispose()
- {
- _gd.PipelineInternal.DirtyIndexBuffer(_buffer);
- }
- }
-
- struct AlignedVertexBufferCacheKey : ICacheKey
- {
- private readonly int _stride;
- private readonly int _alignment;
-
- // Used to notify the pipeline that bindings have invalidated on dispose.
- private readonly VulkanRenderer _gd;
- private Auto<DisposableBuffer> _buffer;
-
- public AlignedVertexBufferCacheKey(VulkanRenderer gd, int stride, int alignment)
- {
- _gd = gd;
- _stride = stride;
- _alignment = alignment;
- _buffer = null;
- }
-
- public bool KeyEqual(ICacheKey other)
- {
- return other is AlignedVertexBufferCacheKey entry &&
- entry._stride == _stride &&
- entry._alignment == _alignment;
- }
-
- public void SetBuffer(Auto<DisposableBuffer> buffer)
- {
- _buffer = buffer;
- }
-
- public void Dispose()
- {
- _gd.PipelineInternal.DirtyVertexBuffer(_buffer);
- }
- }
-
- struct TopologyConversionCacheKey : ICacheKey
- {
- private IndexBufferPattern _pattern;
- private int _indexSize;
-
- // Used to notify the pipeline that bindings have invalidated on dispose.
- private readonly VulkanRenderer _gd;
- private Auto<DisposableBuffer> _buffer;
-
- public TopologyConversionCacheKey(VulkanRenderer gd, IndexBufferPattern pattern, int indexSize)
- {
- _gd = gd;
- _pattern = pattern;
- _indexSize = indexSize;
- _buffer = null;
- }
-
- public bool KeyEqual(ICacheKey other)
- {
- return other is TopologyConversionCacheKey entry &&
- entry._pattern == _pattern &&
- entry._indexSize == _indexSize;
- }
-
- public void SetBuffer(Auto<DisposableBuffer> buffer)
- {
- _buffer = buffer;
- }
-
- public void Dispose()
- {
- _gd.PipelineInternal.DirtyIndexBuffer(_buffer);
- }
- }
-
- readonly struct TopologyConversionIndirectCacheKey : ICacheKey
- {
- private readonly TopologyConversionCacheKey _baseKey;
- private readonly BufferHolder _indirectDataBuffer;
- private readonly int _indirectDataOffset;
- private readonly int _indirectDataSize;
-
- public TopologyConversionIndirectCacheKey(
- VulkanRenderer gd,
- IndexBufferPattern pattern,
- int indexSize,
- BufferHolder indirectDataBuffer,
- int indirectDataOffset,
- int indirectDataSize)
- {
- _baseKey = new TopologyConversionCacheKey(gd, pattern, indexSize);
- _indirectDataBuffer = indirectDataBuffer;
- _indirectDataOffset = indirectDataOffset;
- _indirectDataSize = indirectDataSize;
- }
-
- public bool KeyEqual(ICacheKey other)
- {
- return other is TopologyConversionIndirectCacheKey entry &&
- entry._baseKey.KeyEqual(_baseKey) &&
- entry._indirectDataBuffer == _indirectDataBuffer &&
- entry._indirectDataOffset == _indirectDataOffset &&
- entry._indirectDataSize == _indirectDataSize;
- }
-
- public void SetBuffer(Auto<DisposableBuffer> buffer)
- {
- _baseKey.SetBuffer(buffer);
- }
-
- public void Dispose()
- {
- _baseKey.Dispose();
- }
- }
-
- struct IndirectDataCacheKey : ICacheKey
- {
- private IndexBufferPattern _pattern;
-
- public IndirectDataCacheKey(IndexBufferPattern pattern)
- {
- _pattern = pattern;
- }
-
- public bool KeyEqual(ICacheKey other)
- {
- return other is IndirectDataCacheKey entry && entry._pattern == _pattern;
- }
-
- public void Dispose()
- {
- }
- }
-
- struct DrawCountCacheKey : ICacheKey
- {
- public bool KeyEqual(ICacheKey other)
- {
- return other is DrawCountCacheKey;
- }
-
- public void Dispose()
- {
- }
- }
-
- readonly struct Dependency
- {
- private readonly BufferHolder _buffer;
- private readonly int _offset;
- private readonly int _size;
- private readonly ICacheKey _key;
-
- public Dependency(BufferHolder buffer, int offset, int size, ICacheKey key)
- {
- _buffer = buffer;
- _offset = offset;
- _size = size;
- _key = key;
- }
-
- public void RemoveFromOwner()
- {
- _buffer.RemoveCachedConvertedBuffer(_offset, _size, _key);
- }
- }
-
- struct CacheByRange<T> where T : IDisposable
- {
- private struct Entry
- {
- public ICacheKey Key;
- public T Value;
- public List<Dependency> DependencyList;
-
- public Entry(ICacheKey key, T value)
- {
- Key = key;
- Value = value;
- DependencyList = null;
- }
-
- public void InvalidateDependencies()
- {
- if (DependencyList != null)
- {
- foreach (Dependency dependency in DependencyList)
- {
- dependency.RemoveFromOwner();
- }
-
- DependencyList.Clear();
- }
- }
- }
-
- private Dictionary<ulong, List<Entry>> _ranges;
-
- public void Add(int offset, int size, ICacheKey key, T value)
- {
- List<Entry> entries = GetEntries(offset, size);
-
- entries.Add(new Entry(key, value));
- }
-
- public void AddDependency(int offset, int size, ICacheKey key, Dependency dependency)
- {
- List<Entry> entries = GetEntries(offset, size);
-
- for (int i = 0; i < entries.Count; i++)
- {
- Entry entry = entries[i];
-
- if (entry.Key.KeyEqual(key))
- {
- if (entry.DependencyList == null)
- {
- entry.DependencyList = new List<Dependency>();
- entries[i] = entry;
- }
-
- entry.DependencyList.Add(dependency);
-
- break;
- }
- }
- }
-
- public void Remove(int offset, int size, ICacheKey key)
- {
- List<Entry> entries = GetEntries(offset, size);
-
- for (int i = 0; i < entries.Count; i++)
- {
- Entry entry = entries[i];
-
- if (entry.Key.KeyEqual(key))
- {
- entries.RemoveAt(i--);
-
- DestroyEntry(entry);
- }
- }
-
- if (entries.Count == 0)
- {
- _ranges.Remove(PackRange(offset, size));
- }
- }
-
- public bool TryGetValue(int offset, int size, ICacheKey key, out T value)
- {
- List<Entry> entries = GetEntries(offset, size);
-
- foreach (Entry entry in entries)
- {
- if (entry.Key.KeyEqual(key))
- {
- value = entry.Value;
-
- return true;
- }
- }
-
- value = default;
- return false;
- }
-
- public void Clear()
- {
- if (_ranges != null)
- {
- foreach (List<Entry> entries in _ranges.Values)
- {
- foreach (Entry entry in entries)
- {
- DestroyEntry(entry);
- }
- }
-
- _ranges.Clear();
- _ranges = null;
- }
- }
-
- public void ClearRange(int offset, int size)
- {
- if (_ranges != null && _ranges.Count > 0)
- {
- int end = offset + size;
-
- List<ulong> toRemove = null;
-
- foreach (KeyValuePair<ulong, List<Entry>> range in _ranges)
- {
- (int rOffset, int rSize) = UnpackRange(range.Key);
-
- int rEnd = rOffset + rSize;
-
- if (rEnd > offset && rOffset < end)
- {
- List<Entry> entries = range.Value;
-
- foreach (Entry entry in entries)
- {
- DestroyEntry(entry);
- }
-
- (toRemove ??= new List<ulong>()).Add(range.Key);
- }
- }
-
- if (toRemove != null)
- {
- foreach (ulong range in toRemove)
- {
- _ranges.Remove(range);
- }
- }
- }
- }
-
- private List<Entry> GetEntries(int offset, int size)
- {
- if (_ranges == null)
- {
- _ranges = new Dictionary<ulong, List<Entry>>();
- }
-
- ulong key = PackRange(offset, size);
-
- List<Entry> value;
- if (!_ranges.TryGetValue(key, out value))
- {
- value = new List<Entry>();
- _ranges.Add(key, value);
- }
-
- return value;
- }
-
- private static void DestroyEntry(Entry entry)
- {
- entry.Key.Dispose();
- entry.Value?.Dispose();
- entry.InvalidateDependencies();
- }
-
- private static ulong PackRange(int offset, int size)
- {
- return (uint)offset | ((ulong)size << 32);
- }
-
- private static (int offset, int size) UnpackRange(ulong range)
- {
- return ((int)range, (int)(range >> 32));
- }
-
- public void Dispose()
- {
- Clear();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/CommandBufferPool.cs b/Ryujinx.Graphics.Vulkan/CommandBufferPool.cs
deleted file mode 100644
index 4cbb24ef..00000000
--- a/Ryujinx.Graphics.Vulkan/CommandBufferPool.cs
+++ /dev/null
@@ -1,368 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-using Thread = System.Threading.Thread;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class CommandBufferPool : IDisposable
- {
- public const int MaxCommandBuffers = 16;
-
- private int _totalCommandBuffers;
- private int _totalCommandBuffersMask;
-
- private readonly Vk _api;
- private readonly Device _device;
- private readonly Queue _queue;
- private readonly object _queueLock;
- private readonly CommandPool _pool;
- private readonly Thread _owner;
-
- public bool OwnedByCurrentThread => _owner == Thread.CurrentThread;
-
- private struct ReservedCommandBuffer
- {
- public bool InUse;
- public bool InConsumption;
- public CommandBuffer CommandBuffer;
- public FenceHolder Fence;
- public SemaphoreHolder Semaphore;
-
- public List<IAuto> Dependants;
- public HashSet<MultiFenceHolder> Waitables;
- public HashSet<SemaphoreHolder> Dependencies;
-
- public void Initialize(Vk api, Device device, CommandPool pool)
- {
- var allocateInfo = new CommandBufferAllocateInfo()
- {
- SType = StructureType.CommandBufferAllocateInfo,
- CommandBufferCount = 1,
- CommandPool = pool,
- Level = CommandBufferLevel.Primary
- };
-
- api.AllocateCommandBuffers(device, allocateInfo, out CommandBuffer);
-
- Dependants = new List<IAuto>();
- Waitables = new HashSet<MultiFenceHolder>();
- Dependencies = new HashSet<SemaphoreHolder>();
- }
- }
-
- private readonly ReservedCommandBuffer[] _commandBuffers;
-
- private readonly int[] _queuedIndexes;
- private int _queuedIndexesPtr;
- private int _queuedCount;
- private int _inUseCount;
-
- public unsafe CommandBufferPool(Vk api, Device device, Queue queue, object queueLock, uint queueFamilyIndex, bool isLight = false)
- {
- _api = api;
- _device = device;
- _queue = queue;
- _queueLock = queueLock;
- _owner = Thread.CurrentThread;
-
- var commandPoolCreateInfo = new CommandPoolCreateInfo()
- {
- SType = StructureType.CommandPoolCreateInfo,
- QueueFamilyIndex = queueFamilyIndex,
- Flags = CommandPoolCreateFlags.TransientBit |
- CommandPoolCreateFlags.ResetCommandBufferBit
- };
-
- api.CreateCommandPool(device, commandPoolCreateInfo, null, out _pool).ThrowOnError();
-
- // We need at least 2 command buffers to get texture data in some cases.
- _totalCommandBuffers = isLight ? 2 : MaxCommandBuffers;
- _totalCommandBuffersMask = _totalCommandBuffers - 1;
-
- _commandBuffers = new ReservedCommandBuffer[_totalCommandBuffers];
-
- _queuedIndexes = new int[_totalCommandBuffers];
- _queuedIndexesPtr = 0;
- _queuedCount = 0;
-
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- _commandBuffers[i].Initialize(api, device, _pool);
- WaitAndDecrementRef(i);
- }
- }
-
- public void AddDependant(int cbIndex, IAuto dependant)
- {
- dependant.IncrementReferenceCount();
- _commandBuffers[cbIndex].Dependants.Add(dependant);
- }
-
- public void AddWaitable(MultiFenceHolder waitable)
- {
- lock (_commandBuffers)
- {
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- ref var entry = ref _commandBuffers[i];
-
- if (entry.InConsumption)
- {
- AddWaitable(i, waitable);
- }
- }
- }
- }
-
- public void AddInUseWaitable(MultiFenceHolder waitable)
- {
- lock (_commandBuffers)
- {
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- ref var entry = ref _commandBuffers[i];
-
- if (entry.InUse)
- {
- AddWaitable(i, waitable);
- }
- }
- }
- }
-
- public void AddDependency(int cbIndex, CommandBufferScoped dependencyCbs)
- {
- Debug.Assert(_commandBuffers[cbIndex].InUse);
- var semaphoreHolder = _commandBuffers[dependencyCbs.CommandBufferIndex].Semaphore;
- semaphoreHolder.Get();
- _commandBuffers[cbIndex].Dependencies.Add(semaphoreHolder);
- }
-
- public void AddWaitable(int cbIndex, MultiFenceHolder waitable)
- {
- ref var entry = ref _commandBuffers[cbIndex];
- waitable.AddFence(cbIndex, entry.Fence);
- entry.Waitables.Add(waitable);
- }
-
- public bool HasWaitableOnRentedCommandBuffer(MultiFenceHolder waitable, int offset, int size)
- {
- lock (_commandBuffers)
- {
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- ref var entry = ref _commandBuffers[i];
-
- if (entry.InUse &&
- entry.Waitables.Contains(waitable) &&
- waitable.IsBufferRangeInUse(i, offset, size))
- {
- return true;
- }
- }
- }
-
- return false;
- }
-
- public bool IsFenceOnRentedCommandBuffer(FenceHolder fence)
- {
- lock (_commandBuffers)
- {
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- ref var entry = ref _commandBuffers[i];
-
- if (entry.InUse && entry.Fence == fence)
- {
- return true;
- }
- }
- }
-
- return false;
- }
-
- public FenceHolder GetFence(int cbIndex)
- {
- return _commandBuffers[cbIndex].Fence;
- }
-
- private int FreeConsumed(bool wait)
- {
- int freeEntry = 0;
-
- while (_queuedCount > 0)
- {
- int index = _queuedIndexes[_queuedIndexesPtr];
-
- ref var entry = ref _commandBuffers[index];
-
- if (wait || !entry.InConsumption || entry.Fence.IsSignaled())
- {
- WaitAndDecrementRef(index);
-
- wait = false;
- freeEntry = index;
-
- _queuedCount--;
- _queuedIndexesPtr = (_queuedIndexesPtr + 1) % _totalCommandBuffers;
- }
- else
- {
- break;
- }
- }
-
- return freeEntry;
- }
-
- public CommandBufferScoped ReturnAndRent(CommandBufferScoped cbs)
- {
- Return(cbs);
- return Rent();
- }
-
- public CommandBufferScoped Rent()
- {
- lock (_commandBuffers)
- {
- int cursor = FreeConsumed(_inUseCount + _queuedCount == _totalCommandBuffers);
-
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- ref var entry = ref _commandBuffers[cursor];
-
- if (!entry.InUse && !entry.InConsumption)
- {
- entry.InUse = true;
-
- _inUseCount++;
-
- var commandBufferBeginInfo = new CommandBufferBeginInfo()
- {
- SType = StructureType.CommandBufferBeginInfo
- };
-
- _api.BeginCommandBuffer(entry.CommandBuffer, commandBufferBeginInfo).ThrowOnError();
-
- return new CommandBufferScoped(this, entry.CommandBuffer, cursor);
- }
-
- cursor = (cursor + 1) & _totalCommandBuffersMask;
- }
- }
-
- throw new InvalidOperationException($"Out of command buffers (In use: {_inUseCount}, queued: {_queuedCount}, total: {_totalCommandBuffers})");
- }
-
- public void Return(CommandBufferScoped cbs)
- {
- Return(cbs, null, null, null);
- }
-
- public unsafe void Return(
- CommandBufferScoped cbs,
- ReadOnlySpan<Semaphore> waitSemaphores,
- ReadOnlySpan<PipelineStageFlags> waitDstStageMask,
- ReadOnlySpan<Semaphore> signalSemaphores)
- {
- lock (_commandBuffers)
- {
- int cbIndex = cbs.CommandBufferIndex;
-
- ref var entry = ref _commandBuffers[cbIndex];
-
- Debug.Assert(entry.InUse);
- Debug.Assert(entry.CommandBuffer.Handle == cbs.CommandBuffer.Handle);
- entry.InUse = false;
- entry.InConsumption = true;
- _inUseCount--;
-
- var commandBuffer = entry.CommandBuffer;
-
- _api.EndCommandBuffer(commandBuffer).ThrowOnError();
-
- fixed (Semaphore* pWaitSemaphores = waitSemaphores, pSignalSemaphores = signalSemaphores)
- {
- fixed (PipelineStageFlags* pWaitDstStageMask = waitDstStageMask)
- {
- SubmitInfo sInfo = new SubmitInfo()
- {
- SType = StructureType.SubmitInfo,
- WaitSemaphoreCount = waitSemaphores != null ? (uint)waitSemaphores.Length : 0,
- PWaitSemaphores = pWaitSemaphores,
- PWaitDstStageMask = pWaitDstStageMask,
- CommandBufferCount = 1,
- PCommandBuffers = &commandBuffer,
- SignalSemaphoreCount = signalSemaphores != null ? (uint)signalSemaphores.Length : 0,
- PSignalSemaphores = pSignalSemaphores
- };
-
- lock (_queueLock)
- {
- _api.QueueSubmit(_queue, 1, sInfo, entry.Fence.GetUnsafe()).ThrowOnError();
- }
- }
- }
-
- int ptr = (_queuedIndexesPtr + _queuedCount) % _totalCommandBuffers;
- _queuedIndexes[ptr] = cbIndex;
- _queuedCount++;
- }
- }
-
- private void WaitAndDecrementRef(int cbIndex, bool refreshFence = true)
- {
- ref var entry = ref _commandBuffers[cbIndex];
-
- if (entry.InConsumption)
- {
- entry.Fence.Wait();
- entry.InConsumption = false;
- }
-
- foreach (var dependant in entry.Dependants)
- {
- dependant.DecrementReferenceCount(cbIndex);
- }
-
- foreach (var waitable in entry.Waitables)
- {
- waitable.RemoveFence(cbIndex, entry.Fence);
- waitable.RemoveBufferUses(cbIndex);
- }
-
- foreach (var dependency in entry.Dependencies)
- {
- dependency.Put();
- }
-
- entry.Dependants.Clear();
- entry.Waitables.Clear();
- entry.Dependencies.Clear();
- entry.Fence?.Dispose();
-
- if (refreshFence)
- {
- entry.Fence = new FenceHolder(_api, _device);
- }
- else
- {
- entry.Fence = null;
- }
- }
-
- public unsafe void Dispose()
- {
- for (int i = 0; i < _totalCommandBuffers; i++)
- {
- WaitAndDecrementRef(i, refreshFence: false);
- }
-
- _api.DestroyCommandPool(_device, _pool, null);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/CommandBufferScoped.cs b/Ryujinx.Graphics.Vulkan/CommandBufferScoped.cs
deleted file mode 100644
index 1d9e14bb..00000000
--- a/Ryujinx.Graphics.Vulkan/CommandBufferScoped.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct CommandBufferScoped : IDisposable
- {
- private readonly CommandBufferPool _pool;
- public CommandBuffer CommandBuffer { get; }
- public int CommandBufferIndex { get; }
-
- public CommandBufferScoped(CommandBufferPool pool, CommandBuffer commandBuffer, int commandBufferIndex)
- {
- _pool = pool;
- CommandBuffer = commandBuffer;
- CommandBufferIndex = commandBufferIndex;
- }
-
- public void AddDependant(IAuto dependant)
- {
- _pool.AddDependant(CommandBufferIndex, dependant);
- }
-
- public void AddWaitable(MultiFenceHolder waitable)
- {
- _pool.AddWaitable(CommandBufferIndex, waitable);
- }
-
- public void AddDependency(CommandBufferScoped dependencyCbs)
- {
- _pool.AddDependency(CommandBufferIndex, dependencyCbs);
- }
-
- public FenceHolder GetFence()
- {
- return _pool.GetFence(CommandBufferIndex);
- }
-
- public void Dispose()
- {
- _pool?.Return(this);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Constants.cs b/Ryujinx.Graphics.Vulkan/Constants.cs
deleted file mode 100644
index f43d815a..00000000
--- a/Ryujinx.Graphics.Vulkan/Constants.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan
-{
- static class Constants
- {
- public const int MaxVertexAttributes = 32;
- public const int MaxVertexBuffers = 32;
- public const int MaxTransformFeedbackBuffers = 4;
- public const int MaxRenderTargets = 8;
- public const int MaxViewports = 16;
- public const int MaxShaderStages = 5;
- public const int MaxUniformBuffersPerStage = 18;
- public const int MaxStorageBuffersPerStage = 16;
- public const int MaxTexturesPerStage = 64;
- public const int MaxImagesPerStage = 16;
- public const int MaxUniformBufferBindings = MaxUniformBuffersPerStage * MaxShaderStages;
- public const int MaxStorageBufferBindings = MaxStorageBuffersPerStage * MaxShaderStages;
- public const int MaxTextureBindings = MaxTexturesPerStage * MaxShaderStages;
- public const int MaxImageBindings = MaxImagesPerStage * MaxShaderStages;
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DescriptorSetCollection.cs b/Ryujinx.Graphics.Vulkan/DescriptorSetCollection.cs
deleted file mode 100644
index c57cb1a9..00000000
--- a/Ryujinx.Graphics.Vulkan/DescriptorSetCollection.cs
+++ /dev/null
@@ -1,246 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using VkBuffer = Silk.NET.Vulkan.Buffer;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- struct DescriptorSetCollection : IDisposable
- {
- private DescriptorSetManager.DescriptorPoolHolder _holder;
- private readonly DescriptorSet[] _descriptorSets;
- public int SetsCount => _descriptorSets.Length;
-
- public DescriptorSetCollection(DescriptorSetManager.DescriptorPoolHolder holder, DescriptorSet[] descriptorSets)
- {
- _holder = holder;
- _descriptorSets = descriptorSets;
- }
-
- public void InitializeBuffers(int setIndex, int baseBinding, int countPerUnit, DescriptorType type, VkBuffer dummyBuffer)
- {
- Span<DescriptorBufferInfo> infos = stackalloc DescriptorBufferInfo[countPerUnit];
-
- infos.Fill(new DescriptorBufferInfo()
- {
- Buffer = dummyBuffer,
- Range = Vk.WholeSize
- });
-
- UpdateBuffers(setIndex, baseBinding, infos, type);
- }
-
- public unsafe void UpdateBuffer(int setIndex, int bindingIndex, DescriptorBufferInfo bufferInfo, DescriptorType type)
- {
- if (bufferInfo.Buffer.Handle != 0UL)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)bindingIndex,
- DescriptorType = type,
- DescriptorCount = 1,
- PBufferInfo = &bufferInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateBuffers(int setIndex, int baseBinding, ReadOnlySpan<DescriptorBufferInfo> bufferInfo, DescriptorType type)
- {
- if (bufferInfo.Length == 0)
- {
- return;
- }
-
- fixed (DescriptorBufferInfo* pBufferInfo = bufferInfo)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)baseBinding,
- DescriptorType = type,
- DescriptorCount = (uint)bufferInfo.Length,
- PBufferInfo = pBufferInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateStorageBuffers(int setIndex, int baseBinding, ReadOnlySpan<DescriptorBufferInfo> bufferInfo)
- {
- if (bufferInfo.Length == 0)
- {
- return;
- }
-
- fixed (DescriptorBufferInfo* pBufferInfo = bufferInfo)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)(baseBinding & ~(Constants.MaxStorageBuffersPerStage - 1)),
- DstArrayElement = (uint)(baseBinding & (Constants.MaxStorageBuffersPerStage - 1)),
- DescriptorType = DescriptorType.StorageBuffer,
- DescriptorCount = (uint)bufferInfo.Length,
- PBufferInfo = pBufferInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateImage(int setIndex, int bindingIndex, DescriptorImageInfo imageInfo, DescriptorType type)
- {
- if (imageInfo.ImageView.Handle != 0UL)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)bindingIndex,
- DescriptorType = type,
- DescriptorCount = 1,
- PImageInfo = &imageInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateImages(int setIndex, int baseBinding, ReadOnlySpan<DescriptorImageInfo> imageInfo, DescriptorType type)
- {
- if (imageInfo.Length == 0)
- {
- return;
- }
-
- fixed (DescriptorImageInfo* pImageInfo = imageInfo)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)baseBinding,
- DescriptorType = type,
- DescriptorCount = (uint)imageInfo.Length,
- PImageInfo = pImageInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateImagesCombined(int setIndex, int baseBinding, ReadOnlySpan<DescriptorImageInfo> imageInfo, DescriptorType type)
- {
- if (imageInfo.Length == 0)
- {
- return;
- }
-
- fixed (DescriptorImageInfo* pImageInfo = imageInfo)
- {
- for (int i = 0; i < imageInfo.Length; i++)
- {
- bool nonNull = imageInfo[i].ImageView.Handle != 0 && imageInfo[i].Sampler.Handle != 0;
- if (nonNull)
- {
- int count = 1;
-
- while (i + count < imageInfo.Length &&
- imageInfo[i + count].ImageView.Handle != 0 &&
- imageInfo[i + count].Sampler.Handle != 0)
- {
- count++;
- }
-
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)(baseBinding + i),
- DescriptorType = DescriptorType.CombinedImageSampler,
- DescriptorCount = (uint)count,
- PImageInfo = pImageInfo
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
-
- i += count - 1;
- }
- }
- }
- }
-
- public unsafe void UpdateBufferImage(int setIndex, int bindingIndex, BufferView texelBufferView, DescriptorType type)
- {
- if (texelBufferView.Handle != 0UL)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)bindingIndex,
- DescriptorType = type,
- DescriptorCount = 1,
- PTexelBufferView = &texelBufferView
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
- }
-
- public unsafe void UpdateBufferImages(int setIndex, int baseBinding, ReadOnlySpan<BufferView> texelBufferView, DescriptorType type)
- {
- if (texelBufferView.Length == 0)
- {
- return;
- }
-
- fixed (BufferView* pTexelBufferView = texelBufferView)
- {
- for (uint i = 0; i < texelBufferView.Length;)
- {
- uint count = 1;
-
- if (texelBufferView[(int)i].Handle != 0UL)
- {
- while (i + count < texelBufferView.Length && texelBufferView[(int)(i + count)].Handle != 0UL)
- {
- count++;
- }
-
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstSet = _descriptorSets[setIndex],
- DstBinding = (uint)baseBinding + i,
- DescriptorType = type,
- DescriptorCount = count,
- PTexelBufferView = pTexelBufferView + i
- };
-
- _holder.Api.UpdateDescriptorSets(_holder.Device, 1, writeDescriptorSet, 0, null);
- }
-
- i += count;
- }
- }
- }
-
- public DescriptorSet[] GetSets()
- {
- return _descriptorSets;
- }
-
- public void Dispose()
- {
- _holder?.FreeDescriptorSets(this);
- _holder = null;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DescriptorSetManager.cs b/Ryujinx.Graphics.Vulkan/DescriptorSetManager.cs
deleted file mode 100644
index a88bb7b1..00000000
--- a/Ryujinx.Graphics.Vulkan/DescriptorSetManager.cs
+++ /dev/null
@@ -1,201 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Diagnostics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class DescriptorSetManager : IDisposable
- {
- private const uint DescriptorPoolMultiplier = 16;
-
- public class DescriptorPoolHolder : IDisposable
- {
- public Vk Api { get; }
- public Device Device { get; }
-
- private readonly DescriptorPool _pool;
- private readonly uint _capacity;
- private int _totalSets;
- private int _setsInUse;
- private bool _done;
-
- public unsafe DescriptorPoolHolder(Vk api, Device device)
- {
- Api = api;
- Device = device;
-
- var poolSizes = new DescriptorPoolSize[]
- {
- new DescriptorPoolSize(DescriptorType.UniformBuffer, (1 + Constants.MaxUniformBufferBindings) * DescriptorPoolMultiplier),
- new DescriptorPoolSize(DescriptorType.StorageBuffer, Constants.MaxStorageBufferBindings * DescriptorPoolMultiplier),
- new DescriptorPoolSize(DescriptorType.CombinedImageSampler, Constants.MaxTextureBindings * DescriptorPoolMultiplier),
- new DescriptorPoolSize(DescriptorType.StorageImage, Constants.MaxImageBindings * DescriptorPoolMultiplier),
- new DescriptorPoolSize(DescriptorType.UniformTexelBuffer, Constants.MaxTextureBindings * DescriptorPoolMultiplier),
- new DescriptorPoolSize(DescriptorType.StorageTexelBuffer, Constants.MaxImageBindings * DescriptorPoolMultiplier)
- };
-
- uint maxSets = (uint)poolSizes.Length * DescriptorPoolMultiplier;
-
- _capacity = maxSets;
-
- fixed (DescriptorPoolSize* pPoolsSize = poolSizes)
- {
- var descriptorPoolCreateInfo = new DescriptorPoolCreateInfo()
- {
- SType = StructureType.DescriptorPoolCreateInfo,
- MaxSets = maxSets,
- PoolSizeCount = (uint)poolSizes.Length,
- PPoolSizes = pPoolsSize
- };
-
- Api.CreateDescriptorPool(device, descriptorPoolCreateInfo, null, out _pool).ThrowOnError();
- }
- }
-
- public unsafe DescriptorSetCollection AllocateDescriptorSets(ReadOnlySpan<DescriptorSetLayout> layouts)
- {
- TryAllocateDescriptorSets(layouts, isTry: false, out var dsc);
- return dsc;
- }
-
- public bool TryAllocateDescriptorSets(ReadOnlySpan<DescriptorSetLayout> layouts, out DescriptorSetCollection dsc)
- {
- return TryAllocateDescriptorSets(layouts, isTry: true, out dsc);
- }
-
- private unsafe bool TryAllocateDescriptorSets(ReadOnlySpan<DescriptorSetLayout> layouts, bool isTry, out DescriptorSetCollection dsc)
- {
- Debug.Assert(!_done);
-
- DescriptorSet[] descriptorSets = new DescriptorSet[layouts.Length];
-
- fixed (DescriptorSet* pDescriptorSets = descriptorSets)
- {
- fixed (DescriptorSetLayout* pLayouts = layouts)
- {
- var descriptorSetAllocateInfo = new DescriptorSetAllocateInfo()
- {
- SType = StructureType.DescriptorSetAllocateInfo,
- DescriptorPool = _pool,
- DescriptorSetCount = (uint)layouts.Length,
- PSetLayouts = pLayouts
- };
-
- var result = Api.AllocateDescriptorSets(Device, &descriptorSetAllocateInfo, pDescriptorSets);
- if (isTry && result == Result.ErrorOutOfPoolMemory)
- {
- _totalSets = (int)_capacity;
- _done = true;
- DestroyIfDone();
- dsc = default;
- return false;
- }
-
- result.ThrowOnError();
- }
- }
-
- _totalSets += layouts.Length;
- _setsInUse += layouts.Length;
-
- dsc = new DescriptorSetCollection(this, descriptorSets);
- return true;
- }
-
- public void FreeDescriptorSets(DescriptorSetCollection dsc)
- {
- _setsInUse -= dsc.SetsCount;
- Debug.Assert(_setsInUse >= 0);
- DestroyIfDone();
- }
-
- public bool CanFit(int count)
- {
- if (_totalSets + count <= _capacity)
- {
- return true;
- }
-
- _done = true;
- DestroyIfDone();
- return false;
- }
-
- private unsafe void DestroyIfDone()
- {
- if (_done && _setsInUse == 0)
- {
- Api.DestroyDescriptorPool(Device, _pool, null);
- }
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- unsafe
- {
- Api.DestroyDescriptorPool(Device, _pool, null);
- }
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-
- private readonly Device _device;
- private DescriptorPoolHolder _currentPool;
-
- public DescriptorSetManager(Device device)
- {
- _device = device;
- }
-
- public Auto<DescriptorSetCollection> AllocateDescriptorSet(Vk api, DescriptorSetLayout layout)
- {
- Span<DescriptorSetLayout> layouts = stackalloc DescriptorSetLayout[1];
- layouts[0] = layout;
- return AllocateDescriptorSets(api, layouts);
- }
-
- public Auto<DescriptorSetCollection> AllocateDescriptorSets(Vk api, ReadOnlySpan<DescriptorSetLayout> layouts)
- {
- // If we fail the first time, just create a new pool and try again.
- if (!GetPool(api, layouts.Length).TryAllocateDescriptorSets(layouts, out var dsc))
- {
- dsc = GetPool(api, layouts.Length).AllocateDescriptorSets(layouts);
- }
-
- return new Auto<DescriptorSetCollection>(dsc);
- }
-
- private DescriptorPoolHolder GetPool(Vk api, int requiredCount)
- {
- if (_currentPool == null || !_currentPool.CanFit(requiredCount))
- {
- _currentPool = new DescriptorPoolHolder(api, _device);
- }
-
- return _currentPool;
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- unsafe
- {
- _currentPool?.Dispose();
- }
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DescriptorSetUpdater.cs b/Ryujinx.Graphics.Vulkan/DescriptorSetUpdater.cs
deleted file mode 100644
index ab3befd8..00000000
--- a/Ryujinx.Graphics.Vulkan/DescriptorSetUpdater.cs
+++ /dev/null
@@ -1,674 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Silk.NET.Vulkan;
-using System;
-using System.Numerics;
-using System.Runtime.CompilerServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class DescriptorSetUpdater
- {
- private readonly VulkanRenderer _gd;
- private readonly PipelineBase _pipeline;
-
- private ShaderCollection _program;
-
- private Auto<DisposableBuffer>[] _uniformBufferRefs;
- private Auto<DisposableBuffer>[] _storageBufferRefs;
- private Auto<DisposableImageView>[] _textureRefs;
- private Auto<DisposableSampler>[] _samplerRefs;
- private Auto<DisposableImageView>[] _imageRefs;
- private TextureBuffer[] _bufferTextureRefs;
- private TextureBuffer[] _bufferImageRefs;
- private GAL.Format[] _bufferImageFormats;
-
- private DescriptorBufferInfo[] _uniformBuffers;
- private DescriptorBufferInfo[] _storageBuffers;
- private DescriptorImageInfo[] _textures;
- private DescriptorImageInfo[] _images;
- private BufferView[] _bufferTextures;
- private BufferView[] _bufferImages;
-
- private bool[] _uniformSet;
- private bool[] _storageSet;
- private Silk.NET.Vulkan.Buffer _cachedSupportBuffer;
-
- [Flags]
- private enum DirtyFlags
- {
- None = 0,
- Uniform = 1 << 0,
- Storage = 1 << 1,
- Texture = 1 << 2,
- Image = 1 << 3,
- All = Uniform | Storage | Texture | Image
- }
-
- private DirtyFlags _dirty;
-
- private readonly BufferHolder _dummyBuffer;
- private readonly TextureView _dummyTexture;
- private readonly SamplerHolder _dummySampler;
-
- public DescriptorSetUpdater(VulkanRenderer gd, PipelineBase pipeline)
- {
- _gd = gd;
- _pipeline = pipeline;
-
- // Some of the bindings counts needs to be multiplied by 2 because we have buffer and
- // regular textures/images interleaved on the same descriptor set.
-
- _uniformBufferRefs = new Auto<DisposableBuffer>[Constants.MaxUniformBufferBindings];
- _storageBufferRefs = new Auto<DisposableBuffer>[Constants.MaxStorageBufferBindings];
- _textureRefs = new Auto<DisposableImageView>[Constants.MaxTextureBindings * 2];
- _samplerRefs = new Auto<DisposableSampler>[Constants.MaxTextureBindings * 2];
- _imageRefs = new Auto<DisposableImageView>[Constants.MaxImageBindings * 2];
- _bufferTextureRefs = new TextureBuffer[Constants.MaxTextureBindings * 2];
- _bufferImageRefs = new TextureBuffer[Constants.MaxImageBindings * 2];
- _bufferImageFormats = new GAL.Format[Constants.MaxImageBindings * 2];
-
- _uniformBuffers = new DescriptorBufferInfo[Constants.MaxUniformBufferBindings];
- _storageBuffers = new DescriptorBufferInfo[Constants.MaxStorageBufferBindings];
- _textures = new DescriptorImageInfo[Constants.MaxTexturesPerStage];
- _images = new DescriptorImageInfo[Constants.MaxImagesPerStage];
- _bufferTextures = new BufferView[Constants.MaxTexturesPerStage];
- _bufferImages = new BufferView[Constants.MaxImagesPerStage];
-
- var initialImageInfo = new DescriptorImageInfo()
- {
- ImageLayout = ImageLayout.General
- };
-
- _textures.AsSpan().Fill(initialImageInfo);
- _images.AsSpan().Fill(initialImageInfo);
-
- _uniformSet = new bool[Constants.MaxUniformBufferBindings];
- _storageSet = new bool[Constants.MaxStorageBufferBindings];
-
- if (gd.Capabilities.SupportsNullDescriptors)
- {
- // If null descriptors are supported, we can pass null as the handle.
- _dummyBuffer = null;
- }
- else
- {
- // If null descriptors are not supported, we need to pass the handle of a dummy buffer on unused bindings.
- _dummyBuffer = gd.BufferManager.Create(gd, 0x10000, forConditionalRendering: false, baseType: BufferAllocationType.DeviceLocal);
- }
-
- _dummyTexture = gd.CreateTextureView(new TextureCreateInfo(
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- 4,
- GAL.Format.R8G8B8A8Unorm,
- DepthStencilMode.Depth,
- Target.Texture2D,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha), 1f);
-
- _dummySampler = (SamplerHolder)gd.CreateSampler(new GAL.SamplerCreateInfo(
- MinFilter.Nearest,
- MagFilter.Nearest,
- false,
- AddressMode.Repeat,
- AddressMode.Repeat,
- AddressMode.Repeat,
- CompareMode.None,
- GAL.CompareOp.Always,
- new ColorF(0, 0, 0, 0),
- 0,
- 0,
- 0,
- 1f));
- }
-
- public void Initialize()
- {
- Span<byte> dummyTextureData = stackalloc byte[4];
- _dummyTexture.SetData(dummyTextureData);
- }
-
- public void SetProgram(ShaderCollection program)
- {
- _program = program;
- _dirty = DirtyFlags.All;
- }
-
- public void SetImage(int binding, ITexture image, GAL.Format imageFormat)
- {
- if (image is TextureBuffer imageBuffer)
- {
- _bufferImageRefs[binding] = imageBuffer;
- _bufferImageFormats[binding] = imageFormat;
- }
- else if (image is TextureView view)
- {
- _imageRefs[binding] = view.GetView(imageFormat).GetIdentityImageView();
- }
- else
- {
- _imageRefs[binding] = null;
- _bufferImageRefs[binding] = null;
- _bufferImageFormats[binding] = default;
- }
-
- SignalDirty(DirtyFlags.Image);
- }
-
- public void SetImage(int binding, Auto<DisposableImageView> image)
- {
- _imageRefs[binding] = image;
-
- SignalDirty(DirtyFlags.Image);
- }
-
- public void SetStorageBuffers(CommandBuffer commandBuffer, ReadOnlySpan<BufferAssignment> buffers)
- {
- for (int i = 0; i < buffers.Length; i++)
- {
- var assignment = buffers[i];
- var buffer = assignment.Range;
- int index = assignment.Binding;
-
- Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false, isSSBO: true);
- ref Auto<DisposableBuffer> currentVkBuffer = ref _storageBufferRefs[index];
-
- DescriptorBufferInfo info = new DescriptorBufferInfo()
- {
- Offset = (ulong)buffer.Offset,
- Range = (ulong)buffer.Size
- };
- ref DescriptorBufferInfo currentInfo = ref _storageBuffers[index];
-
- if (vkBuffer != currentVkBuffer || currentInfo.Offset != info.Offset || currentInfo.Range != info.Range)
- {
- _storageSet[index] = false;
-
- currentInfo = info;
- currentVkBuffer = vkBuffer;
- }
- }
-
- SignalDirty(DirtyFlags.Storage);
- }
-
- public void SetStorageBuffers(CommandBuffer commandBuffer, int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
- {
- for (int i = 0; i < buffers.Length; i++)
- {
- var vkBuffer = buffers[i];
- int index = first + i;
-
- ref Auto<DisposableBuffer> currentVkBuffer = ref _storageBufferRefs[index];
-
- DescriptorBufferInfo info = new DescriptorBufferInfo()
- {
- Offset = 0,
- Range = Vk.WholeSize
- };
- ref DescriptorBufferInfo currentInfo = ref _storageBuffers[index];
-
- if (vkBuffer != currentVkBuffer || currentInfo.Offset != info.Offset || currentInfo.Range != info.Range)
- {
- _storageSet[index] = false;
-
- currentInfo = info;
- currentVkBuffer = vkBuffer;
- }
- }
-
- SignalDirty(DirtyFlags.Storage);
- }
-
- public void SetTextureAndSampler(CommandBufferScoped cbs, ShaderStage stage, int binding, ITexture texture, ISampler sampler)
- {
- if (texture is TextureBuffer textureBuffer)
- {
- _bufferTextureRefs[binding] = textureBuffer;
- }
- else if (texture is TextureView view)
- {
- view.Storage.InsertWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, stage.ConvertToPipelineStageFlags());
-
- _textureRefs[binding] = view.GetImageView();
- _samplerRefs[binding] = ((SamplerHolder)sampler)?.GetSampler();
- }
- else
- {
- _textureRefs[binding] = null;
- _samplerRefs[binding] = null;
- _bufferTextureRefs[binding] = null;
- }
-
- SignalDirty(DirtyFlags.Texture);
- }
-
- public void SetUniformBuffers(CommandBuffer commandBuffer, ReadOnlySpan<BufferAssignment> buffers)
- {
- for (int i = 0; i < buffers.Length; i++)
- {
- var assignment = buffers[i];
- var buffer = assignment.Range;
- int index = assignment.Binding;
-
- Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false);
- ref Auto<DisposableBuffer> currentVkBuffer = ref _uniformBufferRefs[index];
-
- DescriptorBufferInfo info = new DescriptorBufferInfo()
- {
- Offset = (ulong)buffer.Offset,
- Range = (ulong)buffer.Size
- };
- ref DescriptorBufferInfo currentInfo = ref _uniformBuffers[index];
-
- if (vkBuffer != currentVkBuffer || currentInfo.Offset != info.Offset || currentInfo.Range != info.Range)
- {
- _uniformSet[index] = false;
-
- currentInfo = info;
- currentVkBuffer = vkBuffer;
- }
- }
-
- SignalDirty(DirtyFlags.Uniform);
- }
-
- private void SignalDirty(DirtyFlags flag)
- {
- _dirty |= flag;
- }
-
- public void UpdateAndBindDescriptorSets(CommandBufferScoped cbs, PipelineBindPoint pbp)
- {
- if ((_dirty & DirtyFlags.All) == 0)
- {
- return;
- }
-
- if (_dirty.HasFlag(DirtyFlags.Uniform))
- {
- if (_program.UsePushDescriptors)
- {
- UpdateAndBindUniformBufferPd(cbs, pbp);
- }
- else
- {
- UpdateAndBind(cbs, PipelineBase.UniformSetIndex, pbp);
- }
- }
-
- if (_dirty.HasFlag(DirtyFlags.Storage))
- {
- UpdateAndBind(cbs, PipelineBase.StorageSetIndex, pbp);
- }
-
- if (_dirty.HasFlag(DirtyFlags.Texture))
- {
- UpdateAndBind(cbs, PipelineBase.TextureSetIndex, pbp);
- }
-
- if (_dirty.HasFlag(DirtyFlags.Image))
- {
- UpdateAndBind(cbs, PipelineBase.ImageSetIndex, pbp);
- }
-
- _dirty = DirtyFlags.None;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private static void UpdateBuffer(
- CommandBufferScoped cbs,
- ref DescriptorBufferInfo info,
- Auto<DisposableBuffer> buffer,
- Auto<DisposableBuffer> dummyBuffer)
- {
- info.Buffer = buffer?.Get(cbs, (int)info.Offset, (int)info.Range).Value ?? default;
-
- // The spec requires that buffers with null handle have offset as 0 and range as VK_WHOLE_SIZE.
- if (info.Buffer.Handle == 0)
- {
- info.Buffer = dummyBuffer?.Get(cbs).Value ?? default;
- info.Offset = 0;
- info.Range = Vk.WholeSize;
- }
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void UpdateAndBind(CommandBufferScoped cbs, int setIndex, PipelineBindPoint pbp)
- {
- var program = _program;
- int stagesCount = program.Bindings[setIndex].Length;
- if (stagesCount == 0 && setIndex != PipelineBase.UniformSetIndex)
- {
- return;
- }
-
- var dummyBuffer = _dummyBuffer?.GetBuffer();
-
- var dsc = program.GetNewDescriptorSetCollection(_gd, cbs.CommandBufferIndex, setIndex, out var isNew).Get(cbs);
-
- if (!program.HasMinimalLayout)
- {
- if (isNew)
- {
- Initialize(cbs, setIndex, dsc);
- }
-
- if (setIndex == PipelineBase.UniformSetIndex)
- {
- Span<DescriptorBufferInfo> uniformBuffer = stackalloc DescriptorBufferInfo[1];
-
- if (!_uniformSet[0])
- {
- _cachedSupportBuffer = _gd.BufferManager.GetBuffer(cbs.CommandBuffer, _pipeline.SupportBufferUpdater.Handle, false).Get(cbs, 0, SupportBuffer.RequiredSize).Value;
- _uniformSet[0] = true;
- }
-
- uniformBuffer[0] = new DescriptorBufferInfo()
- {
- Offset = 0,
- Range = (ulong)SupportBuffer.RequiredSize,
- Buffer = _cachedSupportBuffer
- };
-
- dsc.UpdateBuffers(0, 0, uniformBuffer, DescriptorType.UniformBuffer);
- }
- }
-
- for (int stageIndex = 0; stageIndex < stagesCount; stageIndex++)
- {
- var stageBindings = program.Bindings[setIndex][stageIndex];
- int bindingsCount = stageBindings.Length;
- int count;
-
- for (int bindingIndex = 0; bindingIndex < bindingsCount; bindingIndex += count)
- {
- int binding = stageBindings[bindingIndex];
- count = 1;
-
- while (bindingIndex + count < bindingsCount && stageBindings[bindingIndex + count] == binding + count)
- {
- count++;
- }
-
- if (setIndex == PipelineBase.UniformSetIndex)
- {
- for (int i = 0; i < count; i++)
- {
- int index = binding + i;
-
- if (!_uniformSet[index])
- {
- UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
-
- _uniformSet[index] = true;
- }
- }
-
- ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
- dsc.UpdateBuffers(0, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
- }
- else if (setIndex == PipelineBase.StorageSetIndex)
- {
- for (int i = 0; i < count; i++)
- {
- int index = binding + i;
-
- if (!_storageSet[index])
- {
- UpdateBuffer(cbs, ref _storageBuffers[index], _storageBufferRefs[index], dummyBuffer);
-
- _storageSet[index] = true;
- }
- }
-
- ReadOnlySpan<DescriptorBufferInfo> storageBuffers = _storageBuffers;
- if (program.HasMinimalLayout)
- {
- dsc.UpdateBuffers(0, binding, storageBuffers.Slice(binding, count), DescriptorType.StorageBuffer);
- }
- else
- {
- dsc.UpdateStorageBuffers(0, binding, storageBuffers.Slice(binding, count));
- }
- }
- else if (setIndex == PipelineBase.TextureSetIndex)
- {
- if (((uint)binding % (Constants.MaxTexturesPerStage * 2)) < Constants.MaxTexturesPerStage || program.HasMinimalLayout)
- {
- Span<DescriptorImageInfo> textures = _textures;
-
- for (int i = 0; i < count; i++)
- {
- ref var texture = ref textures[i];
-
- texture.ImageView = _textureRefs[binding + i]?.Get(cbs).Value ?? default;
- texture.Sampler = _samplerRefs[binding + i]?.Get(cbs).Value ?? default;
-
- if (texture.ImageView.Handle == 0)
- {
- texture.ImageView = _dummyTexture.GetImageView().Get(cbs).Value;
- }
-
- if (texture.Sampler.Handle == 0)
- {
- texture.Sampler = _dummySampler.GetSampler().Get(cbs).Value;
- }
- }
-
- dsc.UpdateImages(0, binding, textures.Slice(0, count), DescriptorType.CombinedImageSampler);
- }
- else
- {
- Span<BufferView> bufferTextures = _bufferTextures;
-
- for (int i = 0; i < count; i++)
- {
- bufferTextures[i] = _bufferTextureRefs[binding + i]?.GetBufferView(cbs) ?? default;
- }
-
- dsc.UpdateBufferImages(0, binding, bufferTextures.Slice(0, count), DescriptorType.UniformTexelBuffer);
- }
- }
- else if (setIndex == PipelineBase.ImageSetIndex)
- {
- if (((uint)binding % (Constants.MaxImagesPerStage * 2)) < Constants.MaxImagesPerStage || program.HasMinimalLayout)
- {
- Span<DescriptorImageInfo> images = _images;
-
- for (int i = 0; i < count; i++)
- {
- images[i].ImageView = _imageRefs[binding + i]?.Get(cbs).Value ?? default;
- }
-
- dsc.UpdateImages(0, binding, images.Slice(0, count), DescriptorType.StorageImage);
- }
- else
- {
- Span<BufferView> bufferImages = _bufferImages;
-
- for (int i = 0; i < count; i++)
- {
- bufferImages[i] = _bufferImageRefs[binding + i]?.GetBufferView(cbs, _bufferImageFormats[binding + i]) ?? default;
- }
-
- dsc.UpdateBufferImages(0, binding, bufferImages.Slice(0, count), DescriptorType.StorageTexelBuffer);
- }
- }
- }
- }
-
- var sets = dsc.GetSets();
-
- _gd.Api.CmdBindDescriptorSets(cbs.CommandBuffer, pbp, _program.PipelineLayout, (uint)setIndex, 1, sets, 0, ReadOnlySpan<uint>.Empty);
- }
-
- private unsafe void UpdateBuffers(
- CommandBufferScoped cbs,
- PipelineBindPoint pbp,
- int baseBinding,
- ReadOnlySpan<DescriptorBufferInfo> bufferInfo,
- DescriptorType type)
- {
- if (bufferInfo.Length == 0)
- {
- return;
- }
-
- fixed (DescriptorBufferInfo* pBufferInfo = bufferInfo)
- {
- var writeDescriptorSet = new WriteDescriptorSet
- {
- SType = StructureType.WriteDescriptorSet,
- DstBinding = (uint)baseBinding,
- DescriptorType = type,
- DescriptorCount = (uint)bufferInfo.Length,
- PBufferInfo = pBufferInfo
- };
-
- _gd.PushDescriptorApi.CmdPushDescriptorSet(cbs.CommandBuffer, pbp, _program.PipelineLayout, 0, 1, &writeDescriptorSet);
- }
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void UpdateAndBindUniformBufferPd(CommandBufferScoped cbs, PipelineBindPoint pbp)
- {
- var dummyBuffer = _dummyBuffer?.GetBuffer();
- int stagesCount = _program.Bindings[PipelineBase.UniformSetIndex].Length;
-
- if (!_uniformSet[0])
- {
- Span<DescriptorBufferInfo> uniformBuffer = stackalloc DescriptorBufferInfo[1];
-
- uniformBuffer[0] = new DescriptorBufferInfo()
- {
- Offset = 0,
- Range = (ulong)SupportBuffer.RequiredSize,
- Buffer = _gd.BufferManager.GetBuffer(cbs.CommandBuffer, _pipeline.SupportBufferUpdater.Handle, false).Get(cbs, 0, SupportBuffer.RequiredSize).Value
- };
-
- _uniformSet[0] = true;
-
- UpdateBuffers(cbs, pbp, 0, uniformBuffer, DescriptorType.UniformBuffer);
- }
-
- for (int stageIndex = 0; stageIndex < stagesCount; stageIndex++)
- {
- var stageBindings = _program.Bindings[PipelineBase.UniformSetIndex][stageIndex];
- int bindingsCount = stageBindings.Length;
- int count;
-
- for (int bindingIndex = 0; bindingIndex < bindingsCount; bindingIndex += count)
- {
- int binding = stageBindings[bindingIndex];
- count = 1;
-
- while (bindingIndex + count < bindingsCount && stageBindings[bindingIndex + count] == binding + count)
- {
- count++;
- }
-
- bool doUpdate = false;
-
- for (int i = 0; i < count; i++)
- {
- int index = binding + i;
-
- if (!_uniformSet[index])
- {
- UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
- _uniformSet[index] = true;
- doUpdate = true;
- }
- }
-
- if (doUpdate)
- {
- ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
- UpdateBuffers(cbs, pbp, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
- }
- }
- }
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void Initialize(CommandBufferScoped cbs, int setIndex, DescriptorSetCollection dsc)
- {
- var dummyBuffer = _dummyBuffer?.GetBuffer().Get(cbs).Value ?? default;
-
- uint stages = _program.Stages;
-
- while (stages != 0)
- {
- int stage = BitOperations.TrailingZeroCount(stages);
- stages &= ~(1u << stage);
-
- if (setIndex == PipelineBase.UniformSetIndex)
- {
- dsc.InitializeBuffers(
- 0,
- 1 + stage * Constants.MaxUniformBuffersPerStage,
- Constants.MaxUniformBuffersPerStage,
- DescriptorType.UniformBuffer,
- dummyBuffer);
- }
- else if (setIndex == PipelineBase.StorageSetIndex)
- {
- dsc.InitializeBuffers(
- 0,
- stage * Constants.MaxStorageBuffersPerStage,
- Constants.MaxStorageBuffersPerStage,
- DescriptorType.StorageBuffer,
- dummyBuffer);
- }
- }
- }
-
- public void SignalCommandBufferChange()
- {
- _dirty = DirtyFlags.All;
-
- Array.Clear(_uniformSet);
- Array.Clear(_storageSet);
- }
-
- private void SwapBuffer(Auto<DisposableBuffer>[] list, Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- for (int i = 0; i < list.Length; i++)
- {
- if (list[i] == from)
- {
- list[i] = to;
- }
- }
- }
-
- public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- SwapBuffer(_uniformBufferRefs, from, to);
- SwapBuffer(_storageBufferRefs, from, to);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- _dummyTexture.Dispose();
- _dummySampler.Dispose();
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableBuffer.cs b/Ryujinx.Graphics.Vulkan/DisposableBuffer.cs
deleted file mode 100644
index 0f474f97..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableBuffer.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableBuffer : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public Silk.NET.Vulkan.Buffer Value { get; }
-
- public DisposableBuffer(Vk api, Device device, Silk.NET.Vulkan.Buffer buffer)
- {
- _api = api;
- _device = device;
- Value = buffer;
- }
-
- public void Dispose()
- {
- _api.DestroyBuffer(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableBufferView.cs b/Ryujinx.Graphics.Vulkan/DisposableBufferView.cs
deleted file mode 100644
index e81ca412..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableBufferView.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableBufferView : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public BufferView Value { get; }
-
- public DisposableBufferView(Vk api, Device device, BufferView bufferView)
- {
- _api = api;
- _device = device;
- Value = bufferView;
- }
-
- public void Dispose()
- {
- _api.DestroyBufferView(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableFramebuffer.cs b/Ryujinx.Graphics.Vulkan/DisposableFramebuffer.cs
deleted file mode 100644
index 5b195354..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableFramebuffer.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableFramebuffer : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public Framebuffer Value { get; }
-
- public DisposableFramebuffer(Vk api, Device device, Framebuffer framebuffer)
- {
- _api = api;
- _device = device;
- Value = framebuffer;
- }
-
- public void Dispose()
- {
- _api.DestroyFramebuffer(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableImage.cs b/Ryujinx.Graphics.Vulkan/DisposableImage.cs
deleted file mode 100644
index c76091b7..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableImage.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableImage : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public Image Value { get; }
-
- public DisposableImage(Vk api, Device device, Image image)
- {
- _api = api;
- _device = device;
- Value = image;
- }
-
- public void Dispose()
- {
- _api.DestroyImage(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableImageView.cs b/Ryujinx.Graphics.Vulkan/DisposableImageView.cs
deleted file mode 100644
index 3b3bf6ad..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableImageView.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableImageView : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public ImageView Value { get; }
-
- public DisposableImageView(Vk api, Device device, ImageView imageView)
- {
- _api = api;
- _device = device;
- Value = imageView;
- }
-
- public void Dispose()
- {
- _api.DestroyImageView(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableMemory.cs b/Ryujinx.Graphics.Vulkan/DisposableMemory.cs
deleted file mode 100644
index 638989ac..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableMemory.cs
+++ /dev/null
@@ -1,24 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableMemory : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
- private readonly DeviceMemory _memory;
-
- public DisposableMemory(Vk api, Device device, DeviceMemory memory)
- {
- _api = api;
- _device = device;
- _memory = memory;
- }
-
- public void Dispose()
- {
- _api.FreeMemory(_device, _memory, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposablePipeline.cs b/Ryujinx.Graphics.Vulkan/DisposablePipeline.cs
deleted file mode 100644
index 6e5cf4db..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposablePipeline.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposablePipeline : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public Pipeline Value { get; }
-
- public DisposablePipeline(Vk api, Device device, Pipeline pipeline)
- {
- _api = api;
- _device = device;
- Value = pipeline;
- }
-
- public void Dispose()
- {
- _api.DestroyPipeline(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableRenderPass.cs b/Ryujinx.Graphics.Vulkan/DisposableRenderPass.cs
deleted file mode 100644
index 65652f41..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableRenderPass.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableRenderPass : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public RenderPass Value { get; }
-
- public DisposableRenderPass(Vk api, Device device, RenderPass renderPass)
- {
- _api = api;
- _device = device;
- Value = renderPass;
- }
-
- public void Dispose()
- {
- _api.DestroyRenderPass(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/DisposableSampler.cs b/Ryujinx.Graphics.Vulkan/DisposableSampler.cs
deleted file mode 100644
index 4788b192..00000000
--- a/Ryujinx.Graphics.Vulkan/DisposableSampler.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct DisposableSampler : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
-
- public Sampler Value { get; }
-
- public DisposableSampler(Vk api, Device device, Sampler sampler)
- {
- _api = api;
- _device = device;
- Value = sampler;
- }
-
- public void Dispose()
- {
- _api.DestroySampler(_device, Value, Span<AllocationCallbacks>.Empty);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs b/Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs
deleted file mode 100644
index 5f15f15f..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs
+++ /dev/null
@@ -1,179 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using Silk.NET.Vulkan;
-using System;
-using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- internal partial class FsrScalingFilter : IScalingFilter
- {
- private readonly VulkanRenderer _renderer;
- private PipelineHelperShader _pipeline;
- private ISampler _sampler;
- private ShaderCollection _scalingProgram;
- private ShaderCollection _sharpeningProgram;
- private float _sharpeningLevel = 1;
- private Device _device;
- private TextureView _intermediaryTexture;
-
- public float Level
- {
- get => _sharpeningLevel;
- set
- {
- _sharpeningLevel = MathF.Max(0.01f, value);
- }
- }
-
- public FsrScalingFilter(VulkanRenderer renderer, Device device)
- {
- _device = device;
- _renderer = renderer;
-
- Initialize();
- }
-
- public void Dispose()
- {
- _pipeline.Dispose();
- _scalingProgram.Dispose();
- _sharpeningProgram.Dispose();
- _sampler.Dispose();
- _intermediaryTexture?.Dispose();
- }
-
- public void Initialize()
- {
- _pipeline = new PipelineHelperShader(_renderer, _device);
-
- _pipeline.Initialize();
-
- var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv");
- var sharpeningShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv");
-
- var computeBindings = new ShaderBindings(
- new[] { 2 },
- Array.Empty<int>(),
- new[] { 1 },
- new[] { 0 });
-
- var sharpeningBindings = new ShaderBindings(
- new[] { 2, 3, 4 },
- Array.Empty<int>(),
- new[] { 1 },
- new[] { 0 });
-
- _sampler = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
-
- _scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(scalingShader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- });
-
- _sharpeningProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(sharpeningShader, sharpeningBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- });
- }
-
- public void Run(
- TextureView view,
- CommandBufferScoped cbs,
- Auto<DisposableImageView> destinationTexture,
- Silk.NET.Vulkan.Format format,
- int width,
- int height,
- Extent2D source,
- Extent2D destination)
- {
- if (_intermediaryTexture == null
- || _intermediaryTexture.Info.Width != width
- || _intermediaryTexture.Info.Height != height
- || !_intermediaryTexture.Info.Equals(view.Info))
- {
- var originalInfo = view.Info;
-
- var swapRB = originalInfo.Format.IsBgr() && originalInfo.SwizzleR == SwizzleComponent.Red;
-
- var info = new TextureCreateInfo(
- width,
- height,
- originalInfo.Depth,
- originalInfo.Levels,
- originalInfo.Samples,
- originalInfo.BlockWidth,
- originalInfo.BlockHeight,
- originalInfo.BytesPerPixel,
- originalInfo.Format,
- originalInfo.DepthStencilMode,
- originalInfo.Target,
- swapRB ? originalInfo.SwizzleB : originalInfo.SwizzleR,
- originalInfo.SwizzleG,
- swapRB ? originalInfo.SwizzleR : originalInfo.SwizzleB,
- originalInfo.SwizzleA);
- _intermediaryTexture?.Dispose();
- _intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
- }
-
- _pipeline.SetCommandBuffer(cbs);
- _pipeline.SetProgram(_scalingProgram);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
-
- float srcWidth = Math.Abs(source.X2 - source.X1);
- float srcHeight = Math.Abs(source.Y2 - source.Y1);
- float scaleX = srcWidth / view.Width;
- float scaleY = srcHeight / view.Height;
-
- ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
- {
- source.X1,
- source.X2,
- source.Y1,
- source.Y2,
- destination.X1,
- destination.X2,
- destination.Y1,
- destination.Y2,
- scaleX,
- scaleY
- };
-
- int rangeSize = dimensionsBuffer.Length * sizeof(float);
- var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
- _renderer.BufferManager.SetData(bufferHandle, 0, dimensionsBuffer);
-
- ReadOnlySpan<float> sharpeningBuffer = stackalloc float[] { 1.5f - (Level * 0.01f * 1.5f)};
- var sharpeningBufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, sizeof(float));
- _renderer.BufferManager.SetData(sharpeningBufferHandle, 0, sharpeningBuffer);
-
- int threadGroupWorkRegionDim = 16;
- int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
-
- var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
- _pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
- _pipeline.ComputeBarrier();
-
- // Sharpening pass
- _pipeline.SetCommandBuffer(cbs);
- _pipeline.SetProgram(_sharpeningProgram);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _intermediaryTexture, _sampler);
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
- var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
- _pipeline.SetImage(0, destinationTexture);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
- _pipeline.ComputeBarrier();
-
- _pipeline.Finish();
-
- _renderer.BufferManager.Delete(bufferHandle);
- _renderer.BufferManager.Delete(sharpeningBufferHandle);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs b/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
deleted file mode 100644
index b7316d85..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
+++ /dev/null
@@ -1,111 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- internal partial class FxaaPostProcessingEffect : IPostProcessingEffect
- {
- private readonly VulkanRenderer _renderer;
- private ISampler _samplerLinear;
- private ShaderCollection _shaderProgram;
-
- private PipelineHelperShader _pipeline;
- private TextureView _texture;
-
- public FxaaPostProcessingEffect(VulkanRenderer renderer, Device device)
- {
- _renderer = renderer;
- _pipeline = new PipelineHelperShader(renderer, device);
-
- Initialize();
- }
-
- public void Dispose()
- {
- _shaderProgram.Dispose();
- _pipeline.Dispose();
- _samplerLinear.Dispose();
- _texture?.Dispose();
- }
-
- private void Initialize()
- {
- _pipeline.Initialize();
-
- var shader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv");
-
- var computeBindings = new ShaderBindings(
- new[] { 2 },
- Array.Empty<int>(),
- new[] { 1 },
- new[] { 0 });
-
- _samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
-
- _shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(shader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- });
- }
-
- public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
- {
- if (_texture == null || _texture.Width != view.Width || _texture.Height != view.Height)
- {
- _texture?.Dispose();
-
- var info = view.Info;
-
- if (view.Info.Format.IsBgr())
- {
- info = new TextureCreateInfo(info.Width,
- info.Height,
- info.Depth,
- info.Levels,
- info.Samples,
- info.BlockWidth,
- info.BlockHeight,
- info.BytesPerPixel,
- info.Format,
- info.DepthStencilMode,
- info.Target,
- info.SwizzleB,
- info.SwizzleG,
- info.SwizzleR,
- info.SwizzleA);
- }
- _texture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
- }
-
- _pipeline.SetCommandBuffer(cbs);
- _pipeline.SetProgram(_shaderProgram);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
-
- ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
- int rangeSize = resolutionBuffer.Length * sizeof(float);
- var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
-
- _renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
-
- var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
-
- var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
- var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
-
- _pipeline.SetImage(0, _texture, GAL.Format.R8G8B8A8Unorm);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
-
- _renderer.BufferManager.Delete(bufferHandle);
- _pipeline.ComputeBarrier();
-
- _pipeline.Finish();
-
- return _texture;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/IPostProcessingEffect.cs b/Ryujinx.Graphics.Vulkan/Effects/IPostProcessingEffect.cs
deleted file mode 100644
index d36cf01d..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/IPostProcessingEffect.cs
+++ /dev/null
@@ -1,10 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- internal interface IPostProcessingEffect : IDisposable
- {
- const int LocalGroupSize = 64;
- TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height);
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/IScalingFilter.cs b/Ryujinx.Graphics.Vulkan/Effects/IScalingFilter.cs
deleted file mode 100644
index 54f809d7..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/IScalingFilter.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- internal interface IScalingFilter : IDisposable
- {
- float Level { get; set; }
- void Run(
- TextureView view,
- CommandBufferScoped cbs,
- Auto<DisposableImageView> destinationTexture,
- Format format,
- int width,
- int height,
- Extent2D source,
- Extent2D destination);
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.glsl
deleted file mode 100644
index 5eb74b3d..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.glsl
+++ /dev/null
@@ -1,3945 +0,0 @@
-// Scaling
-
-#version 430 core
-layout (local_size_x = 64) in;
-layout( rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-layout( binding = 1, set = 2) uniform sampler2D Source;
-layout( binding = 2 ) uniform dimensions{
- float srcX0;
- float srcX1;
- float srcY0;
- float srcY1;
- float dstX0;
- float dstX1;
- float dstY0;
- float dstY1;
- float scaleX;
- float scaleY;
-};
-
-#define A_GPU 1
-#define A_GLSL 1
-//==============================================================================================================================
-//
-// [A] SHADER PORTABILITY 1.20210629
-//
-//==============================================================================================================================
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// MIT LICENSE
-// ===========
-// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS").
-// -----------
-// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
-// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
-// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
-// Software is furnished to do so, subject to the following conditions:
-// -----------
-// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
-// Software.
-// -----------
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
-// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
-// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
-// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// Common central point for high-level shading language and C portability for various shader headers.
-//------------------------------------------------------------------------------------------------------------------------------
-// DEFINES
-// =======
-// A_CPU ..... Include the CPU related code.
-// A_GPU ..... Include the GPU related code.
-// A_GLSL .... Using GLSL.
-// A_HLSL .... Using HLSL.
-// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
-// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
-// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
-// =======
-// A_BYTE .... Support 8-bit integer.
-// A_HALF .... Support 16-bit integer and floating point.
-// A_LONG .... Support 64-bit integer.
-// A_DUBL .... Support 64-bit floating point.
-// =======
-// A_WAVE .... Support wave-wide operations.
-//------------------------------------------------------------------------------------------------------------------------------
-// To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'.
-//------------------------------------------------------------------------------------------------------------------------------
-// SIMPLIFIED TYPE SYSTEM
-// ======================
-// - All ints will be unsigned with exception of when signed is required.
-// - Type naming simplified and shortened "A<type><#components>",
-// - H = 16-bit float (half)
-// - F = 32-bit float (float)
-// - D = 64-bit float (double)
-// - P = 1-bit integer (predicate, not using bool because 'B' is used for byte)
-// - B = 8-bit integer (byte)
-// - W = 16-bit integer (word)
-// - U = 32-bit integer (unsigned)
-// - L = 64-bit integer (long)
-// - Using "AS<type><#components>" for signed when required.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops).
-//------------------------------------------------------------------------------------------------------------------------------
-// CHANGE LOG
-// ==========
-// 20200914 - Expanded wave ops and prx code.
-// 20200713 - Added [ZOL] section, fixed serious bugs in sRGB and Rec.709 color conversion code, etc.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COMMON
-//==============================================================================================================================
-#define A_2PI 6.28318530718
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// CPU
-//
-//
-//==============================================================================================================================
-#ifdef A_CPU
- // Supporting user defined overrides.
- #ifndef A_RESTRICT
- #define A_RESTRICT __restrict
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifndef A_STATIC
- #define A_STATIC static
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- // Same types across CPU and GPU.
- // Predicate uses 32-bit integer (C friendly bool).
- typedef uint32_t AP1;
- typedef float AF1;
- typedef double AD1;
- typedef uint8_t AB1;
- typedef uint16_t AW1;
- typedef uint32_t AU1;
- typedef uint64_t AL1;
- typedef int8_t ASB1;
- typedef int16_t ASW1;
- typedef int32_t ASU1;
- typedef int64_t ASL1;
-//------------------------------------------------------------------------------------------------------------------------------
- #define AD1_(a) ((AD1)(a))
- #define AF1_(a) ((AF1)(a))
- #define AL1_(a) ((AL1)(a))
- #define AU1_(a) ((AU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1_(a) ((ASL1)(a))
- #define ASU1_(a) ((ASU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;}
-//------------------------------------------------------------------------------------------------------------------------------
- #define A_TRUE 1
- #define A_FALSE 0
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// CPU/GPU PORTING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Get CPU and GPU to share all setup code, without duplicate code paths.
-// This uses a lower-case prefix for special vector constructs.
-// - In C restrict pointers are used.
-// - In the shading language, in/inout/out arguments are used.
-// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]).
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD1 *A_RESTRICT
- #define retAD3 AD1 *A_RESTRICT
- #define retAD4 AD1 *A_RESTRICT
- #define retAF2 AF1 *A_RESTRICT
- #define retAF3 AF1 *A_RESTRICT
- #define retAF4 AF1 *A_RESTRICT
- #define retAL2 AL1 *A_RESTRICT
- #define retAL3 AL1 *A_RESTRICT
- #define retAL4 AL1 *A_RESTRICT
- #define retAU2 AU1 *A_RESTRICT
- #define retAU3 AU1 *A_RESTRICT
- #define retAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 AD1 *A_RESTRICT
- #define inAD3 AD1 *A_RESTRICT
- #define inAD4 AD1 *A_RESTRICT
- #define inAF2 AF1 *A_RESTRICT
- #define inAF3 AF1 *A_RESTRICT
- #define inAF4 AF1 *A_RESTRICT
- #define inAL2 AL1 *A_RESTRICT
- #define inAL3 AL1 *A_RESTRICT
- #define inAL4 AL1 *A_RESTRICT
- #define inAU2 AU1 *A_RESTRICT
- #define inAU3 AU1 *A_RESTRICT
- #define inAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 AD1 *A_RESTRICT
- #define inoutAD3 AD1 *A_RESTRICT
- #define inoutAD4 AD1 *A_RESTRICT
- #define inoutAF2 AF1 *A_RESTRICT
- #define inoutAF3 AF1 *A_RESTRICT
- #define inoutAF4 AF1 *A_RESTRICT
- #define inoutAL2 AL1 *A_RESTRICT
- #define inoutAL3 AL1 *A_RESTRICT
- #define inoutAL4 AL1 *A_RESTRICT
- #define inoutAU2 AU1 *A_RESTRICT
- #define inoutAU3 AU1 *A_RESTRICT
- #define inoutAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 AD1 *A_RESTRICT
- #define outAD3 AD1 *A_RESTRICT
- #define outAD4 AD1 *A_RESTRICT
- #define outAF2 AF1 *A_RESTRICT
- #define outAF3 AF1 *A_RESTRICT
- #define outAF4 AF1 *A_RESTRICT
- #define outAL2 AL1 *A_RESTRICT
- #define outAL3 AL1 *A_RESTRICT
- #define outAL4 AL1 *A_RESTRICT
- #define outAU2 AU1 *A_RESTRICT
- #define outAU3 AU1 *A_RESTRICT
- #define outAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD1 x[2]
- #define varAD3(x) AD1 x[3]
- #define varAD4(x) AD1 x[4]
- #define varAF2(x) AF1 x[2]
- #define varAF3(x) AF1 x[3]
- #define varAF4(x) AF1 x[4]
- #define varAL2(x) AL1 x[2]
- #define varAL3(x) AL1 x[3]
- #define varAL4(x) AL1 x[4]
- #define varAU2(x) AU1 x[2]
- #define varAU3(x) AU1 x[3]
- #define varAU4(x) AU1 x[4]
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) {x,y}
- #define initAD3(x,y,z) {x,y,z}
- #define initAD4(x,y,z,w) {x,y,z,w}
- #define initAF2(x,y) {x,y}
- #define initAF3(x,y,z) {x,y,z}
- #define initAF4(x,y,z,w) {x,y,z,w}
- #define initAL2(x,y) {x,y}
- #define initAL3(x,y,z) {x,y,z}
- #define initAL4(x,y,z,w) {x,y,z,w}
- #define initAU2(x,y) {x,y}
- #define initAU3(x,y,z) {x,y,z}
- #define initAU4(x,y,z,w) {x,y,z,w}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Replace transcendentals with manual versions.
-//==============================================================================================================================
- #ifdef A_GCC
- A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));}
- #else
- A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);}
- #else
- A_STATIC AD1 ACosD1(AD1 a){return cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return cosf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
- A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);}
- #else
- A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);}
- #else
- A_STATIC AD1 AFloorD1(AD1 a){return floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);}
- A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);}
- #else
- A_STATIC AD1 ALog2D1(AD1 a){return log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;}
- A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;}
- A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
- A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- // These follow the convention that A integer types don't have signage, until they are operated on.
- A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
- A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a<b?a:b;}
- A_STATIC AF1 AMinF1(AF1 a,AF1 b){return a<b?a:b;}
- A_STATIC AL1 AMinL1(AL1 a,AL1 b){return a<b?a:b;}
- A_STATIC AU1 AMinU1(AU1 a,AU1 b){return a<b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AMinSL1(AL1 a,AL1 b){return (ASL1_(a)<ASL1_(b))?a:b;}
- A_STATIC AU1 AMinSU1(AU1 a,AU1 b){return (ASU1_(a)<ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARcpD1(AD1 a){return 1.0/a;}
- A_STATIC AF1 ARcpF1(AF1 a){return 1.0f/a;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AShrSL1(AL1 a,AL1 b){return AL1_(ASL1_(a)>>ASL1_(b));}
- A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);}
- #else
- A_STATIC AD1 ASinD1(AD1 a){return sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return sinf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);}
- #else
- A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));}
- A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);}
- A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));}
- A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));}
- A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));}
- A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;}
- A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;}
- A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;}
- A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;}
- A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;}
- A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;}
- A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;}
- A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;}
- A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;}
- A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;}
- A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;}
- A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;}
- A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;}
- A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;}
- A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;}
- A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;}
- A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF FLOAT PACKING
-//==============================================================================================================================
- // Convert float to half (in lower 16-bits of output).
- // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
- // Supports denormals.
- // Conversion rules are to make computations possibly "safer" on the GPU,
- // -INF & -NaN -> -65504
- // +INF & +NaN -> +65504
- A_STATIC AU1 AU1_AH1_AF1(AF1 f){
- static AW1 base[512]={
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100,
- 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00,
- 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100,
- 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00,
- 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff};
- static AB1 shift[512]={
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18};
- union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Used to output packed constant.
- A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_GLSL) && defined(A_GPU)
- #ifndef A_SKIP_EXT
- #ifdef A_HALF
- #extension GL_EXT_shader_16bit_storage:require
- #extension GL_EXT_shader_explicit_arithmetic_types:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_LONG
- #extension GL_ARB_gpu_shader_int64:require
- #extension GL_NV_shader_atomic_int64:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_WAVE
- #extension GL_KHR_shader_subgroup_arithmetic:require
- #extension GL_KHR_shader_subgroup_ballot:require
- #extension GL_KHR_shader_subgroup_quad:require
- #extension GL_KHR_shader_subgroup_shuffle:require
- #endif
- #endif
-//==============================================================================================================================
- #define AP1 bool
- #define AP2 bvec2
- #define AP3 bvec3
- #define AP4 bvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 vec2
- #define AF3 vec3
- #define AF4 vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uvec2
- #define AU3 uvec3
- #define AU4 uvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 ivec2
- #define ASU3 ivec3
- #define ASU4 ivec4
-//==============================================================================================================================
- #define AF1_AU1(x) uintBitsToFloat(AU1(x))
- #define AF2_AU2(x) uintBitsToFloat(AU2(x))
- #define AF3_AU3(x) uintBitsToFloat(AU3(x))
- #define AF4_AU4(x) uintBitsToFloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) floatBitsToUint(AF1(x))
- #define AU2_AF2(x) floatBitsToUint(AF2(x))
- #define AU3_AF3(x) floatBitsToUint(AF3(x))
- #define AU4_AF4(x) floatBitsToUint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return packHalf2x16(AF2(a,0.0));}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2_AF2 packHalf2x16
- #define AU1_AW2Unorm_AF2 packUnorm2x16
- #define AU1_AB4Unorm_AF4 packUnorm4x8
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF2_AH2_AU1 unpackHalf2x16
- #define AF2_AW2Unorm_AU1 unpackUnorm2x16
- #define AF4_AB4Unorm_AU1 unpackUnorm4x8
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MED3_F32.
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return clamp(x,n,m);}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F32 (note DX frac() is different).
- AF1 AFractF1(AF1 x){return fract(x);}
- AF2 AFractF2(AF2 x){return fract(x);}
- AF3 AFractF3(AF3 x){return fract(x);}
- AF4 AFractF4(AF4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return mix(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return mix(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return mix(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MAX3_F32.
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Clamp has an easier pattern match for med3 when some ordering is known.
- // V_MED3_F32.
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MIN3_F32.
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_COS_F32.
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_SIN_F32.
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return AF1_(1.0)/x;}
- AF2 ARcpF2(AF2 x){return AF2_(1.0)/x;}
- AF3 ARcpF3(AF3 x){return AF3_(1.0)/x;}
- AF4 ARcpF4(AF4 x){return AF4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return AF1_(1.0)/sqrt(x);}
- AF2 ARsqF2(AF2 x){return AF2_(1.0)/sqrt(x);}
- AF3 ARsqF3(AF3 x){return AF3_(1.0)/sqrt(x);}
- AF4 ARsqF4(AF4 x){return AF4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return clamp(x,AF1_(0.0),AF1_(1.0));}
- AF2 ASatF2(AF2 x){return clamp(x,AF2_(0.0),AF2_(1.0));}
- AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}
- AF4 ASatF4(AF4 x){return clamp(x,AF4_(0.0),AF4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #define AB1 uint8_t
- #define AB2 u8vec2
- #define AB3 u8vec3
- #define AB4 u8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASB1 int8_t
- #define ASB2 i8vec2
- #define ASB3 i8vec3
- #define ASB4 i8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- AB1 AB1_x(AB1 a){return AB1(a);}
- AB2 AB2_x(AB1 a){return AB2(a,a);}
- AB3 AB3_x(AB1 a){return AB3(a,a,a);}
- AB4 AB4_x(AB1 a){return AB4(a,a,a,a);}
- #define AB1_(a) AB1_x(AB1(a))
- #define AB2_(a) AB2_x(AB1(a))
- #define AB3_(a) AB3_x(AB1(a))
- #define AB4_(a) AB4_x(AB1(a))
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #define AH1 float16_t
- #define AH2 f16vec2
- #define AH3 f16vec3
- #define AH4 f16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 u16vec2
- #define AW3 u16vec3
- #define AW4 u16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 i16vec2
- #define ASW3 i16vec3
- #define ASW4 i16vec4
-//==============================================================================================================================
- #define AH2_AU1(x) unpackFloat2x16(AU1(x))
- AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));}
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) unpackUint2x16(AU1(x))
- #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x)))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2(x) packFloat2x16(AH2(x))
- AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));}
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) packUint2x16(AW2(x))
- #define AU2_AW4(x) unpack32(packUint4x16(AW4(x)))
-//==============================================================================================================================
- #define AW1_AH1(x) halfBitsToUint16(AH1(x))
- #define AW2_AH2(x) halfBitsToUint16(AH2(x))
- #define AW3_AH3(x) halfBitsToUint16(AH3(x))
- #define AW4_AH4(x) halfBitsToUint16(AH4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AH1_AW1(x) uint16BitsToHalf(AW1(x))
- #define AH2_AW2(x) uint16BitsToHalf(AW2(x))
- #define AH3_AW3(x) uint16BitsToHalf(AW3(x))
- #define AH4_AW4(x) uint16BitsToHalf(AW4(x))
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return clamp(x,n,m);}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return clamp(x,n,m);}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return clamp(x,n,m);}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFractH1(AH1 x){return fract(x);}
- AH2 AFractH2(AH2 x){return fract(x);}
- AH3 AFractH3(AH3 x){return fract(x);}
- AH4 AFractH4(AH4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of max3.
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of min3.
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;}
- AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;}
- AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;}
- AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);}
- AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);}
- AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);}
- AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));}
- AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));}
- AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));}
- AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #define AD1 double
- #define AD2 dvec2
- #define AD3 dvec3
- #define AD4 dvec4
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 x){return fract(x);}
- AD2 AFractD2(AD2 x){return fract(x);}
- AD3 AFractD3(AD3 x){return fract(x);}
- AD4 AFractD4(AD4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;}
- AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;}
- AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;}
- AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);}
- AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);}
- AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);}
- AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));}
- AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));}
- AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}
- AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL LONG
-//==============================================================================================================================
- #ifdef A_LONG
- #define AL1 uint64_t
- #define AL2 u64vec2
- #define AL3 u64vec3
- #define AL4 u64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1 int64_t
- #define ASL2 i64vec2
- #define ASL3 i64vec3
- #define ASL4 i64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AL1_AU2(x) packUint2x32(AU2(x))
- #define AU2_AL1(x) unpackUint2x32(AL1(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AL1_x(AL1 a){return AL1(a);}
- AL2 AL2_x(AL1 a){return AL2(a,a);}
- AL3 AL3_x(AL1 a){return AL3(a,a,a);}
- AL4 AL4_x(AL1 a){return AL4(a,a,a,a);}
- #define AL1_(a) AL1_x(AL1(a))
- #define AL2_(a) AL2_x(AL1(a))
- #define AL3_(a) AL3_x(AL1(a))
- #define AL4_(a) AL4_x(AL1(a))
-//==============================================================================================================================
- AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));}
- AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));}
- AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));}
- AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));}
- AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));}
- AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));}
- AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));}
- AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));}
- AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));}
- AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// WAVE OPERATIONS
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(subgroupShuffleXor(AU1_AH2(v),x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(subgroupShuffleXor(AU2_AH4(v),x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(subgroupShuffleXor(AU1_AW2(v),x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU2(subgroupShuffleXor(AU2_AW4(v),x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// HLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_HLSL) && defined(A_GPU)
- #ifdef A_HLSL_6_2
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float32_t
- #define AF2 float32_t2
- #define AF3 float32_t3
- #define AF4 float32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint32_t
- #define AU2 uint32_t2
- #define AU3 uint32_t3
- #define AU4 uint32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int32_t
- #define ASU2 int32_t2
- #define ASU3 int32_t3
- #define ASU4 int32_t4
- #else
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 float2
- #define AF3 float3
- #define AF4 float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uint2
- #define AU3 uint3
- #define AU4 uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 int2
- #define ASU3 int3
- #define ASU4 int4
- #endif
-//==============================================================================================================================
- #define AF1_AU1(x) asfloat(AU1(x))
- #define AF2_AU2(x) asfloat(AU2(x))
- #define AF3_AU3(x) asfloat(AU3(x))
- #define AF4_AU4(x) asfloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) asuint(AF1(x))
- #define AU2_AF2(x) asuint(AF2(x))
- #define AU3_AF3(x) asuint(AF3(x))
- #define AU4_AF4(x) asuint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
- #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a))
- #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
- #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x))
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1;return (src>>off)&mask;}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1;return (ins&mask)|(src&(~mask));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return max(n,min(x,m));}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return max(n,min(x,m));}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return max(n,min(x,m));}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFractF1(AF1 x){return x-floor(x);}
- AF2 AFractF2(AF2 x){return x-floor(x);}
- AF3 AFractF3(AF3 x){return x-floor(x);}
- AF4 AFractF4(AF4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return lerp(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return lerp(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return lerp(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return rcp(x);}
- AF2 ARcpF2(AF2 x){return rcp(x);}
- AF3 ARcpF3(AF3 x){return rcp(x);}
- AF4 ARcpF4(AF4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return rsqrt(x);}
- AF2 ARsqF2(AF2 x){return rsqrt(x);}
- AF3 ARsqF3(AF3 x){return rsqrt(x);}
- AF4 ARsqF4(AF4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return saturate(x);}
- AF2 ASatF2(AF2 x){return saturate(x);}
- AF3 ASatF3(AF3 x){return saturate(x);}
- AF4 ASatF4(AF4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define AH1 float16_t
- #define AH2 float16_t2
- #define AH3 float16_t3
- #define AH4 float16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 uint16_t2
- #define AW3 uint16_t3
- #define AW4 uint16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 int16_t2
- #define ASW3 int16_t3
- #define ASW4 int16_t4
- #else
- #define AH1 min16float
- #define AH2 min16float2
- #define AH3 min16float3
- #define AH4 min16float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 min16uint
- #define AW2 min16uint2
- #define AW3 min16uint3
- #define AW4 min16uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 min16int
- #define ASW2 min16int2
- #define ASW3 min16int3
- #define ASW4 min16int4
- #endif
-//==============================================================================================================================
- // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
- // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
- AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);}
- AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));}
- AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);}
- AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));}
- #define AH2_AU1(x) AH2_AU1_x(AU1(x))
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) AW2_AU1_x(AU1(x))
- #define AW4_AU2(x) AW4_AU2_x(AU2(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);}
- AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));}
- AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);}
- AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));}
- #define AU1_AH2(x) AU1_AH2_x(AH2(x))
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) AU1_AW2_x(AW2(x))
- #define AU2_AW4(x) AU2_AW4_x(AW4(x))
-//==============================================================================================================================
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AW1_AH1(x) asuint16(x)
- #define AW2_AH2(x) asuint16(x)
- #define AW3_AH3(x) asuint16(x)
- #define AW4_AH4(x) asuint16(x)
- #else
- #define AW1_AH1(a) AW1(f32tof16(AF1(a)))
- #define AW2_AH2(a) AW2(AW1_AH1((a).x),AW1_AH1((a).y))
- #define AW3_AH3(a) AW3(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z))
- #define AW4_AH4(a) AW4(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z),AW1_AH1((a).w))
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AH1_AW1(x) asfloat16(x)
- #define AH2_AW2(x) asfloat16(x)
- #define AH3_AW3(x) asfloat16(x)
- #define AH4_AW4(x) asfloat16(x)
- #else
- #define AH1_AW1(a) AH1(f16tof32(AU1(a)))
- #define AH2_AW2(a) AH2(AH1_AW1((a).x),AH1_AW1((a).y))
- #define AH3_AW3(a) AH3(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z))
- #define AH4_AW4(a) AH4(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z),AH1_AW1((a).w))
- #endif
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return max(n,min(x,m));}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return max(n,min(x,m));}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return max(n,min(x,m));}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F16 (note DX frac() is different).
- AH1 AFractH1(AH1 x){return x-floor(x);}
- AH2 AFractH2(AH2 x){return x-floor(x);}
- AH3 AFractH3(AH3 x){return x-floor(x);}
- AH4 AFractH4(AH4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return rcp(x);}
- AH2 ARcpH2(AH2 x){return rcp(x);}
- AH3 ARcpH3(AH3 x){return rcp(x);}
- AH4 ARcpH4(AH4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return rsqrt(x);}
- AH2 ARsqH2(AH2 x){return rsqrt(x);}
- AH3 ARsqH3(AH3 x){return rsqrt(x);}
- AH4 ARsqH4(AH4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return saturate(x);}
- AH2 ASatH2(AH2 x){return saturate(x);}
- AH3 ASatH3(AH3 x){return saturate(x);}
- AH4 ASatH4(AH4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #ifdef A_HLSL_6_2
- #define AD1 float64_t
- #define AD2 float64_t2
- #define AD3 float64_t3
- #define AD4 float64_t4
- #else
- #define AD1 double
- #define AD2 double2
- #define AD3 double3
- #define AD4 double4
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 a){return a-floor(a);}
- AD2 AFractD2(AD2 a){return a-floor(a);}
- AD3 AFractD3(AD3 a){return a-floor(a);}
- AD4 AFractD4(AD4 a){return a-floor(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return rcp(x);}
- AD2 ARcpD2(AD2 x){return rcp(x);}
- AD3 ARcpD3(AD3 x){return rcp(x);}
- AD4 ARcpD4(AD4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return rsqrt(x);}
- AD2 ARsqD2(AD2 x){return rsqrt(x);}
- AD3 ARsqD3(AD3 x){return rsqrt(x);}
- AD4 ARsqD4(AD4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return saturate(x);}
- AD2 ASatD2(AD2 x){return saturate(x);}
- AD3 ASatD3(AD3 x){return saturate(x);}
- AD4 ASatD4(AD4 x){return saturate(x);}
- #endif
-//==============================================================================================================================
-// HLSL WAVE
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(WaveReadLaneAt(AU1_AH2(v),WaveGetLaneIndex()^x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(WaveReadLaneAt(AU2_AH4(v),WaveGetLaneIndex()^x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(WaveReadLaneAt(AU1_AW2(v),WaveGetLaneIndex()^x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU1(WaveReadLaneAt(AU1_AW4(v),WaveGetLaneIndex()^x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU COMMON
-//
-//
-//==============================================================================================================================
-#ifdef A_GPU
- // Negative and positive infinity.
- #define A_INFP_F AF1_AU1(0x7f800000u)
- #define A_INFN_F AF1_AU1(0xff800000u)
-//------------------------------------------------------------------------------------------------------------------------------
- // Copy sign from 's' to positive 'd'.
- AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));}
- AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));}
- AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));}
- AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Single operation to return (useful to create a mask to use in lerp for branch free logic),
- // m=NaN := 0
- // m>=0 := 0
- // m<0 := 1
- // Uses the following useful floating point logic,
- // saturate(+a*(-INF)==-INF) := 0
- // saturate( 0*(-INF)== NaN) := 0
- // saturate(-a*(-INF)==+INF) := 1
- AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));}
- AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));}
- AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));}
- AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));}
- AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));}
- AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));}
- AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));}
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define A_INFP_H AH1_AW1((uint16_t)0x7c00u)
- #define A_INFN_H AH1_AW1((uint16_t)0xfc00u)
- #else
- #define A_INFP_H AH1_AW1(0x7c00u)
- #define A_INFN_H AH1_AW1(0xfc00u)
- #endif
-
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));}
- AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));}
- AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));}
- AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));}
- AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));}
- AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));}
- AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AGtZeroH1(AH1 m){return ASatH1(m*AH1_(A_INFP_H));}
- AH2 AGtZeroH2(AH2 m){return ASatH2(m*AH2_(A_INFP_H));}
- AH3 AGtZeroH3(AH3 m){return ASatH3(m*AH3_(A_INFP_H));}
- AH4 AGtZeroH4(AH4 m){return ASatH4(m*AH4_(A_INFP_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [FIS] FLOAT INTEGER SORTABLE
-//------------------------------------------------------------------------------------------------------------------------------
-// Float to integer sortable.
-// - If sign bit=0, flip the sign bit (positives).
-// - If sign bit=1, flip all bits (negatives).
-// Integer sortable to float.
-// - If sign bit=1, flip the sign bit (positives).
-// - If sign bit=0, flip all bits (negatives).
-// Has nice side effects.
-// - Larger integers are more positive values.
-// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-// Burns 3 ops for conversion {shift,or,xor}.
-//==============================================================================================================================
- AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
- AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value).
- AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
- AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AW1 AFisToW1(AW1 x){return x^(( AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
- AW1 AFisFromW1(AW1 x){return x^((~AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW2 AFisToW2(AW2 x){return x^(( AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- AW2 AFisFromW2(AW2 x){return x^((~AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [PERM] V_PERM_B32
-//------------------------------------------------------------------------------------------------------------------------------
-// Support for V_PERM_B32 started in the 3rd generation of GCN.
-//------------------------------------------------------------------------------------------------------------------------------
-// yyyyxxxx - The 'i' input.
-// 76543210
-// ========
-// HGFEDCBA - Naming on permutation.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure compiler optimizes this.
-//==============================================================================================================================
- #ifdef A_HALF
- AU1 APerm0E0A(AU2 i){return((i.x )&0xffu)|((i.y<<16)&0xff0000u);}
- AU1 APerm0F0B(AU2 i){return((i.x>> 8)&0xffu)|((i.y<< 8)&0xff0000u);}
- AU1 APerm0G0C(AU2 i){return((i.x>>16)&0xffu)|((i.y )&0xff0000u);}
- AU1 APerm0H0D(AU2 i){return((i.x>>24)&0xffu)|((i.y>> 8)&0xff0000u);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermHGFA(AU2 i){return((i.x )&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGFC(AU2 i){return((i.x>>16)&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGAE(AU2 i){return((i.x<< 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHGCE(AU2 i){return((i.x>> 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHAFE(AU2 i){return((i.x<<16)&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermHCFE(AU2 i){return((i.x )&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermAGFE(AU2 i){return((i.x<<24)&0xff000000u)|(i.y&0x00ffffffu);}
- AU1 APermCGFE(AU2 i){return((i.x<< 8)&0xff000000u)|(i.y&0x00ffffffu);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermGCEA(AU2 i){return((i.x)&0x00ff00ffu)|((i.y<<8)&0xff00ff00u);}
- AU1 APermGECA(AU2 i){return(((i.x)&0xffu)|((i.x>>8)&0xff00u)|((i.y<<16)&0xff0000u)|((i.y<<8)&0xff000000u));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BUC] BYTE UNSIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation.
-// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPCODE NOTES
-// ============
-// GCN does not do UNORM or SNORM for bytes in opcodes.
-// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
-// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
-// V_PERM_B32 does byte packing with ability to zero fill bytes as well.
-// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
-// ==== =====
-// 0 : 0
-// 1 : 1
-// ...
-// 255 : 255
-// : 256 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : 0
-// 1 : 1/512
-// 2 : 1/256
-// ...
-// 64 : 1/8
-// 128 : 1/4
-// 255 : 255/512
-// : 1/2 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES
-// ============================================
-// r=ABuc0FromU1(i)
-// V_CVT_F32_UBYTE0 r,i
-// --------------------------------------------
-// r=ABuc0ToU1(d,i)
-// V_CVT_PKACCUM_U8_F32 r,i,0,d
-// --------------------------------------------
-// d=ABuc0FromU2(i)
-// Where 'k0' is an SGPR with 0x0E0A
-// Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits
-// V_PERM_B32 d,i.x,i.y,k0
-// V_PK_FMA_F16 d,d,k1.x,0
-// --------------------------------------------
-// r=ABuc0ToU2(d,i)
-// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-// Where 'k1' is an SGPR with 0x????
-// Where 'k2' is an SGPR with 0x????
-// V_PK_FMA_F16 i,i,k0.x,0
-// V_PERM_B32 r.x,i,i,k1
-// V_PERM_B32 r.y,i,i,k2
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BUC_32 (255.0)
- #define A_BUC_16 (255.0/512.0)
-//==============================================================================================================================
- #if 1
- // Designed to be one V_CVT_PKACCUM_U8_F32.
- // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32.
- AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u) )&(0x000000ffu));}
- AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));}
- AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));}
- AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed to be one V_CVT_F32_UBYTE*.
- AF1 ABuc0FromU1(AU1 i){return AF1((i )&255u);}
- AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);}
- AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);}
- AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABuc01ToW2(AH2 x,AH2 y){x*=AH2_(1.0/32768.0);y*=AH2_(1.0/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 3 ops to do SOA to AOS and conversion.
- AU2 ABuc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABuc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABuc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABuc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 2 ops to do both AOS to SOA, and conversion.
- AH2 ABuc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0);}
- AH2 ABuc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0);}
- AH2 ABuc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0);}
- AH2 ABuc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BSC] BYTE SIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Similar to [BUC].
-// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// ENCODING (without zero-based encoding)
-// ========
-// 0 = unused (can be used to mean something else)
-// 1 = lowest value
-// 128 = exact zero center (zero based encoding
-// 255 = highest value
-//------------------------------------------------------------------------------------------------------------------------------
-// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-// This is useful if there is a desire for cleared values to decode as zero.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : -127/512 (unused)
-// 1 : -126/512
-// 2 : -125/512
-// ...
-// 128 : 0
-// ...
-// 255 : 127/512
-// : 1/4 (just outside the encoding range)
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BSC_32 (127.0)
- #define A_BSC_16 (127.0/512.0)
-//==============================================================================================================================
- #if 1
- AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u) )&(0x000000ffu));}
- AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));}
- AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));}
- AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u) )&(0x000000ffu)))^0x00000080u;}
- AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;}
- AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;}
- AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromU1(AU1 i){return AF1((i )&255u)-128.0;}
- AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;}
- AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;}
- AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromZbU1(AU1 i){return AF1(((i )&255u)^0x80u)-128.0;}
- AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;}
- AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;}
- AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABsc01ToW2(AH2 x,AH2 y){x=x*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);y=y*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0)-AH2_(0.25);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These support only positive inputs.
-// Did not see value yet in specialization for range.
-// Using quick testing, ended up mostly getting the same "best" approximation for various ranges.
-// With hardware that can co-execute transcendentals, the value in approximations could be less than expected.
-// However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total.
-// And co-execution would require a compiler interleaving a lot of independent work for packed usage.
-//------------------------------------------------------------------------------------------------------------------------------
-// The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total).
-// Same with sqrt(), as this could be x*rsq() (7 ops).
-//==============================================================================================================================
- #ifdef A_HALF
- // Minimize squared error across full positive range, 2 ops.
- // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output.
- AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));}
- AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));}
- AH3 APrxLoSqrtH3(AH3 a){return AH3_AW3((AW3_AH3(a)>>AW3_(1))+AW3_(0x1de2));}
- AH4 APrxLoSqrtH4(AH4 a){return AH4_AW4((AW4_AH4(a)>>AW4_(1))+AW4_(0x1de2));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Lower precision estimation, 1 op.
- // Minimize squared error across {smallest normal to 16384.0}.
- AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));}
- AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));}
- AH3 APrxLoRcpH3(AH3 a){return AH3_AW3(AW3_(0x7784)-AW3_AH3(a));}
- AH4 APrxLoRcpH4(AH4 a){return AH4_AW4(AW4_(0x7784)-AW4_AH4(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Medium precision estimation, one Newton Raphson iteration, 3 ops.
- AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));}
- AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));}
- AH3 APrxMedRcpH3(AH3 a){AH3 b=AH3_AW3(AW3_(0x778d)-AW3_AH3(a));return b*(-b*a+AH3_(2.0));}
- AH4 APrxMedRcpH4(AH4 a){AH4 b=AH4_AW4(AW4_(0x778d)-AW4_AH4(a));return b*(-b*a+AH4_(2.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Minimize squared error across {smallest normal to 16384.0}, 2 ops.
- AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));}
- AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));}
- AH3 APrxLoRsqH3(AH3 a){return AH3_AW3(AW3_(0x59a3)-(AW3_AH3(a)>>AW3_(1)));}
- AH4 APrxLoRsqH4(AH4 a){return AH4_AW4(AW4_(0x59a3)-(AW4_AH4(a)>>AW4_(1)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// FLOAT APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN",
-// - Idea dates back to SGI, then to Quake 3, etc.
-// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-// - sqrt(x)=rsqrt(x)*x
-// - rcp(x)=rsqrt(x)*rsqrt(x) for positive x
-// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-//------------------------------------------------------------------------------------------------------------------------------
-// These below are from perhaps less complete searching for optimal.
-// Used FP16 normal range for testing with +4096 32-bit step size for sampling error.
-// So these match up well with the half approximations.
-//==============================================================================================================================
- AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));}
- AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));}
- AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));}
- AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));}
- AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));}
- AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));}
- AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));}
- AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));}
- AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));}
- AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));}
- AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));}
- AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));}
- AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PQ APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do
-// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%.
-//==============================================================================================================================
-// Helpers
- AF1 Quart(AF1 a) { a = a * a; return a * a;}
- AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; }
- AF2 Quart(AF2 a) { a = a * a; return a * a; }
- AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; }
- AF3 Quart(AF3 a) { a = a * a; return a * a; }
- AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; }
- AF4 Quart(AF4 a) { a = a * a; return a * a; }
- AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; }
- //------------------------------------------------------------------------------------------------------------------------------
- AF1 APrxPQToGamma2(AF1 a) { return Quart(a); }
- AF1 APrxPQToLinear(AF1 a) { return Oct(a); }
- AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); }
- AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); }
- AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); }
- AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxPQToGamma2(AF2 a) { return Quart(a); }
- AF2 APrxPQToLinear(AF2 a) { return Oct(a); }
- AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); }
- AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); }
- AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); }
- AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxPQToGamma2(AF3 a) { return Quart(a); }
- AF3 APrxPQToLinear(AF3 a) { return Oct(a); }
- AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); }
- AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); }
- AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); }
- AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxPQToGamma2(AF4 a) { return Quart(a); }
- AF4 APrxPQToLinear(AF4 a) { return Oct(a); }
- AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); }
- AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); }
- AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); }
- AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); }
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PARABOLIC SIN & COS
-//------------------------------------------------------------------------------------------------------------------------------
-// Approximate answers to transcendental questions.
-//------------------------------------------------------------------------------------------------------------------------------
-//==============================================================================================================================
- #if 1
- // Valid input range is {-1 to 1} representing {0 to 2 pi}.
- // Output range is {-1/4 to 1/4} representing {-1 to 1}.
- AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD.
- AF2 APSinF2(AF2 x){return x*abs(x)-x;}
- AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT
- AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);}
- AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- // For a packed {sin,cos} pair,
- // - Native takes 16 clocks and 4 issue slots (no packed transcendentals).
- // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed).
- AH1 APSinH1(AH1 x){return x*abs(x)-x;}
- AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA
- AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);}
- AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND
- AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [ZOL] ZERO ONE LOGIC
-//------------------------------------------------------------------------------------------------------------------------------
-// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit.
-//------------------------------------------------------------------------------------------------------------------------------
-// 0 := false
-// 1 := true
-//------------------------------------------------------------------------------------------------------------------------------
-// AndNot(x,y) -> !(x&y) .... One op.
-// AndOr(x,y,z) -> (x&y)|z ... One op.
-// GtZero(x) -> x>0.0 ..... One op.
-// Sel(x,y,z) -> x?y:z ..... Two ops, has no precision loss.
-// Signed(x) -> x<0.0 ..... One op.
-// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMIZATION NOTES
-// ==================
-// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'.
-// For example 'a.xy*k.xx+k.yy'.
-//==============================================================================================================================
- #if 1
- AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);}
- AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);}
- AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);}
- AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolNotU1(AU1 x){return x^AU1_(1);}
- AU2 AZolNotU2(AU2 x){return x^AU2_(1);}
- AU3 AZolNotU3(AU3 x){return x^AU3_(1);}
- AU4 AZolNotU4(AU4 x){return x^AU4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);}
- AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);}
- AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);}
- AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);}
-//==============================================================================================================================
- AU1 AZolF1ToU1(AF1 x){return AU1(x);}
- AU2 AZolF2ToU2(AF2 x){return AU2(x);}
- AU3 AZolF3ToU3(AF3 x){return AU3(x);}
- AU4 AZolF4ToU4(AF4 x){return AU4(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled).
- AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);}
- AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);}
- AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);}
- AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolU1ToF1(AU1 x){return AF1(x);}
- AF2 AZolU2ToF2(AU2 x){return AF2(x);}
- AF3 AZolU3ToF3(AU3 x){return AF3(x);}
- AF4 AZolU4ToF4(AU4 x){return AF4(x);}
-//==============================================================================================================================
- AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);}
- AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);}
- AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);}
- AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);}
- AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);}
- AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);}
- AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);}
- AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);}
- AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);}
- AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));}
- AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));}
- AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));}
- AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;}
- AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;}
- AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;}
- AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);}
- AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);}
- AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);}
- AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;}
- AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;}
- AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;}
- AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));}
- AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));}
- AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));}
- AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));}
- AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));}
- AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));}
- AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AW1 AZolAndW1(AW1 x,AW1 y){return min(x,y);}
- AW2 AZolAndW2(AW2 x,AW2 y){return min(x,y);}
- AW3 AZolAndW3(AW3 x,AW3 y){return min(x,y);}
- AW4 AZolAndW4(AW4 x,AW4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolNotW1(AW1 x){return x^AW1_(1);}
- AW2 AZolNotW2(AW2 x){return x^AW2_(1);}
- AW3 AZolNotW3(AW3 x){return x^AW3_(1);}
- AW4 AZolNotW4(AW4 x){return x^AW4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolOrW1(AW1 x,AW1 y){return max(x,y);}
- AW2 AZolOrW2(AW2 x,AW2 y){return max(x,y);}
- AW3 AZolOrW3(AW3 x,AW3 y){return max(x,y);}
- AW4 AZolOrW4(AW4 x,AW4 y){return max(x,y);}
-//==============================================================================================================================
- // Uses denormal trick.
- AW1 AZolH1ToW1(AH1 x){return AW1_AH1(x*AH1_AW1(AW1_(1)));}
- AW2 AZolH2ToW2(AH2 x){return AW2_AH2(x*AH2_AW2(AW2_(1)));}
- AW3 AZolH3ToW3(AH3 x){return AW3_AH3(x*AH3_AW3(AW3_(1)));}
- AW4 AZolH4ToW4(AH4 x){return AW4_AH4(x*AH4_AW4(AW4_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // AMD arch lacks a packed conversion opcode.
- AH1 AZolW1ToH1(AW1 x){return AH1_AW1(x*AW1_AH1(AH1_(1.0)));}
- AH2 AZolW2ToH2(AW2 x){return AH2_AW2(x*AW2_AH2(AH2_(1.0)));}
- AH3 AZolW1ToH3(AW3 x){return AH3_AW3(x*AW3_AH3(AH3_(1.0)));}
- AH4 AZolW2ToH4(AW4 x){return AH4_AW4(x*AW4_AH4(AH4_(1.0)));}
-//==============================================================================================================================
- AH1 AZolAndH1(AH1 x,AH1 y){return min(x,y);}
- AH2 AZolAndH2(AH2 x,AH2 y){return min(x,y);}
- AH3 AZolAndH3(AH3 x,AH3 y){return min(x,y);}
- AH4 AZolAndH4(AH4 x,AH4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASolAndNotH1(AH1 x,AH1 y){return (-x)*y+AH1_(1.0);}
- AH2 ASolAndNotH2(AH2 x,AH2 y){return (-x)*y+AH2_(1.0);}
- AH3 ASolAndNotH3(AH3 x,AH3 y){return (-x)*y+AH3_(1.0);}
- AH4 ASolAndNotH4(AH4 x,AH4 y){return (-x)*y+AH4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolAndOrH1(AH1 x,AH1 y,AH1 z){return ASatH1(x*y+z);}
- AH2 AZolAndOrH2(AH2 x,AH2 y,AH2 z){return ASatH2(x*y+z);}
- AH3 AZolAndOrH3(AH3 x,AH3 y,AH3 z){return ASatH3(x*y+z);}
- AH4 AZolAndOrH4(AH4 x,AH4 y,AH4 z){return ASatH4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolGtZeroH1(AH1 x){return ASatH1(x*AH1_(A_INFP_H));}
- AH2 AZolGtZeroH2(AH2 x){return ASatH2(x*AH2_(A_INFP_H));}
- AH3 AZolGtZeroH3(AH3 x){return ASatH3(x*AH3_(A_INFP_H));}
- AH4 AZolGtZeroH4(AH4 x){return ASatH4(x*AH4_(A_INFP_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolNotH1(AH1 x){return AH1_(1.0)-x;}
- AH2 AZolNotH2(AH2 x){return AH2_(1.0)-x;}
- AH3 AZolNotH3(AH3 x){return AH3_(1.0)-x;}
- AH4 AZolNotH4(AH4 x){return AH4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolOrH1(AH1 x,AH1 y){return max(x,y);}
- AH2 AZolOrH2(AH2 x,AH2 y){return max(x,y);}
- AH3 AZolOrH3(AH3 x,AH3 y){return max(x,y);}
- AH4 AZolOrH4(AH4 x,AH4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSelH1(AH1 x,AH1 y,AH1 z){AH1 r=(-x)*z+z;return x*y+r;}
- AH2 AZolSelH2(AH2 x,AH2 y,AH2 z){AH2 r=(-x)*z+z;return x*y+r;}
- AH3 AZolSelH3(AH3 x,AH3 y,AH3 z){AH3 r=(-x)*z+z;return x*y+r;}
- AH4 AZolSelH4(AH4 x,AH4 y,AH4 z){AH4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSignedH1(AH1 x){return ASatH1(x*AH1_(A_INFN_H));}
- AH2 AZolSignedH2(AH2 x){return ASatH2(x*AH2_(A_INFN_H));}
- AH3 AZolSignedH3(AH3 x){return ASatH3(x*AH3_(A_INFN_H));}
- AH4 AZolSignedH4(AH4 x){return ASatH4(x*AH4_(A_INFN_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COLOR CONVERSIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are all linear to/from some other space (where 'linear' has been shortened out of the function name).
-// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'.
-// These are branch free implementations.
-// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion.
-//------------------------------------------------------------------------------------------------------------------------------
-// TRANSFER FUNCTIONS
-// ==================
-// 709 ..... Rec709 used for some HDTVs
-// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native
-// Pq ...... PQ native for HDR10
-// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type
-// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations)
-// Three ... Gamma 3.0, less fast, but good for HDR.
-//------------------------------------------------------------------------------------------------------------------------------
-// KEEPING TO SPEC
-// ===============
-// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-// Also there is a slight step in the transition regions.
-// Precision of the coefficients in the spec being the likely cause.
-// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
-// This is to work around lack of hardware (typically only ROP does the conversion for free).
-// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
-// So this header keeps with the spec.
-// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear.
-// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear.
-//------------------------------------------------------------------------------------------------------------------------------
-// FOR PQ
-// ======
-// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2.
-// All constants are only specified to FP32 precision.
-// External PQ source reference,
-// - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl
-//------------------------------------------------------------------------------------------------------------------------------
-// PACKED VERSIONS
-// ===============
-// These are the A*H2() functions.
-// There is no PQ functions as FP16 seemed to not have enough precision for the conversion.
-// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors.
-// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least).
-//------------------------------------------------------------------------------------------------------------------------------
-// NOTES
-// =====
-// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case.
-//==============================================================================================================================
- #if 1
- AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
- AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));}
- AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));}
- AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
- return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
- AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302));
- return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));}
- AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302));
- return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToTwoF1(AF1 c){return sqrt(c);}
- AF2 AToTwoF2(AF2 c){return sqrt(c);}
- AF3 AToTwoF3(AF3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));}
- AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));}
- AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #if 1
- // Unfortunately median won't work here.
- AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));}
- AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));}
- AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
- return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
- AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833));
- return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));}
- AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833));
- return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Unfortunately median won't work here.
- AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromTwoF1(AF1 c){return c*c;}
- AF2 AFromTwoF2(AF2 c){return c*c;}
- AF3 AFromTwoF3(AF3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromThreeF1(AF1 c){return c*c*c;}
- AF2 AFromThreeF2(AF2 c){return c*c*c;}
- AF3 AFromThreeF3(AF3 c){return c*c*c;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 ATo709H1(AH1 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 ATo709H2(AH2 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 ATo709H3(AH3 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToGammaH1(AH1 c,AH1 rcpX){return pow(c,AH1_(rcpX));}
- AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));}
- AH3 AToGammaH3(AH3 c,AH1 rcpX){return pow(c,AH3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToSrgbH1(AH1 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 AToSrgbH2(AH2 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 AToSrgbH3(AH3 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToTwoH1(AH1 c){return sqrt(c);}
- AH2 AToTwoH2(AH2 c){return sqrt(c);}
- AH3 AToTwoH3(AH3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToThreeF1(AH1 c){return pow(c,AH1_(1.0/3.0));}
- AH2 AToThreeF2(AH2 c){return pow(c,AH2_(1.0/3.0));}
- AH3 AToThreeF3(AH3 c){return pow(c,AH3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 AFrom709H1(AH1 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AFrom709H2(AH2 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AFrom709H3(AH3 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromGammaH1(AH1 c,AH1 x){return pow(c,AH1_(x));}
- AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));}
- AH3 AFromGammaH3(AH3 c,AH1 x){return pow(c,AH3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AHromSrgbF1(AH1 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AHromSrgbF2(AH2 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AHromSrgbF3(AH3 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromTwoH1(AH1 c){return c*c;}
- AH2 AFromTwoH2(AH2 c){return c*c;}
- AH3 AFromTwoH3(AH3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromThreeH1(AH1 c){return c*c*c;}
- AH2 AFromThreeH2(AH2 c){return c*c*c;}
- AH3 AFromThreeH3(AH3 c){return c*c*c;}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CS REMAP
-//==============================================================================================================================
- // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear.
- // 543210
- // ======
- // ..xxx.
- // yy...y
- AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
-//==============================================================================================================================
- // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions.
- // 543210
- // ======
- // .xx..x
- // y..yy.
- // Details,
- // LANE TO 8x8 MAPPING
- // ===================
- // 00 01 08 09 10 11 18 19
- // 02 03 0a 0b 12 13 1a 1b
- // 04 05 0c 0d 14 15 1c 1d
- // 06 07 0e 0f 16 17 1e 1f
- // 20 21 28 29 30 31 38 39
- // 22 23 2a 2b 32 33 3a 3b
- // 24 25 2c 2d 34 35 3c 3d
- // 26 27 2e 2f 36 37 3e 3f
- AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
-//==============================================================================================================================
- #ifdef A_HALF
- AW2 ARmp8x8H(AU1 a){return AW2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
- AW2 ARmpRed8x8H(AU1 a){return AW2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
- #endif
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// REFERENCE
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// IEEE FLOAT RULES
-// ================
-// - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1
-// - {+/-}0 * {+/-}INF = NaN
-// - -INF + (+INF) = NaN
-// - {+/-}0 / {+/-}0 = NaN
-// - {+/-}INF / {+/-}INF = NaN
-// - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN)
-// - 0 == -0
-// - 4/0 = +INF
-// - 4/-0 = -INF
-// - 4+INF = +INF
-// - 4-INF = -INF
-// - 4*(+INF) = +INF
-// - 4*(-INF) = -INF
-// - -4*(+INF) = -INF
-// - sqrt(+INF) = +INF
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16 ENCODING
-// =============
-// fedcba9876543210
-// ----------------
-// ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals)
-// .eeeee.......... 5-bit exponent
-// .00000.......... denormals
-// .00001.......... -14 exponent
-// .11110.......... 15 exponent
-// .111110000000000 infinity
-// .11111nnnnnnnnnn NaN with n!=0
-// s............... sign
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16/INT16 ALIASING DENORMAL
-// ============================
-// 11-bit unsigned integers alias with half float denormal/normal values,
-// 1 = 2^(-24) = 1/16777216 ....................... first denormal value
-// 2 = 2^(-23)
-// ...
-// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
-// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
-// 2047 .............................................. last normal value that still maps to integers
-// Scaling limits,
-// 2^15 = 32768 ...................................... largest power of 2 scaling
-// Largest pow2 conversion mapping is at *32768,
-// 1 : 2^(-9) = 1/512
-// 2 : 1/256
-// 4 : 1/128
-// 8 : 1/64
-// 16 : 1/32
-// 32 : 1/16
-// 64 : 1/8
-// 128 : 1/4
-// 256 : 1/2
-// 512 : 1
-// 1024 : 2
-// 2047 : a little less than 4
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU/CPU PORTABILITY
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This is the GPU implementation.
-// See the CPU implementation for docs.
-//==============================================================================================================================
-#ifdef A_GPU
- #define A_TRUE true
- #define A_FALSE false
- #define A_STATIC
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD2
- #define retAD3 AD3
- #define retAD4 AD4
- #define retAF2 AF2
- #define retAF3 AF3
- #define retAF4 AF4
- #define retAL2 AL2
- #define retAL3 AL3
- #define retAL4 AL4
- #define retAU2 AU2
- #define retAU3 AU3
- #define retAU4 AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 in AD2
- #define inAD3 in AD3
- #define inAD4 in AD4
- #define inAF2 in AF2
- #define inAF3 in AF3
- #define inAF4 in AF4
- #define inAL2 in AL2
- #define inAL3 in AL3
- #define inAL4 in AL4
- #define inAU2 in AU2
- #define inAU3 in AU3
- #define inAU4 in AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 inout AD2
- #define inoutAD3 inout AD3
- #define inoutAD4 inout AD4
- #define inoutAF2 inout AF2
- #define inoutAF3 inout AF3
- #define inoutAF4 inout AF4
- #define inoutAL2 inout AL2
- #define inoutAL3 inout AL3
- #define inoutAL4 inout AL4
- #define inoutAU2 inout AU2
- #define inoutAU3 inout AU3
- #define inoutAU4 inout AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 out AD2
- #define outAD3 out AD3
- #define outAD4 out AD4
- #define outAF2 out AF2
- #define outAF3 out AF3
- #define outAF4 out AF4
- #define outAL2 out AL2
- #define outAL3 out AL3
- #define outAL4 out AL4
- #define outAU2 out AU2
- #define outAU3 out AU3
- #define outAU4 out AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD2 x
- #define varAD3(x) AD3 x
- #define varAD4(x) AD4 x
- #define varAF2(x) AF2 x
- #define varAF3(x) AF3 x
- #define varAF4(x) AF4 x
- #define varAL2(x) AL2 x
- #define varAL3(x) AL3 x
- #define varAL4(x) AL4 x
- #define varAU2(x) AU2 x
- #define varAU3(x) AU3 x
- #define varAU4(x) AU4 x
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) AD2(x,y)
- #define initAD3(x,y,z) AD3(x,y,z)
- #define initAD4(x,y,z,w) AD4(x,y,z,w)
- #define initAF2(x,y) AF2(x,y)
- #define initAF3(x,y,z) AF3(x,y,z)
- #define initAF4(x,y,z,w) AF4(x,y,z,w)
- #define initAL2(x,y) AL2(x,y)
- #define initAL3(x,y,z) AL3(x,y,z)
- #define initAL4(x,y,z,w) AL4(x,y,z,w)
- #define initAU2(x,y) AU2(x,y)
- #define initAU3(x,y,z) AU3(x,y,z)
- #define initAU4(x,y,z,w) AU4(x,y,z,w)
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//==============================================================================================================================
- #define AAbsD1(a) abs(AD1(a))
- #define AAbsF1(a) abs(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ACosD1(a) cos(AD1(a))
- #define ACosF1(a) cos(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ADotD2(a,b) dot(AD2(a),AD2(b))
- #define ADotD3(a,b) dot(AD3(a),AD3(b))
- #define ADotD4(a,b) dot(AD4(a),AD4(b))
- #define ADotF2(a,b) dot(AF2(a),AF2(b))
- #define ADotF3(a,b) dot(AF3(a),AF3(b))
- #define ADotF4(a,b) dot(AF4(a),AF4(b))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AExp2D1(a) exp2(AD1(a))
- #define AExp2F1(a) exp2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AFloorD1(a) floor(AD1(a))
- #define AFloorF1(a) floor(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ALog2D1(a) log2(AD1(a))
- #define ALog2F1(a) log2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMaxD1(a,b) max(a,b)
- #define AMaxF1(a,b) max(a,b)
- #define AMaxL1(a,b) max(a,b)
- #define AMaxU1(a,b) max(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMinD1(a,b) min(a,b)
- #define AMinF1(a,b) min(a,b)
- #define AMinL1(a,b) min(a,b)
- #define AMinU1(a,b) min(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASinD1(a) sin(AD1(a))
- #define ASinF1(a) sin(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASqrtD1(a) sqrt(AD1(a))
- #define ASqrtF1(a) sqrt(AF1(a))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- #define APowD1(a,b) pow(AD1(a),AF1(b))
- #define APowF1(a,b) pow(AF1(a),AF1(b))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- #ifdef A_DUBL
- AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;}
- AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;}
- AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;}
- AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;}
- AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;}
- AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;}
- AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;}
- AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;}
- AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;}
- AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;}
- AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;}
- AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;}
- AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;}
- AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;}
- AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;}
- AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;}
- AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;}
- AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;}
- AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;}
- AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;}
- AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;}
- AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;}
- AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;}
- AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;}
- AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;}
- #endif
-//==============================================================================================================================
- AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;}
- AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;}
- AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;}
- AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;}
- AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;}
- AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;}
- AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;}
- AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;}
- AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;}
- AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;}
- AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;}
- AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;}
- AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;}
- AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;}
- AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;}
- AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;}
- AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;}
- AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;}
- AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;}
- AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;}
- AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;}
- AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;}
- AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;}
- AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;}
- AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;}
-#endif
-
-#define FSR_EASU_F 1
-AU4 con0, con1, con2, con3;
-float srcW, srcH, dstW, dstH;
-vec2 bLeft, tRight;
-
-AF2 translate(AF2 pos) {
- return AF2(pos.x * scaleX, pos.y * scaleY);
-}
-
-void setBounds(vec2 bottomLeft, vec2 topRight) {
- bLeft = bottomLeft;
- tRight = topRight;
-}
-
-AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(Source, translate(p), 0); return res; }
-AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(Source, translate(p), 1); return res; }
-AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(Source, translate(p), 2); return res; }
-
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// FSR is a collection of algorithms relating to generating a higher resolution image.
-// This specific header focuses on single-image non-temporal image scaling, and related tools.
-//
-// The core functions are EASU and RCAS:
-// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
-// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
-// RCAS needs to be applied after EASU as a separate pass.
-//
-// Optional utility functions are:
-// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
-// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
-// [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// See each individual sub-section for inline documentation.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FUNCTION PERMUTATIONS
-// =====================
-// *F() ..... Single item computation with 32-bit.
-// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible.
-// *Hx2() ... Processing two items in parallel with 16-bit, easier packing.
-// Not all interfaces in this file have a *Hx2() form.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// EASU provides a high quality spatial-only scaling at relatively low cost.
-// Meaning EASU is appropiate for laptops and other low-end GPUs.
-// Quality from 1x to 4x area scaling is good.
-//------------------------------------------------------------------------------------------------------------------------------
-// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
-// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
-// This is also kept as simple as possible to have minimum runtime.
-//------------------------------------------------------------------------------------------------------------------------------
-// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
-// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
-// and limits output to the minimum and maximum of that neighborhood.
-//------------------------------------------------------------------------------------------------------------------------------
-// Input image requirements:
-//
-// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
-// Each channel needs to be in the range[0, 1]
-// Any color primaries are supported
-// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0)
-// There should be no banding in the input
-// There should be no high amplitude noise in the input
-// There should be no noise in the input that is not at input pixel granularity
-// For performance purposes, use 32bpp formats
-//------------------------------------------------------------------------------------------------------------------------------
-// Best to apply EASU at the end of the frame after tonemapping
-// but before film grain or composite of the UI.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example of including this header for D3D HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan GLSL :
-//
-// #define A_GPU 1
-// #define A_GLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HLSL_6_2 1
-// #define A_NO_16_BIT_CAST 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of declaring the required input callbacks for GLSL :
-// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
-// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
-//
-// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
-// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
-// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
-// ...
-// The FsrEasuCon function needs to be called from the CPU or GPU to set up constants.
-// The difference in viewport and input image size is there to support Dynamic Resolution Scaling.
-// To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1.
-// Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer.
-// AU4 con0,con1,con2,con3;
-// FsrEasuCon(con0,con1,con2,con3,
-// 1920.0,1080.0, // Viewport size (top left aligned) in the input image which is to be scaled.
-// 3840.0,2160.0, // The size of the input image.
-// 2560.0,1440.0); // The output resolution.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrEasuCon(
-outAU4 con0,
-outAU4 con1,
-outAU4 con2,
-outAU4 con3,
-// This the rendered image resolution being upscaled
-AF1 inputViewportInPixelsX,
-AF1 inputViewportInPixelsY,
-// This is the resolution of the resource containing the input image (useful for dynamic resolution)
-AF1 inputSizeInPixelsX,
-AF1 inputSizeInPixelsY,
-// This is the display resolution which the input image gets upscaled to
-AF1 outputSizeInPixelsX,
-AF1 outputSizeInPixelsY){
- // Output integer position to a pixel position in viewport.
- con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX));
- con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY));
- con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
- con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
- // Viewport pixel position to normalized image space.
- // This is used to get upper-left of 'F' tap.
- con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX));
- con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY));
- // Centers of gather4, first offset from upper-left of 'F'.
- // +---+---+
- // | | |
- // +--(0)--+
- // | b | c |
- // +---F---+---+---+
- // | e | f | g | h |
- // +--(1)--+--(2)--+
- // | i | j | k | l |
- // +---+---+---+---+
- // | n | o |
- // +--(3)--+
- // | | |
- // +---+---+
- con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY));
- // These are from (0) instead of 'F'.
- con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX));
- con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX));
- con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY));
- con3[2]=con3[3]=0;}
-
-//If the an offset into the input image resource
-A_STATIC void FsrEasuConOffset(
- outAU4 con0,
- outAU4 con1,
- outAU4 con2,
- outAU4 con3,
- // This the rendered image resolution being upscaled
- AF1 inputViewportInPixelsX,
- AF1 inputViewportInPixelsY,
- // This is the resolution of the resource containing the input image (useful for dynamic resolution)
- AF1 inputSizeInPixelsX,
- AF1 inputSizeInPixelsY,
- // This is the display resolution which the input image gets upscaled to
- AF1 outputSizeInPixelsX,
- AF1 outputSizeInPixelsY,
- // This is the input image offset into the resource containing it (useful for dynamic resolution)
- AF1 inputOffsetInPixelsX,
- AF1 inputOffsetInPixelsY) {
- FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY);
- con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX);
- con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY);
-}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_EASU_F)
- // Input callback prototypes, need to be implemented by calling shader
- AF4 FsrEasuRF(AF2 p);
- AF4 FsrEasuGF(AF2 p);
- AF4 FsrEasuBF(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // Filtering for a given tap for the scalar.
- void FsrEasuTapF(
- inout AF3 aC, // Accumulated color, with negative lobe.
- inout AF1 aW, // Accumulated weight.
- AF2 off, // Pixel offset from resolve position to tap.
- AF2 dir, // Gradient direction.
- AF2 len, // Length.
- AF1 lob, // Negative lobe strength.
- AF1 clp, // Clipping point.
- AF3 c){ // Tap color.
- // Rotate offset by direction.
- AF2 v;
- v.x=(off.x*( dir.x))+(off.y*dir.y);
- v.y=(off.x*(-dir.y))+(off.y*dir.x);
- // Anisotropy.
- v*=len;
- // Compute distance^2.
- AF1 d2=v.x*v.x+v.y*v.y;
- // Limit to the window as at corner, 2 taps can easily be outside.
- d2=min(d2,clp);
- // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
- // (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
- // |_______________________________________| |_______________|
- // base window
- // The general form of the 'base' is,
- // (a*(b*x^2-1)^2-(a-1))
- // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
- AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0);
- AF1 wA=lob*d2+AF1_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0));
- AF1 w=wB*wA;
- // Do weighted average.
- aC+=c*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulate direction and length.
- void FsrEasuSetF(
- inout AF2 dir,
- inout AF1 len,
- AF2 pp,
- AP1 biS,AP1 biT,AP1 biU,AP1 biV,
- AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){
- // Compute bilinear weight, branches factor out as predicates are compiler time immediates.
- // s t
- // u v
- AF1 w = AF1_(0.0);
- if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
- if(biT)w= pp.x *(AF1_(1.0)-pp.y);
- if(biU)w=(AF1_(1.0)-pp.x)* pp.y ;
- if(biV)w= pp.x * pp.y ;
- // Direction is the '+' diff.
- // a
- // b c d
- // e
- // Then takes magnitude from abs average of both sides of 'c'.
- // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
- AF1 dc=lD-lC;
- AF1 cb=lC-lB;
- AF1 lenX=max(abs(dc),abs(cb));
- lenX=APrxLoRcpF1(lenX);
- AF1 dirX=lD-lB;
- dir.x+=dirX*w;
- lenX=ASatF1(abs(dirX)*lenX);
- lenX*=lenX;
- len+=lenX*w;
- // Repeat for the y axis.
- AF1 ec=lE-lC;
- AF1 ca=lC-lA;
- AF1 lenY=max(abs(ec),abs(ca));
- lenY=APrxLoRcpF1(lenY);
- AF1 dirY=lE-lA;
- dir.y+=dirY*w;
- lenY=ASatF1(abs(dirY)*lenY);
- lenY*=lenY;
- len+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuF(
- out AF3 pix,
- AU2 ip, // Integer pixel position in output.
- AU4 con0, // Constants generated by FsrEasuCon().
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- // Get position of 'f'.
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
-//------------------------------------------------------------------------------------------------------------------------------
- // 12-tap kernel.
- // b c
- // e f g h
- // i j k l
- // n o
- // Gather 4 ordering.
- // a b
- // r g
- // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
- // a b <- unused (z)
- // r g
- // a b a b
- // r g r g
- // a b
- // r g <- unused (z)
- // Allowing dead-code removal to remove the 'z's.
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- // These are from p0 to avoid pulling two constants on pre-Navi hardware.
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AF4 bczzR=FsrEasuRF(p0);
- AF4 bczzG=FsrEasuGF(p0);
- AF4 bczzB=FsrEasuBF(p0);
- AF4 ijfeR=FsrEasuRF(p1);
- AF4 ijfeG=FsrEasuGF(p1);
- AF4 ijfeB=FsrEasuBF(p1);
- AF4 klhgR=FsrEasuRF(p2);
- AF4 klhgG=FsrEasuGF(p2);
- AF4 klhgB=FsrEasuBF(p2);
- AF4 zzonR=FsrEasuRF(p3);
- AF4 zzonG=FsrEasuGF(p3);
- AF4 zzonB=FsrEasuBF(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
- AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG);
- AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG);
- AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG);
- AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG);
- // Rename.
- AF1 bL=bczzL.x;
- AF1 cL=bczzL.y;
- AF1 iL=ijfeL.x;
- AF1 jL=ijfeL.y;
- AF1 fL=ijfeL.z;
- AF1 eL=ijfeL.w;
- AF1 kL=klhgL.x;
- AF1 lL=klhgL.y;
- AF1 hL=klhgL.z;
- AF1 gL=klhgL.w;
- AF1 oL=zzonL.z;
- AF1 nL=zzonL.w;
- // Accumulate for bilinear interpolation.
- AF2 dir=AF2_(0.0);
- AF1 len=AF1_(0.0);
- FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL);
- FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL);
- FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL);
- FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL);
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize with approximation, and cleanup close to zero.
- AF2 dir2=dir*dir;
- AF1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AF1_(1.0/32768.0);
- dirR=APrxLoRsqF1(dirR);
- dirR=zro?AF1_(1.0):dirR;
- dir.x=zro?AF1_(1.0):dir.x;
- dir*=AF2_(dirR);
- // Transform from {0 to 2} to {0 to 1} range, and shape with square.
- len=len*AF1_(0.5);
- len*=len;
- // Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
- AF1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpF1(max(abs(dir.x),abs(dir.y)));
- // Anisotropic length after rotation,
- // x := 1.0 lerp to 'stretch' on edges
- // y := 1.0 lerp to 2x on edges
- AF2 len2=AF2(AF1_(1.0)+(stretch-AF1_(1.0))*len,AF1_(1.0)+AF1_(-0.5)*len);
- // Based on the amount of 'edge',
- // the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
- AF1 lob=AF1_(0.5)+AF1_((1.0/4.0-0.04)-0.5)*len;
- // Set distance^2 clipping point to the end of the adjustable window.
- AF1 clp=APrxLoRcpF1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulation mixed with min/max of 4 nearest.
- // b c
- // e f g h
- // i j k l
- // n o
- AF3 min4=min(AMin3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- AF3 max4=max(AMax3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- // Accumulation.
- AF3 aC=AF3_(0.0);
- AF1 aW=AF1_(0.0);
- FsrEasuTapF(aC,aW,AF2( 0.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.x,bczzG.x,bczzB.x)); // b
- FsrEasuTapF(aC,aW,AF2( 1.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.y,bczzG.y,bczzB.y)); // c
- FsrEasuTapF(aC,aW,AF2(-1.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.x,ijfeG.x,ijfeB.x)); // i
- FsrEasuTapF(aC,aW,AF2( 0.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.y,ijfeG.y,ijfeB.y)); // j
- FsrEasuTapF(aC,aW,AF2( 0.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.z,ijfeG.z,ijfeB.z)); // f
- FsrEasuTapF(aC,aW,AF2(-1.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.w,ijfeG.w,ijfeB.w)); // e
- FsrEasuTapF(aC,aW,AF2( 1.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.x,klhgG.x,klhgB.x)); // k
- FsrEasuTapF(aC,aW,AF2( 2.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.y,klhgG.y,klhgB.y)); // l
- FsrEasuTapF(aC,aW,AF2( 2.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.z,klhgG.z,klhgB.z)); // h
- FsrEasuTapF(aC,aW,AF2( 1.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.w,klhgG.w,klhgB.w)); // g
- FsrEasuTapF(aC,aW,AF2( 1.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.z,zzonG.z,zzonB.z)); // o
- FsrEasuTapF(aC,aW,AF2( 0.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.w,zzonG.w,zzonB.w)); // n
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize and dering.
- pix=min(max4,max(min4,aC*AF3_(ARcpF1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_EASU_H)
-// Input callback prototypes, need to be implemented by calling shader
- AH4 FsrEasuRH(AF2 p);
- AH4 FsrEasuGH(AF2 p);
- AH4 FsrEasuBH(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuTapH(
- inout AH2 aCR,inout AH2 aCG,inout AH2 aCB,
- inout AH2 aW,
- AH2 offX,AH2 offY,
- AH2 dir,
- AH2 len,
- AH1 lob,
- AH1 clp,
- AH2 cR,AH2 cG,AH2 cB){
- AH2 vX,vY;
- vX=offX* dir.xx +offY*dir.yy;
- vY=offX*(-dir.yy)+offY*dir.xx;
- vX*=len.x;vY*=len.y;
- AH2 d2=vX*vX+vY*vY;
- d2=min(d2,AH2_(clp));
- AH2 wB=AH2_(2.0/5.0)*d2+AH2_(-1.0);
- AH2 wA=AH2_(lob)*d2+AH2_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AH2_(25.0/16.0)*wB+AH2_(-(25.0/16.0-1.0));
- AH2 w=wB*wA;
- aCR+=cR*w;aCG+=cG*w;aCB+=cB*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuSetH(
- inout AH2 dirPX,inout AH2 dirPY,
- inout AH2 lenP,
- AH2 pp,
- AP1 biST,AP1 biUV,
- AH2 lA,AH2 lB,AH2 lC,AH2 lD,AH2 lE){
- AH2 w = AH2_(0.0);
- if(biST)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(AH1_(1.0)-pp.y);
- if(biUV)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_( pp.y);
- // ABS is not free in the packed FP16 path.
- AH2 dc=lD-lC;
- AH2 cb=lC-lB;
- AH2 lenX=max(abs(dc),abs(cb));
- lenX=ARcpH2(lenX);
- AH2 dirX=lD-lB;
- dirPX+=dirX*w;
- lenX=ASatH2(abs(dirX)*lenX);
- lenX*=lenX;
- lenP+=lenX*w;
- AH2 ec=lE-lC;
- AH2 ca=lC-lA;
- AH2 lenY=max(abs(ec),abs(ca));
- lenY=ARcpH2(lenY);
- AH2 dirY=lE-lA;
- dirPY+=dirY*w;
- lenY=ASatH2(abs(dirY)*lenY);
- lenY*=lenY;
- lenP+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuH(
- out AH3 pix,
- AU2 ip,
- AU4 con0,
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
- AH2 ppp=AH2(pp);
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AH4 bczzR=FsrEasuRH(p0);
- AH4 bczzG=FsrEasuGH(p0);
- AH4 bczzB=FsrEasuBH(p0);
- AH4 ijfeR=FsrEasuRH(p1);
- AH4 ijfeG=FsrEasuGH(p1);
- AH4 ijfeB=FsrEasuBH(p1);
- AH4 klhgR=FsrEasuRH(p2);
- AH4 klhgG=FsrEasuGH(p2);
- AH4 klhgB=FsrEasuBH(p2);
- AH4 zzonR=FsrEasuRH(p3);
- AH4 zzonG=FsrEasuGH(p3);
- AH4 zzonB=FsrEasuBH(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- AH4 bczzL=bczzB*AH4_(0.5)+(bczzR*AH4_(0.5)+bczzG);
- AH4 ijfeL=ijfeB*AH4_(0.5)+(ijfeR*AH4_(0.5)+ijfeG);
- AH4 klhgL=klhgB*AH4_(0.5)+(klhgR*AH4_(0.5)+klhgG);
- AH4 zzonL=zzonB*AH4_(0.5)+(zzonR*AH4_(0.5)+zzonG);
- AH1 bL=bczzL.x;
- AH1 cL=bczzL.y;
- AH1 iL=ijfeL.x;
- AH1 jL=ijfeL.y;
- AH1 fL=ijfeL.z;
- AH1 eL=ijfeL.w;
- AH1 kL=klhgL.x;
- AH1 lL=klhgL.y;
- AH1 hL=klhgL.z;
- AH1 gL=klhgL.w;
- AH1 oL=zzonL.z;
- AH1 nL=zzonL.w;
- // This part is different, accumulating 2 taps in parallel.
- AH2 dirPX=AH2_(0.0);
- AH2 dirPY=AH2_(0.0);
- AH2 lenP=AH2_(0.0);
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,true, false,AH2(bL,cL),AH2(eL,fL),AH2(fL,gL),AH2(gL,hL),AH2(jL,kL));
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,false,true ,AH2(fL,gL),AH2(iL,jL),AH2(jL,kL),AH2(kL,lL),AH2(nL,oL));
- AH2 dir=AH2(dirPX.r+dirPX.g,dirPY.r+dirPY.g);
- AH1 len=lenP.r+lenP.g;
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 dir2=dir*dir;
- AH1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AH1_(1.0/32768.0);
- dirR=APrxLoRsqH1(dirR);
- dirR=zro?AH1_(1.0):dirR;
- dir.x=zro?AH1_(1.0):dir.x;
- dir*=AH2_(dirR);
- len=len*AH1_(0.5);
- len*=len;
- AH1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpH1(max(abs(dir.x),abs(dir.y)));
- AH2 len2=AH2(AH1_(1.0)+(stretch-AH1_(1.0))*len,AH1_(1.0)+AH1_(-0.5)*len);
- AH1 lob=AH1_(0.5)+AH1_((1.0/4.0-0.04)-0.5)*len;
- AH1 clp=APrxLoRcpH1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // FP16 is different, using packed trick to do min and max in same operation.
- AH2 bothR=max(max(AH2(-ijfeR.z,ijfeR.z),AH2(-klhgR.w,klhgR.w)),max(AH2(-ijfeR.y,ijfeR.y),AH2(-klhgR.x,klhgR.x)));
- AH2 bothG=max(max(AH2(-ijfeG.z,ijfeG.z),AH2(-klhgG.w,klhgG.w)),max(AH2(-ijfeG.y,ijfeG.y),AH2(-klhgG.x,klhgG.x)));
- AH2 bothB=max(max(AH2(-ijfeB.z,ijfeB.z),AH2(-klhgB.w,klhgB.w)),max(AH2(-ijfeB.y,ijfeB.y),AH2(-klhgB.x,klhgB.x)));
- // This part is different for FP16, working pairs of taps at a time.
- AH2 pR=AH2_(0.0);
- AH2 pG=AH2_(0.0);
- AH2 pB=AH2_(0.0);
- AH2 pW=AH2_(0.0);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0, 1.0)-ppp.xx,AH2(-1.0,-1.0)-ppp.yy,dir,len2,lob,clp,bczzR.xy,bczzG.xy,bczzB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0,-1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,ijfeR.zw,ijfeG.zw,ijfeB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 2.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,klhgR.xy,klhgG.xy,klhgB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 2.0, 1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,klhgR.zw,klhgG.zw,klhgB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 0.0)-ppp.xx,AH2( 2.0, 2.0)-ppp.yy,dir,len2,lob,clp,zzonR.zw,zzonG.zw,zzonB.zw);
- AH3 aC=AH3(pR.x+pR.y,pG.x+pG.y,pB.x+pB.y);
- AH1 aW=pW.x+pW.y;
-//------------------------------------------------------------------------------------------------------------------------------
- // Slightly different for FP16 version due to combined min and max.
- pix=min(AH3(bothR.y,bothG.y,bothB.y),max(-AH3(bothR.x,bothG.x,bothB.x),aC*AH3_(ARcpH1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
-// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
-// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
-// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
-// Pass EASU output straight into RCAS, no color conversions necessary.
-//------------------------------------------------------------------------------------------------------------------------------
-// RCAS is based on the following logic.
-// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
-// w n
-// w 1 w for taps w m e
-// w s
-// Where 'w' is the negative lobe weight.
-// output = (w*(n+e+w+s)+m)/(4*w+1)
-// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
-// 0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
-// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
-// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
-// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
-// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
-// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
-// This stabilizes RCAS.
-// RCAS does a simple highpass which is normalized against the local contrast then shaped,
-// 0.25
-// 0.25 -1 0.25
-// 0.25
-// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
-//
-// GLSL example for the required callbacks :
-//
-// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
-// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
-// {
-// //do any simple input color conversions here or leave empty if none needed
-// }
-//
-// FsrRcasCon need to be called from the CPU or GPU to set up constants.
-// Including a GPU example here, the 'con' value would be stored out to a constant buffer.
-//
-// AU4 con;
-// FsrRcasCon(con,
-// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-// ---------------
-// RCAS sharpening supports a CAS-like pass-through alpha via,
-// #define FSR_RCAS_PASSTHROUGH_ALPHA 1
-// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
-// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
-// #define FSR_RCAS_DENOISE 1
-//==============================================================================================================================
-// This is set at the limit of providing unnatural results for sharpening.
-#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrRcasCon(
-outAU4 con,
-// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-AF1 sharpness){
- // Transform from stops to linear value.
- sharpness=AExp2F1(-sharpness);
- varAF2(hSharp)=initAF2(sharpness,sharpness);
- con[0]=AU1_AF1(sharpness);
- con[1]=AU1_AH2_AF2(hSharp);
- con[2]=0;
- con[3]=0;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_RCAS_F)
- // Input callback prototypes that need to be implemented by calling shader
- AF4 FsrRcasLoadF(ASU2 p);
- void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasF(
- out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AF1 pixG,
- out AF1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AF1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASU2 sp=ASU2(ip);
- AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb;
- AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AF4 ee=FsrRcasLoadF(sp);
- AF3 e=ee.rgb;pixA=ee.a;
- #else
- AF3 e=FsrRcasLoadF(sp).rgb;
- #endif
- AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb;
- AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AF1 bR=b.r;
- AF1 bG=b.g;
- AF1 bB=b.b;
- AF1 dR=d.r;
- AF1 dG=d.g;
- AF1 dB=d.b;
- AF1 eR=e.r;
- AF1 eG=e.g;
- AF1 eB=e.b;
- AF1 fR=f.r;
- AF1 fG=f.g;
- AF1 fB=f.b;
- AF1 hR=h.r;
- AF1 hG=h.g;
- AF1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputF(bR,bG,bB);
- FsrRcasInputF(dR,dG,dB);
- FsrRcasInputF(eR,eG,eB);
- FsrRcasInputF(fR,fG,fB);
- FsrRcasInputF(hR,hG,hB);
- // Luma times 2.
- AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG);
- AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG);
- AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG);
- AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG);
- AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG);
- // Noise detection.
- AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL;
- nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL)));
- nz=AF1_(-0.5)*nz+AF1_(1.0);
- // Min and max of ring.
- AF1 mn4R=min(AMin3F1(bR,dR,fR),hR);
- AF1 mn4G=min(AMin3F1(bG,dG,fG),hG);
- AF1 mn4B=min(AMin3F1(bB,dB,fB),hB);
- AF1 mx4R=max(AMax3F1(bR,dR,fR),hR);
- AF1 mx4G=max(AMax3F1(bG,dG,fG),hG);
- AF1 mx4B=max(AMax3F1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AF2 peakC=AF2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
- AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
- AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
- AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
- AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
- AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
- AF1 lobeR=max(-hitMinR,hitMaxR);
- AF1 lobeG=max(-hitMinG,hitMaxG);
- AF1 lobeB=max(-hitMinB,hitMaxB);
- AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
- return;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H)
- // Input callback prototypes that need to be implemented by calling shader
- AH4 FsrRcasLoadH(ASW2 p);
- void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasH(
- out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AH1 pixG,
- out AH1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASW2 sp=ASW2(ip);
- AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb;
- AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee=FsrRcasLoadH(sp);
- AH3 e=ee.rgb;pixA=ee.a;
- #else
- AH3 e=FsrRcasLoadH(sp).rgb;
- #endif
- AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb;
- AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AH1 bR=b.r;
- AH1 bG=b.g;
- AH1 bB=b.b;
- AH1 dR=d.r;
- AH1 dG=d.g;
- AH1 dB=d.b;
- AH1 eR=e.r;
- AH1 eG=e.g;
- AH1 eB=e.b;
- AH1 fR=f.r;
- AH1 fG=f.g;
- AH1 fB=f.b;
- AH1 hR=h.r;
- AH1 hG=h.g;
- AH1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputH(bR,bG,bB);
- FsrRcasInputH(dR,dG,dB);
- FsrRcasInputH(eR,eG,eB);
- FsrRcasInputH(fR,fG,fB);
- FsrRcasInputH(hR,hG,hB);
- // Luma times 2.
- AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG);
- AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG);
- AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG);
- AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG);
- AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG);
- // Noise detection.
- AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL;
- nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL)));
- nz=AH1_(-0.5)*nz+AH1_(1.0);
- // Min and max of ring.
- AH1 mn4R=min(AMin3H1(bR,dR,fR),hR);
- AH1 mn4G=min(AMin3H1(bG,dG,fG),hG);
- AH1 mn4B=min(AMin3H1(bB,dB,fB),hB);
- AH1 mx4R=max(AMax3H1(bR,dR,fR),hR);
- AH1 mx4G=max(AMax3H1(bG,dG,fG),hG);
- AH1 mx4B=max(AMax3H1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
- AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
- AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
- AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
- AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
- AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
- AH1 lobeR=max(-hitMinR,hitMaxR);
- AH1 lobeG=max(-hitMinG,hitMaxG);
- AH1 lobeB=max(-hitMinB,hitMaxB);
- AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x;
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2)
- // Input callback prototypes that need to be implemented by the calling shader
- AH4 FsrRcasLoadHx2(ASW2 p);
- void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b);
-//------------------------------------------------------------------------------------------------------------------------------
- // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
- void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){
- #ifdef A_HLSL
- // Invoke a slower path for DX only, since it won't allow uninitialized values.
- pix0.a=pix1.a=0.0;
- #endif
- pix0.rgb=AH3(pixR.x,pixG.x,pixB.x);
- pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasHx2(
- // Output values are for 2 8x8 tiles in a 16x8 region.
- // pix<R,G,B>.x = left 8x8 tile
- // pix<R,G,B>.y = right 8x8 tile
- // This enables later processing to easily be packed as well.
- out AH2 pixR,
- out AH2 pixG,
- out AH2 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH2 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // No scaling algorithm uses minimal 3x3 pixel neighborhood.
- ASW2 sp0=ASW2(ip);
- AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb;
- AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee0=FsrRcasLoadHx2(sp0);
- AH3 e0=ee0.rgb;pixA.r=ee0.a;
- #else
- AH3 e0=FsrRcasLoadHx2(sp0).rgb;
- #endif
- AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb;
- AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb;
- ASW2 sp1=sp0+ASW2(8,0);
- AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb;
- AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee1=FsrRcasLoadHx2(sp1);
- AH3 e1=ee1.rgb;pixA.g=ee1.a;
- #else
- AH3 e1=FsrRcasLoadHx2(sp1).rgb;
- #endif
- AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb;
- AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb;
- // Arrays of Structures to Structures of Arrays conversion.
- AH2 bR=AH2(b0.r,b1.r);
- AH2 bG=AH2(b0.g,b1.g);
- AH2 bB=AH2(b0.b,b1.b);
- AH2 dR=AH2(d0.r,d1.r);
- AH2 dG=AH2(d0.g,d1.g);
- AH2 dB=AH2(d0.b,d1.b);
- AH2 eR=AH2(e0.r,e1.r);
- AH2 eG=AH2(e0.g,e1.g);
- AH2 eB=AH2(e0.b,e1.b);
- AH2 fR=AH2(f0.r,f1.r);
- AH2 fG=AH2(f0.g,f1.g);
- AH2 fB=AH2(f0.b,f1.b);
- AH2 hR=AH2(h0.r,h1.r);
- AH2 hG=AH2(h0.g,h1.g);
- AH2 hB=AH2(h0.b,h1.b);
- // Run optional input transform.
- FsrRcasInputHx2(bR,bG,bB);
- FsrRcasInputHx2(dR,dG,dB);
- FsrRcasInputHx2(eR,eG,eB);
- FsrRcasInputHx2(fR,fG,fB);
- FsrRcasInputHx2(hR,hG,hB);
- // Luma times 2.
- AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG);
- AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG);
- AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG);
- AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG);
- AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG);
- // Noise detection.
- AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL;
- nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL)));
- nz=AH2_(-0.5)*nz+AH2_(1.0);
- // Min and max of ring.
- AH2 mn4R=min(AMin3H2(bR,dR,fR),hR);
- AH2 mn4G=min(AMin3H2(bG,dG,fG),hG);
- AH2 mn4B=min(AMin3H2(bB,dB,fB),hB);
- AH2 mx4R=max(AMax3H2(bR,dR,fR),hR);
- AH2 mx4G=max(AMax3H2(bG,dG,fG),hG);
- AH2 mx4B=max(AMax3H2(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
- AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
- AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
- AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
- AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
- AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
- AH2 lobeR=max(-hitMinR,hitMaxR);
- AH2 lobeG=max(-hitMinG,hitMaxG);
- AH2 lobeB=max(-hitMinB,hitMaxB);
- AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
-// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
-// The 'Lfga*()' functions provide a convenient way to introduce grain.
-// These functions limit grain based on distance to signal limits.
-// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
-// Grain application should be done in a linear colorspace.
-// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
-//------------------------------------------------------------------------------------------------------------------------------
-// Usage,
-// FsrLfga*(
-// color, // In/out linear colorspace color {0 to 1} ranged.
-// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
-// amount); // Amount of grain (0 to 1} ranged.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)'
-//==============================================================================================================================
-#if defined(A_GPU)
- // Maximum grain is the minimum distance to the signal limit.
- void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- // Half precision version (slower).
- void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Packed half precision version (faster).
- void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){
- cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
-// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
-//------------------------------------------------------------------------------------------------------------------------------
-// Reversible tonemapper usage,
-// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
-// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
-//==============================================================================================================================
-#if defined(A_GPU)
- void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));}
- // The extra max solves the c=1.0 case (which is a /0).
- void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));}
- void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;}
- void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
-// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
-// Given good non-biased temporal blue noise as dither input,
-// the output dither will temporally conserve energy.
-// This is done by choosing the linear nearest step point instead of perceptual nearest.
-// See code below for details.
-//------------------------------------------------------------------------------------------------------------------------------
-// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
-// ===============================================
-// - Output is 'uint(floor(saturate(n)*255.0+0.5))'.
-// - Thus rounding is to nearest.
-// - NaN gets converted to zero.
-// - INF is clamped to {0.0 to 1.0}.
-//==============================================================================================================================
-#if defined(A_GPU)
- // Hand tuned integer position to dither value, with more values than simple checkerboard.
- // Only 32-bit has enough precision for this compddation.
- // Output is {0 to <1}.
- AF1 FsrTepdDitF(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- // The 1.61803 golden ratio.
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- // Number designed to provide a good visual pattern.
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AFractF1(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 8-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC8F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(255.0))*AF3_(1.0/255.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/255.0);b=b*b;
- // Ratio of 'a' to 'b' required to produce 'c'.
- // APrxLoRcpF1() won't work here (at least for very high dynamic ranges).
- // APrxMedRcpF1() is an IADD,FMA,MUL.
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- // Use the ratio as a cutoff to choose 'a' or 'b'.
- // AGtZeroF1() is a MUL.
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 10-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC10F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/1023.0);b=b*b;
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- AH1 FsrTepdDitH(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AH1(AFractF1(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(255.0))*AH3_(1.0/255.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/255.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/1023.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));}
-//==============================================================================================================================
- // This computes dither for positions 'p' and 'p+{8,0}'.
- AH2 FsrTepdDitHx2(AU2 p,AU1 f){
- AF2 x;
- x.x=AF1_(p.x+f);
- x.y=x.x+AF1_(8.0);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*AF2_(a)+AF2_(y*b);
- return AH2(AFractF2(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0);
- nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0);
- nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0);
- nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0);
- nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));}
-#endif
-
-
-float insideBox(vec2 v) {
- vec2 s = step(bLeft, v) - step(tRight, v);
- return s.x * s.y;
-}
-
-AF2 translateDest(AF2 pos) {
- AF2 translatedPos = AF2(pos.x, pos.y);
- translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
- translatedPos.y = dstY0 < dstY1 ? dstY1 + dstY0 - translatedPos.y - 1 : translatedPos.y;
- return translatedPos;
-}
-
-void CurrFilter(AU2 pos)
-{
- if((insideBox(vec2(pos.x, pos.y))) == 0) {
- imageStore(imgOutput, ASU2(pos.x, pos.y), AF4(0,0,0,1));
- return;
- }
- AF3 c;
- FsrEasuF(c, AU2(pos.x - bLeft.x, pos.y - bLeft.y), con0, con1, con2, con3);
- imageStore(imgOutput, ASU2(translateDest(pos)), AF4(c, 1));
-}
-
-void main() {
- srcW = abs(srcX1 - srcX0);
- srcH = abs(srcY1 - srcY0);
- dstW = abs(dstX1 - dstX0);
- dstH = abs(dstY1 - dstY0);
-
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
-
- setBounds(vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1),
- vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0));
-
- // Upscaling
- FsrEasuCon(con0, con1, con2, con3,
- srcW, srcH, // Viewport size (top left aligned) in the input image which is to be scaled.
- srcW, srcH, // The size of the input image.
- dstW, dstH); // The output resolution.
-
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv
deleted file mode 100644
index c15b72ec..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.glsl
deleted file mode 100644
index 785bc0c8..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.glsl
+++ /dev/null
@@ -1,3904 +0,0 @@
-// Sharpening
-#version 430 core
-layout (local_size_x = 64) in;
-layout( rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-layout( binding = 2 ) uniform invResolution
-{
- vec2 invResolution_data;
-};
-layout( binding = 3 ) uniform outvResolution
-{
- vec2 outvResolution_data;
-};
-layout( binding = 1, set = 2) uniform sampler2D source;
-layout( binding = 4 ) uniform sharpening
-{
- float sharpening_data;
-};
-
-#define A_GPU 1
-#define A_GLSL 1
-//==============================================================================================================================
-//
-// [A] SHADER PORTABILITY 1.20210629
-//
-//==============================================================================================================================
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// MIT LICENSE
-// ===========
-// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS").
-// -----------
-// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
-// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
-// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
-// Software is furnished to do so, subject to the following conditions:
-// -----------
-// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
-// Software.
-// -----------
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
-// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
-// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
-// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// Common central point for high-level shading language and C portability for various shader headers.
-//------------------------------------------------------------------------------------------------------------------------------
-// DEFINES
-// =======
-// A_CPU ..... Include the CPU related code.
-// A_GPU ..... Include the GPU related code.
-// A_GLSL .... Using GLSL.
-// A_HLSL .... Using HLSL.
-// A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types').
-// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan)
-// A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default).
-// =======
-// A_BYTE .... Support 8-bit integer.
-// A_HALF .... Support 16-bit integer and floating point.
-// A_LONG .... Support 64-bit integer.
-// A_DUBL .... Support 64-bit floating point.
-// =======
-// A_WAVE .... Support wave-wide operations.
-//------------------------------------------------------------------------------------------------------------------------------
-// To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'.
-//------------------------------------------------------------------------------------------------------------------------------
-// SIMPLIFIED TYPE SYSTEM
-// ======================
-// - All ints will be unsigned with exception of when signed is required.
-// - Type naming simplified and shortened "A<type><#components>",
-// - H = 16-bit float (half)
-// - F = 32-bit float (float)
-// - D = 64-bit float (double)
-// - P = 1-bit integer (predicate, not using bool because 'B' is used for byte)
-// - B = 8-bit integer (byte)
-// - W = 16-bit integer (word)
-// - U = 32-bit integer (unsigned)
-// - L = 64-bit integer (long)
-// - Using "AS<type><#components>" for signed when required.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops).
-//------------------------------------------------------------------------------------------------------------------------------
-// CHANGE LOG
-// ==========
-// 20200914 - Expanded wave ops and prx code.
-// 20200713 - Added [ZOL] section, fixed serious bugs in sRGB and Rec.709 color conversion code, etc.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COMMON
-//==============================================================================================================================
-#define A_2PI 6.28318530718
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// CPU
-//
-//
-//==============================================================================================================================
-#ifdef A_CPU
- // Supporting user defined overrides.
- #ifndef A_RESTRICT
- #define A_RESTRICT __restrict
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifndef A_STATIC
- #define A_STATIC static
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- // Same types across CPU and GPU.
- // Predicate uses 32-bit integer (C friendly bool).
- typedef uint32_t AP1;
- typedef float AF1;
- typedef double AD1;
- typedef uint8_t AB1;
- typedef uint16_t AW1;
- typedef uint32_t AU1;
- typedef uint64_t AL1;
- typedef int8_t ASB1;
- typedef int16_t ASW1;
- typedef int32_t ASU1;
- typedef int64_t ASL1;
-//------------------------------------------------------------------------------------------------------------------------------
- #define AD1_(a) ((AD1)(a))
- #define AF1_(a) ((AF1)(a))
- #define AL1_(a) ((AL1)(a))
- #define AU1_(a) ((AU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1_(a) ((ASL1)(a))
- #define ASU1_(a) ((ASU1)(a))
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;}
-//------------------------------------------------------------------------------------------------------------------------------
- #define A_TRUE 1
- #define A_FALSE 0
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// CPU/GPU PORTING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Get CPU and GPU to share all setup code, without duplicate code paths.
-// This uses a lower-case prefix for special vector constructs.
-// - In C restrict pointers are used.
-// - In the shading language, in/inout/out arguments are used.
-// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]).
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD1 *A_RESTRICT
- #define retAD3 AD1 *A_RESTRICT
- #define retAD4 AD1 *A_RESTRICT
- #define retAF2 AF1 *A_RESTRICT
- #define retAF3 AF1 *A_RESTRICT
- #define retAF4 AF1 *A_RESTRICT
- #define retAL2 AL1 *A_RESTRICT
- #define retAL3 AL1 *A_RESTRICT
- #define retAL4 AL1 *A_RESTRICT
- #define retAU2 AU1 *A_RESTRICT
- #define retAU3 AU1 *A_RESTRICT
- #define retAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 AD1 *A_RESTRICT
- #define inAD3 AD1 *A_RESTRICT
- #define inAD4 AD1 *A_RESTRICT
- #define inAF2 AF1 *A_RESTRICT
- #define inAF3 AF1 *A_RESTRICT
- #define inAF4 AF1 *A_RESTRICT
- #define inAL2 AL1 *A_RESTRICT
- #define inAL3 AL1 *A_RESTRICT
- #define inAL4 AL1 *A_RESTRICT
- #define inAU2 AU1 *A_RESTRICT
- #define inAU3 AU1 *A_RESTRICT
- #define inAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 AD1 *A_RESTRICT
- #define inoutAD3 AD1 *A_RESTRICT
- #define inoutAD4 AD1 *A_RESTRICT
- #define inoutAF2 AF1 *A_RESTRICT
- #define inoutAF3 AF1 *A_RESTRICT
- #define inoutAF4 AF1 *A_RESTRICT
- #define inoutAL2 AL1 *A_RESTRICT
- #define inoutAL3 AL1 *A_RESTRICT
- #define inoutAL4 AL1 *A_RESTRICT
- #define inoutAU2 AU1 *A_RESTRICT
- #define inoutAU3 AU1 *A_RESTRICT
- #define inoutAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 AD1 *A_RESTRICT
- #define outAD3 AD1 *A_RESTRICT
- #define outAD4 AD1 *A_RESTRICT
- #define outAF2 AF1 *A_RESTRICT
- #define outAF3 AF1 *A_RESTRICT
- #define outAF4 AF1 *A_RESTRICT
- #define outAL2 AL1 *A_RESTRICT
- #define outAL3 AL1 *A_RESTRICT
- #define outAL4 AL1 *A_RESTRICT
- #define outAU2 AU1 *A_RESTRICT
- #define outAU3 AU1 *A_RESTRICT
- #define outAU4 AU1 *A_RESTRICT
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD1 x[2]
- #define varAD3(x) AD1 x[3]
- #define varAD4(x) AD1 x[4]
- #define varAF2(x) AF1 x[2]
- #define varAF3(x) AF1 x[3]
- #define varAF4(x) AF1 x[4]
- #define varAL2(x) AL1 x[2]
- #define varAL3(x) AL1 x[3]
- #define varAL4(x) AL1 x[4]
- #define varAU2(x) AU1 x[2]
- #define varAU3(x) AU1 x[3]
- #define varAU4(x) AU1 x[4]
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) {x,y}
- #define initAD3(x,y,z) {x,y,z}
- #define initAD4(x,y,z,w) {x,y,z,w}
- #define initAF2(x,y) {x,y}
- #define initAF3(x,y,z) {x,y,z}
- #define initAF4(x,y,z,w) {x,y,z,w}
- #define initAL2(x,y) {x,y}
- #define initAL3(x,y,z) {x,y,z}
- #define initAL4(x,y,z,w) {x,y,z,w}
- #define initAU2(x,y) {x,y}
- #define initAU3(x,y,z) {x,y,z}
- #define initAU4(x,y,z,w) {x,y,z,w}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Replace transcendentals with manual versions.
-//==============================================================================================================================
- #ifdef A_GCC
- A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));}
- #else
- A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);}
- A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);}
- A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));}
- A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);}
- #else
- A_STATIC AD1 ACosD1(AD1 a){return cos(a);}
- A_STATIC AF1 ACosF1(AF1 a){return cosf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
- A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];}
- A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
- A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);}
- #else
- A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);}
- A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);}
- #else
- A_STATIC AD1 AFloorD1(AD1 a){return floor(a);}
- A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);}
- A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);}
- #else
- A_STATIC AD1 ALog2D1(AD1 a){return log2(a);}
- A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;}
- A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;}
- A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
- A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- // These follow the convention that A integer types don't have signage, until they are operated on.
- A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
- A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a<b?a:b;}
- A_STATIC AF1 AMinF1(AF1 a,AF1 b){return a<b?a:b;}
- A_STATIC AL1 AMinL1(AL1 a,AL1 b){return a<b?a:b;}
- A_STATIC AU1 AMinU1(AU1 a,AU1 b){return a<b?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AMinSL1(AL1 a,AL1 b){return (ASL1_(a)<ASL1_(b))?a:b;}
- A_STATIC AU1 AMinSU1(AU1 a,AU1 b){return (ASU1_(a)<ASU1_(b))?a:b;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARcpD1(AD1 a){return 1.0/a;}
- A_STATIC AF1 ARcpF1(AF1 a){return 1.0f/a;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AL1 AShrSL1(AL1 a,AL1 b){return AL1_(ASL1_(a)>>ASL1_(b));}
- A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);}
- #else
- A_STATIC AD1 ASinD1(AD1 a){return sin(a);}
- A_STATIC AF1 ASinF1(AF1 a){return sinf(a);}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_GCC
- A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);}
- #else
- A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);}
- A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));}
- A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);}
- A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));}
- A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));}
- A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));}
- A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;}
- A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;}
- A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;}
- A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;}
- A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
- A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
- A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
- A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
- A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;}
- A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
- A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;}
- A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;}
- A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;}
- A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;}
- A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;}
- A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;}
- A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;}
- A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;}
- A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;}
- A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;}
- A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;}
- A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;}
- A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
- A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
- A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
- A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
- A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;}
- A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
- A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
-//==============================================================================================================================
- A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;}
- A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;}
- A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;}
- A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;}
- A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF FLOAT PACKING
-//==============================================================================================================================
- // Convert float to half (in lower 16-bits of output).
- // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
- // Supports denormals.
- // Conversion rules are to make computations possibly "safer" on the GPU,
- // -INF & -NaN -> -65504
- // +INF & +NaN -> +65504
- A_STATIC AU1 AU1_AH1_AF1(AF1 f){
- static AW1 base[512]={
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100,
- 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00,
- 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
- 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100,
- 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00,
- 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
- 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff};
- static AB1 shift[512]={
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
- 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
- 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
- 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18};
- union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Used to output packed constant.
- A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_GLSL) && defined(A_GPU)
- #ifndef A_SKIP_EXT
- #ifdef A_HALF
- #extension GL_EXT_shader_16bit_storage:require
- #extension GL_EXT_shader_explicit_arithmetic_types:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_LONG
- #extension GL_ARB_gpu_shader_int64:require
- #extension GL_NV_shader_atomic_int64:require
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_WAVE
- #extension GL_KHR_shader_subgroup_arithmetic:require
- #extension GL_KHR_shader_subgroup_ballot:require
- #extension GL_KHR_shader_subgroup_quad:require
- #extension GL_KHR_shader_subgroup_shuffle:require
- #endif
- #endif
-//==============================================================================================================================
- #define AP1 bool
- #define AP2 bvec2
- #define AP3 bvec3
- #define AP4 bvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 vec2
- #define AF3 vec3
- #define AF4 vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uvec2
- #define AU3 uvec3
- #define AU4 uvec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 ivec2
- #define ASU3 ivec3
- #define ASU4 ivec4
-//==============================================================================================================================
- #define AF1_AU1(x) uintBitsToFloat(AU1(x))
- #define AF2_AU2(x) uintBitsToFloat(AU2(x))
- #define AF3_AU3(x) uintBitsToFloat(AU3(x))
- #define AF4_AU4(x) uintBitsToFloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) floatBitsToUint(AF1(x))
- #define AU2_AF2(x) floatBitsToUint(AF2(x))
- #define AU3_AF3(x) floatBitsToUint(AF3(x))
- #define AU4_AF4(x) floatBitsToUint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return packHalf2x16(AF2(a,0.0));}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2_AF2 packHalf2x16
- #define AU1_AW2Unorm_AF2 packUnorm2x16
- #define AU1_AB4Unorm_AF4 packUnorm4x8
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF2_AH2_AU1 unpackHalf2x16
- #define AF2_AW2Unorm_AU1 unpackUnorm2x16
- #define AF4_AB4Unorm_AU1 unpackUnorm4x8
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MED3_F32.
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return clamp(x,n,m);}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F32 (note DX frac() is different).
- AF1 AFractF1(AF1 x){return fract(x);}
- AF2 AFractF2(AF2 x){return fract(x);}
- AF3 AFractF3(AF3 x){return fract(x);}
- AF4 AFractF4(AF4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return mix(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return mix(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return mix(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MAX3_F32.
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Clamp has an easier pattern match for med3 when some ordering is known.
- // V_MED3_F32.
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_MIN3_F32.
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_COS_F32.
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
- // V_SIN_F32.
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return AF1_(1.0)/x;}
- AF2 ARcpF2(AF2 x){return AF2_(1.0)/x;}
- AF3 ARcpF3(AF3 x){return AF3_(1.0)/x;}
- AF4 ARcpF4(AF4 x){return AF4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return AF1_(1.0)/sqrt(x);}
- AF2 ARsqF2(AF2 x){return AF2_(1.0)/sqrt(x);}
- AF3 ARsqF3(AF3 x){return AF3_(1.0)/sqrt(x);}
- AF4 ARsqF4(AF4 x){return AF4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return clamp(x,AF1_(0.0),AF1_(1.0));}
- AF2 ASatF2(AF2 x){return clamp(x,AF2_(0.0),AF2_(1.0));}
- AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}
- AF4 ASatF4(AF4 x){return clamp(x,AF4_(0.0),AF4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #define AB1 uint8_t
- #define AB2 u8vec2
- #define AB3 u8vec3
- #define AB4 u8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASB1 int8_t
- #define ASB2 i8vec2
- #define ASB3 i8vec3
- #define ASB4 i8vec4
-//------------------------------------------------------------------------------------------------------------------------------
- AB1 AB1_x(AB1 a){return AB1(a);}
- AB2 AB2_x(AB1 a){return AB2(a,a);}
- AB3 AB3_x(AB1 a){return AB3(a,a,a);}
- AB4 AB4_x(AB1 a){return AB4(a,a,a,a);}
- #define AB1_(a) AB1_x(AB1(a))
- #define AB2_(a) AB2_x(AB1(a))
- #define AB3_(a) AB3_x(AB1(a))
- #define AB4_(a) AB4_x(AB1(a))
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #define AH1 float16_t
- #define AH2 f16vec2
- #define AH3 f16vec3
- #define AH4 f16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 u16vec2
- #define AW3 u16vec3
- #define AW4 u16vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 i16vec2
- #define ASW3 i16vec3
- #define ASW4 i16vec4
-//==============================================================================================================================
- #define AH2_AU1(x) unpackFloat2x16(AU1(x))
- AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));}
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) unpackUint2x16(AU1(x))
- #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x)))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AH2(x) packFloat2x16(AH2(x))
- AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));}
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) packUint2x16(AW2(x))
- #define AU2_AW4(x) unpack32(packUint4x16(AW4(x)))
-//==============================================================================================================================
- #define AW1_AH1(x) halfBitsToUint16(AH1(x))
- #define AW2_AH2(x) halfBitsToUint16(AH2(x))
- #define AW3_AH3(x) halfBitsToUint16(AH3(x))
- #define AW4_AH4(x) halfBitsToUint16(AH4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AH1_AW1(x) uint16BitsToHalf(AW1(x))
- #define AH2_AW2(x) uint16BitsToHalf(AW2(x))
- #define AH3_AW3(x) uint16BitsToHalf(AW3(x))
- #define AH4_AW4(x) uint16BitsToHalf(AW4(x))
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return clamp(x,n,m);}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return clamp(x,n,m);}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return clamp(x,n,m);}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return clamp(x,n,m);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFractH1(AH1 x){return fract(x);}
- AH2 AFractH2(AH2 x){return fract(x);}
- AH3 AFractH3(AH3 x){return fract(x);}
- AH4 AFractH4(AH4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of max3.
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // No packed version of min3.
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;}
- AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;}
- AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;}
- AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);}
- AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);}
- AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);}
- AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));}
- AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));}
- AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));}
- AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #define AD1 double
- #define AD2 dvec2
- #define AD3 dvec3
- #define AD4 dvec4
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 x){return fract(x);}
- AD2 AFractD2(AD2 x){return fract(x);}
- AD3 AFractD3(AD3 x){return fract(x);}
- AD4 AFractD4(AD4 x){return fract(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;}
- AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;}
- AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;}
- AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);}
- AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);}
- AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);}
- AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));}
- AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));}
- AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}
- AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// GLSL LONG
-//==============================================================================================================================
- #ifdef A_LONG
- #define AL1 uint64_t
- #define AL2 u64vec2
- #define AL3 u64vec3
- #define AL4 u64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASL1 int64_t
- #define ASL2 i64vec2
- #define ASL3 i64vec3
- #define ASL4 i64vec4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AL1_AU2(x) packUint2x32(AU2(x))
- #define AU2_AL1(x) unpackUint2x32(AL1(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AL1_x(AL1 a){return AL1(a);}
- AL2 AL2_x(AL1 a){return AL2(a,a);}
- AL3 AL3_x(AL1 a){return AL3(a,a,a);}
- AL4 AL4_x(AL1 a){return AL4(a,a,a,a);}
- #define AL1_(a) AL1_x(AL1(a))
- #define AL2_(a) AL2_x(AL1(a))
- #define AL3_(a) AL3_x(AL1(a))
- #define AL4_(a) AL4_x(AL1(a))
-//==============================================================================================================================
- AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));}
- AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));}
- AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));}
- AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));}
- AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));}
- AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));}
- AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));}
- AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));}
- AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));}
- AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// WAVE OPERATIONS
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);}
- AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(subgroupShuffleXor(AU1_AH2(v),x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(subgroupShuffleXor(AU2_AH4(v),x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(subgroupShuffleXor(AU1_AW2(v),x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU2(subgroupShuffleXor(AU2_AW4(v),x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// HLSL
-//
-//
-//==============================================================================================================================
-#if defined(A_HLSL) && defined(A_GPU)
- #ifdef A_HLSL_6_2
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float32_t
- #define AF2 float32_t2
- #define AF3 float32_t3
- #define AF4 float32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint32_t
- #define AU2 uint32_t2
- #define AU3 uint32_t3
- #define AU4 uint32_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int32_t
- #define ASU2 int32_t2
- #define ASU3 int32_t3
- #define ASU4 int32_t4
- #else
- #define AP1 bool
- #define AP2 bool2
- #define AP3 bool3
- #define AP4 bool4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AF1 float
- #define AF2 float2
- #define AF3 float3
- #define AF4 float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1 uint
- #define AU2 uint2
- #define AU3 uint3
- #define AU4 uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASU1 int
- #define ASU2 int2
- #define ASU3 int3
- #define ASU4 int4
- #endif
-//==============================================================================================================================
- #define AF1_AU1(x) asfloat(AU1(x))
- #define AF2_AU2(x) asfloat(AU2(x))
- #define AF3_AU3(x) asfloat(AU3(x))
- #define AF4_AU4(x) asfloat(AU4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AU1_AF1(x) asuint(AF1(x))
- #define AU2_AF2(x) asuint(AF2(x))
- #define AU3_AF3(x) asuint(AF3(x))
- #define AU4_AF4(x) asuint(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);}
- #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
- #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a))
- #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
- #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x))
-//==============================================================================================================================
- AF1 AF1_x(AF1 a){return AF1(a);}
- AF2 AF2_x(AF1 a){return AF2(a,a);}
- AF3 AF3_x(AF1 a){return AF3(a,a,a);}
- AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
- #define AF1_(a) AF1_x(AF1(a))
- #define AF2_(a) AF2_x(AF1(a))
- #define AF3_(a) AF3_x(AF1(a))
- #define AF4_(a) AF4_x(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_x(AU1 a){return AU1(a);}
- AU2 AU2_x(AU1 a){return AU2(a,a);}
- AU3 AU3_x(AU1 a){return AU3(a,a,a);}
- AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
- #define AU1_(a) AU1_x(AU1(a))
- #define AU2_(a) AU2_x(AU1(a))
- #define AU3_(a) AU3_x(AU1(a))
- #define AU4_(a) AU4_x(AU1(a))
-//==============================================================================================================================
- AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
- AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
- AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
- AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1;return (src>>off)&mask;}
- AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
- AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1;return (ins&mask)|(src&(~mask));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AClampF1(AF1 x,AF1 n,AF1 m){return max(n,min(x,m));}
- AF2 AClampF2(AF2 x,AF2 n,AF2 m){return max(n,min(x,m));}
- AF3 AClampF3(AF3 x,AF3 n,AF3 m){return max(n,min(x,m));}
- AF4 AClampF4(AF4 x,AF4 n,AF4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFractF1(AF1 x){return x-floor(x);}
- AF2 AFractF2(AF2 x){return x-floor(x);}
- AF3 AFractF3(AF3 x){return x-floor(x);}
- AF4 AFractF4(AF4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return lerp(x,y,a);}
- AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return lerp(x,y,a);}
- AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return lerp(x,y,a);}
- AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
- AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
- AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
- AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
- AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
- AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
- AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
- AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
- AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
- AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
- AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
- AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
- AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
- AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
- AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
- AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
- AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
- AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
- AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
- AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
- AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
- AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
- AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
- AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
- AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
- AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
- AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
- AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
- AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
- AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
- AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
- AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
- AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
- AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARcpF1(AF1 x){return rcp(x);}
- AF2 ARcpF2(AF2 x){return rcp(x);}
- AF3 ARcpF3(AF3 x){return rcp(x);}
- AF4 ARcpF4(AF4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ARsqF1(AF1 x){return rsqrt(x);}
- AF2 ARsqF2(AF2 x){return rsqrt(x);}
- AF3 ARsqF3(AF3 x){return rsqrt(x);}
- AF4 ARsqF4(AF4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASatF1(AF1 x){return saturate(x);}
- AF2 ASatF2(AF2 x){return saturate(x);}
- AF3 ASatF3(AF3 x){return saturate(x);}
- AF4 ASatF4(AF4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
- AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
- AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
- AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL BYTE
-//==============================================================================================================================
- #ifdef A_BYTE
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL HALF
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define AH1 float16_t
- #define AH2 float16_t2
- #define AH3 float16_t3
- #define AH4 float16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 uint16_t
- #define AW2 uint16_t2
- #define AW3 uint16_t3
- #define AW4 uint16_t4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 int16_t
- #define ASW2 int16_t2
- #define ASW3 int16_t3
- #define ASW4 int16_t4
- #else
- #define AH1 min16float
- #define AH2 min16float2
- #define AH3 min16float3
- #define AH4 min16float4
-//------------------------------------------------------------------------------------------------------------------------------
- #define AW1 min16uint
- #define AW2 min16uint2
- #define AW3 min16uint3
- #define AW4 min16uint4
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASW1 min16int
- #define ASW2 min16int2
- #define ASW3 min16int3
- #define ASW4 min16int4
- #endif
-//==============================================================================================================================
- // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
- // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
- AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);}
- AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));}
- AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);}
- AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));}
- #define AH2_AU1(x) AH2_AU1_x(AU1(x))
- #define AH4_AU2(x) AH4_AU2_x(AU2(x))
- #define AW2_AU1(x) AW2_AU1_x(AU1(x))
- #define AW4_AU2(x) AW4_AU2_x(AU2(x))
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);}
- AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));}
- AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);}
- AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));}
- #define AU1_AH2(x) AU1_AH2_x(AH2(x))
- #define AU2_AH4(x) AU2_AH4_x(AH4(x))
- #define AU1_AW2(x) AU1_AW2_x(AW2(x))
- #define AU2_AW4(x) AU2_AW4_x(AW4(x))
-//==============================================================================================================================
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AW1_AH1(x) asuint16(x)
- #define AW2_AH2(x) asuint16(x)
- #define AW3_AH3(x) asuint16(x)
- #define AW4_AH4(x) asuint16(x)
- #else
- #define AW1_AH1(a) AW1(f32tof16(AF1(a)))
- #define AW2_AH2(a) AW2(AW1_AH1((a).x),AW1_AH1((a).y))
- #define AW3_AH3(a) AW3(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z))
- #define AW4_AH4(a) AW4(AW1_AH1((a).x),AW1_AH1((a).y),AW1_AH1((a).z),AW1_AH1((a).w))
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #if defined(A_HLSL_6_2) && !defined(A_NO_16_BIT_CAST)
- #define AH1_AW1(x) asfloat16(x)
- #define AH2_AW2(x) asfloat16(x)
- #define AH3_AW3(x) asfloat16(x)
- #define AH4_AW4(x) asfloat16(x)
- #else
- #define AH1_AW1(a) AH1(f16tof32(AU1(a)))
- #define AH2_AW2(a) AH2(AH1_AW1((a).x),AH1_AW1((a).y))
- #define AH3_AW3(a) AH3(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z))
- #define AH4_AW4(a) AH4(AH1_AW1((a).x),AH1_AW1((a).y),AH1_AW1((a).z),AH1_AW1((a).w))
- #endif
-//==============================================================================================================================
- AH1 AH1_x(AH1 a){return AH1(a);}
- AH2 AH2_x(AH1 a){return AH2(a,a);}
- AH3 AH3_x(AH1 a){return AH3(a,a,a);}
- AH4 AH4_x(AH1 a){return AH4(a,a,a,a);}
- #define AH1_(a) AH1_x(AH1(a))
- #define AH2_(a) AH2_x(AH1(a))
- #define AH3_(a) AH3_x(AH1(a))
- #define AH4_(a) AH4_x(AH1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AW1_x(AW1 a){return AW1(a);}
- AW2 AW2_x(AW1 a){return AW2(a,a);}
- AW3 AW3_x(AW1 a){return AW3(a,a,a);}
- AW4 AW4_x(AW1 a){return AW4(a,a,a,a);}
- #define AW1_(a) AW1_x(AW1(a))
- #define AW2_(a) AW2_x(AW1(a))
- #define AW3_(a) AW3_x(AW1(a))
- #define AW4_(a) AW4_x(AW1(a))
-//==============================================================================================================================
- AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));}
- AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));}
- AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));}
- AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AClampH1(AH1 x,AH1 n,AH1 m){return max(n,min(x,m));}
- AH2 AClampH2(AH2 x,AH2 n,AH2 m){return max(n,min(x,m));}
- AH3 AClampH3(AH3 x,AH3 n,AH3 m){return max(n,min(x,m));}
- AH4 AClampH4(AH4 x,AH4 n,AH4 m){return max(n,min(x,m));}
-//------------------------------------------------------------------------------------------------------------------------------
- // V_FRACT_F16 (note DX frac() is different).
- AH1 AFractH1(AH1 x){return x-floor(x);}
- AH2 AFractH2(AH2 x){return x-floor(x);}
- AH3 AFractH3(AH3 x){return x-floor(x);}
- AH4 AFractH4(AH4 x){return x-floor(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);}
- AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);}
- AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);}
- AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));}
- AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));}
- AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));}
- AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));}
- AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));}
- AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));}
- AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));}
- AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));}
- AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));}
- AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));}
- AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));}
- AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));}
- AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARcpH1(AH1 x){return rcp(x);}
- AH2 ARcpH2(AH2 x){return rcp(x);}
- AH3 ARcpH3(AH3 x){return rcp(x);}
- AH4 ARcpH4(AH4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ARsqH1(AH1 x){return rsqrt(x);}
- AH2 ARsqH2(AH2 x){return rsqrt(x);}
- AH3 ARsqH3(AH3 x){return rsqrt(x);}
- AH4 ARsqH4(AH4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASatH1(AH1 x){return saturate(x);}
- AH2 ASatH2(AH2 x){return saturate(x);}
- AH3 ASatH3(AH3 x){return saturate(x);}
- AH4 ASatH4(AH4 x){return saturate(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));}
- AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));}
- AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));}
- AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HLSL DOUBLE
-//==============================================================================================================================
- #ifdef A_DUBL
- #ifdef A_HLSL_6_2
- #define AD1 float64_t
- #define AD2 float64_t2
- #define AD3 float64_t3
- #define AD4 float64_t4
- #else
- #define AD1 double
- #define AD2 double2
- #define AD3 double3
- #define AD4 double4
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 AD1_x(AD1 a){return AD1(a);}
- AD2 AD2_x(AD1 a){return AD2(a,a);}
- AD3 AD3_x(AD1 a){return AD3(a,a,a);}
- AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
- #define AD1_(a) AD1_x(AD1(a))
- #define AD2_(a) AD2_x(AD1(a))
- #define AD3_(a) AD3_x(AD1(a))
- #define AD4_(a) AD4_x(AD1(a))
-//==============================================================================================================================
- AD1 AFractD1(AD1 a){return a-floor(a);}
- AD2 AFractD2(AD2 a){return a-floor(a);}
- AD3 AFractD3(AD3 a){return a-floor(a);}
- AD4 AFractD4(AD4 a){return a-floor(a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);}
- AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);}
- AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);}
- AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARcpD1(AD1 x){return rcp(x);}
- AD2 ARcpD2(AD2 x){return rcp(x);}
- AD3 ARcpD3(AD3 x){return rcp(x);}
- AD4 ARcpD4(AD4 x){return rcp(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ARsqD1(AD1 x){return rsqrt(x);}
- AD2 ARsqD2(AD2 x){return rsqrt(x);}
- AD3 ARsqD3(AD3 x){return rsqrt(x);}
- AD4 ARsqD4(AD4 x){return rsqrt(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AD1 ASatD1(AD1 x){return saturate(x);}
- AD2 ASatD2(AD2 x){return saturate(x);}
- AD3 ASatD3(AD3 x){return saturate(x);}
- AD4 ASatD4(AD4 x){return saturate(x);}
- #endif
-//==============================================================================================================================
-// HLSL WAVE
-//==============================================================================================================================
- #ifdef A_WAVE
- // Where 'x' must be a compile time literal.
- AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
- AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AH2 AWaveXorH2(AH2 v,AU1 x){return AH2_AU1(WaveReadLaneAt(AU1_AH2(v),WaveGetLaneIndex()^x));}
- AH4 AWaveXorH4(AH4 v,AU1 x){return AH4_AU2(WaveReadLaneAt(AU2_AH4(v),WaveGetLaneIndex()^x));}
- AW2 AWaveXorW2(AW2 v,AU1 x){return AW2_AU1(WaveReadLaneAt(AU1_AW2(v),WaveGetLaneIndex()^x));}
- AW4 AWaveXorW4(AW4 v,AU1 x){return AW4_AU1(WaveReadLaneAt(AU1_AW4(v),WaveGetLaneIndex()^x));}
- #endif
- #endif
-//==============================================================================================================================
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU COMMON
-//
-//
-//==============================================================================================================================
-#ifdef A_GPU
- // Negative and positive infinity.
- #define A_INFP_F AF1_AU1(0x7f800000u)
- #define A_INFN_F AF1_AU1(0xff800000u)
-//------------------------------------------------------------------------------------------------------------------------------
- // Copy sign from 's' to positive 'd'.
- AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));}
- AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));}
- AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));}
- AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Single operation to return (useful to create a mask to use in lerp for branch free logic),
- // m=NaN := 0
- // m>=0 := 0
- // m<0 := 1
- // Uses the following useful floating point logic,
- // saturate(+a*(-INF)==-INF) := 0
- // saturate( 0*(-INF)== NaN) := 0
- // saturate(-a*(-INF)==+INF) := 1
- AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));}
- AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));}
- AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));}
- AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));}
- AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));}
- AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));}
- AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));}
-//==============================================================================================================================
- #ifdef A_HALF
- #ifdef A_HLSL_6_2
- #define A_INFP_H AH1_AW1((uint16_t)0x7c00u)
- #define A_INFN_H AH1_AW1((uint16_t)0xfc00u)
- #else
- #define A_INFP_H AH1_AW1(0x7c00u)
- #define A_INFN_H AH1_AW1(0xfc00u)
- #endif
-
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));}
- AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));}
- AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));}
- AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));}
- AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));}
- AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));}
- AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AGtZeroH1(AH1 m){return ASatH1(m*AH1_(A_INFP_H));}
- AH2 AGtZeroH2(AH2 m){return ASatH2(m*AH2_(A_INFP_H));}
- AH3 AGtZeroH3(AH3 m){return ASatH3(m*AH3_(A_INFP_H));}
- AH4 AGtZeroH4(AH4 m){return ASatH4(m*AH4_(A_INFP_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [FIS] FLOAT INTEGER SORTABLE
-//------------------------------------------------------------------------------------------------------------------------------
-// Float to integer sortable.
-// - If sign bit=0, flip the sign bit (positives).
-// - If sign bit=1, flip all bits (negatives).
-// Integer sortable to float.
-// - If sign bit=1, flip the sign bit (positives).
-// - If sign bit=0, flip all bits (negatives).
-// Has nice side effects.
-// - Larger integers are more positive values.
-// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-// Burns 3 ops for conversion {shift,or,xor}.
-//==============================================================================================================================
- AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
- AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value).
- AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
- AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- AW1 AFisToW1(AW1 x){return x^(( AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
- AW1 AFisFromW1(AW1 x){return x^((~AShrSW1(x,AW1_(15)))|AW1_(0x8000));}
-//------------------------------------------------------------------------------------------------------------------------------
- AW2 AFisToW2(AW2 x){return x^(( AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- AW2 AFisFromW2(AW2 x){return x^((~AShrSW2(x,AW2_(15)))|AW2_(0x8000));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [PERM] V_PERM_B32
-//------------------------------------------------------------------------------------------------------------------------------
-// Support for V_PERM_B32 started in the 3rd generation of GCN.
-//------------------------------------------------------------------------------------------------------------------------------
-// yyyyxxxx - The 'i' input.
-// 76543210
-// ========
-// HGFEDCBA - Naming on permutation.
-//------------------------------------------------------------------------------------------------------------------------------
-// TODO
-// ====
-// - Make sure compiler optimizes this.
-//==============================================================================================================================
- #ifdef A_HALF
- AU1 APerm0E0A(AU2 i){return((i.x )&0xffu)|((i.y<<16)&0xff0000u);}
- AU1 APerm0F0B(AU2 i){return((i.x>> 8)&0xffu)|((i.y<< 8)&0xff0000u);}
- AU1 APerm0G0C(AU2 i){return((i.x>>16)&0xffu)|((i.y )&0xff0000u);}
- AU1 APerm0H0D(AU2 i){return((i.x>>24)&0xffu)|((i.y>> 8)&0xff0000u);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermHGFA(AU2 i){return((i.x )&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGFC(AU2 i){return((i.x>>16)&0x000000ffu)|(i.y&0xffffff00u);}
- AU1 APermHGAE(AU2 i){return((i.x<< 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHGCE(AU2 i){return((i.x>> 8)&0x0000ff00u)|(i.y&0xffff00ffu);}
- AU1 APermHAFE(AU2 i){return((i.x<<16)&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermHCFE(AU2 i){return((i.x )&0x00ff0000u)|(i.y&0xff00ffffu);}
- AU1 APermAGFE(AU2 i){return((i.x<<24)&0xff000000u)|(i.y&0x00ffffffu);}
- AU1 APermCGFE(AU2 i){return((i.x<< 8)&0xff000000u)|(i.y&0x00ffffffu);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 APermGCEA(AU2 i){return((i.x)&0x00ff00ffu)|((i.y<<8)&0xff00ff00u);}
- AU1 APermGECA(AU2 i){return(((i.x)&0xffu)|((i.x>>8)&0xff00u)|((i.y<<16)&0xff0000u)|((i.y<<8)&0xff000000u));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BUC] BYTE UNSIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation.
-// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPCODE NOTES
-// ============
-// GCN does not do UNORM or SNORM for bytes in opcodes.
-// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
-// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
-// V_PERM_B32 does byte packing with ability to zero fill bytes as well.
-// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
-// ==== =====
-// 0 : 0
-// 1 : 1
-// ...
-// 255 : 255
-// : 256 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : 0
-// 1 : 1/512
-// 2 : 1/256
-// ...
-// 64 : 1/8
-// 128 : 1/4
-// 255 : 255/512
-// : 1/2 (just outside the encoding range)
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES
-// ============================================
-// r=ABuc0FromU1(i)
-// V_CVT_F32_UBYTE0 r,i
-// --------------------------------------------
-// r=ABuc0ToU1(d,i)
-// V_CVT_PKACCUM_U8_F32 r,i,0,d
-// --------------------------------------------
-// d=ABuc0FromU2(i)
-// Where 'k0' is an SGPR with 0x0E0A
-// Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits
-// V_PERM_B32 d,i.x,i.y,k0
-// V_PK_FMA_F16 d,d,k1.x,0
-// --------------------------------------------
-// r=ABuc0ToU2(d,i)
-// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-// Where 'k1' is an SGPR with 0x????
-// Where 'k2' is an SGPR with 0x????
-// V_PK_FMA_F16 i,i,k0.x,0
-// V_PERM_B32 r.x,i,i,k1
-// V_PERM_B32 r.y,i,i,k2
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BUC_32 (255.0)
- #define A_BUC_16 (255.0/512.0)
-//==============================================================================================================================
- #if 1
- // Designed to be one V_CVT_PKACCUM_U8_F32.
- // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32.
- AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u) )&(0x000000ffu));}
- AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));}
- AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));}
- AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed to be one V_CVT_F32_UBYTE*.
- AF1 ABuc0FromU1(AU1 i){return AF1((i )&255u);}
- AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);}
- AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);}
- AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABuc01ToW2(AH2 x,AH2 y){x*=AH2_(1.0/32768.0);y*=AH2_(1.0/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 3 ops to do SOA to AOS and conversion.
- AU2 ABuc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABuc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABuc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABuc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Designed for 2 ops to do both AOS to SOA, and conversion.
- AH2 ABuc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0);}
- AH2 ABuc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0);}
- AH2 ABuc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0);}
- AH2 ABuc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [BSC] BYTE SIGNED CONVERSION
-//------------------------------------------------------------------------------------------------------------------------------
-// Similar to [BUC].
-// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively.
-//------------------------------------------------------------------------------------------------------------------------------
-// ENCODING (without zero-based encoding)
-// ========
-// 0 = unused (can be used to mean something else)
-// 1 = lowest value
-// 128 = exact zero center (zero based encoding
-// 255 = highest value
-//------------------------------------------------------------------------------------------------------------------------------
-// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-// This is useful if there is a desire for cleared values to decode as zero.
-//------------------------------------------------------------------------------------------------------------------------------
-// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
-// ==== =====
-// 0 : -127/512 (unused)
-// 1 : -126/512
-// 2 : -125/512
-// ...
-// 128 : 0
-// ...
-// 255 : 127/512
-// : 1/4 (just outside the encoding range)
-//==============================================================================================================================
- // Peak range for 32-bit and 16-bit operations.
- #define A_BSC_32 (127.0)
- #define A_BSC_16 (127.0/512.0)
-//==============================================================================================================================
- #if 1
- AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u) )&(0x000000ffu));}
- AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));}
- AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));}
- AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u) )&(0x000000ffu)))^0x00000080u;}
- AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;}
- AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;}
- AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromU1(AU1 i){return AF1((i )&255u)-128.0;}
- AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;}
- AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;}
- AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ABsc0FromZbU1(AU1 i){return AF1(((i )&255u)^0x80u)-128.0;}
- AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;}
- AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;}
- AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- // Takes {x0,x1} and {y0,y1} and builds {{x0,y0},{x1,y1}}.
- AW2 ABsc01ToW2(AH2 x,AH2 y){x=x*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);y=y*AH2_(1.0/32768.0)+AH2_(0.25/32768.0);
- return AW2_AU1(APermGCEA(AU2(AU1_AW2(AW2_AH2(x)),AU1_AW2(AW2_AH2(y)))));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)));
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AU2 ABsc0ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGFA(AU2(d.x,b)),APermHGFC(AU2(d.y,b)));}
- AU2 ABsc1ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHGAE(AU2(d.x,b)),APermHGCE(AU2(d.y,b)));}
- AU2 ABsc2ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermHAFE(AU2(d.x,b)),APermHCFE(AU2(d.y,b)));}
- AU2 ABsc3ToZbU2(AU2 d,AH2 i){AU1 b=AU1_AW2(AW2_AH2(i*AH2_(1.0/32768.0)+AH2_(0.25/32768.0)))^0x00800080u;
- return AU2(APermAGFE(AU2(d.x,b)),APermCGFE(AU2(d.y,b)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)))*AH2_(32768.0)-AH2_(0.25);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 ABsc0FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0E0A(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc1FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0F0B(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc2FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0G0C(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- AH2 ABsc3FromZbU2(AU2 i){return AH2_AW2(AW2_AU1(APerm0H0D(i)^0x00800080u))*AH2_(32768.0)-AH2_(0.25);}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// HALF APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These support only positive inputs.
-// Did not see value yet in specialization for range.
-// Using quick testing, ended up mostly getting the same "best" approximation for various ranges.
-// With hardware that can co-execute transcendentals, the value in approximations could be less than expected.
-// However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total.
-// And co-execution would require a compiler interleaving a lot of independent work for packed usage.
-//------------------------------------------------------------------------------------------------------------------------------
-// The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total).
-// Same with sqrt(), as this could be x*rsq() (7 ops).
-//==============================================================================================================================
- #ifdef A_HALF
- // Minimize squared error across full positive range, 2 ops.
- // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output.
- AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));}
- AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));}
- AH3 APrxLoSqrtH3(AH3 a){return AH3_AW3((AW3_AH3(a)>>AW3_(1))+AW3_(0x1de2));}
- AH4 APrxLoSqrtH4(AH4 a){return AH4_AW4((AW4_AH4(a)>>AW4_(1))+AW4_(0x1de2));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Lower precision estimation, 1 op.
- // Minimize squared error across {smallest normal to 16384.0}.
- AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));}
- AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));}
- AH3 APrxLoRcpH3(AH3 a){return AH3_AW3(AW3_(0x7784)-AW3_AH3(a));}
- AH4 APrxLoRcpH4(AH4 a){return AH4_AW4(AW4_(0x7784)-AW4_AH4(a));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Medium precision estimation, one Newton Raphson iteration, 3 ops.
- AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));}
- AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));}
- AH3 APrxMedRcpH3(AH3 a){AH3 b=AH3_AW3(AW3_(0x778d)-AW3_AH3(a));return b*(-b*a+AH3_(2.0));}
- AH4 APrxMedRcpH4(AH4 a){AH4 b=AH4_AW4(AW4_(0x778d)-AW4_AH4(a));return b*(-b*a+AH4_(2.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Minimize squared error across {smallest normal to 16384.0}, 2 ops.
- AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));}
- AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));}
- AH3 APrxLoRsqH3(AH3 a){return AH3_AW3(AW3_(0x59a3)-(AW3_AH3(a)>>AW3_(1)));}
- AH4 APrxLoRsqH4(AH4 a){return AH4_AW4(AW4_(0x59a3)-(AW4_AH4(a)>>AW4_(1)));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// FLOAT APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN",
-// - Idea dates back to SGI, then to Quake 3, etc.
-// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-// - sqrt(x)=rsqrt(x)*x
-// - rcp(x)=rsqrt(x)*rsqrt(x) for positive x
-// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-//------------------------------------------------------------------------------------------------------------------------------
-// These below are from perhaps less complete searching for optimal.
-// Used FP16 normal range for testing with +4096 32-bit step size for sampling error.
-// So these match up well with the half approximations.
-//==============================================================================================================================
- AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));}
- AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));}
- AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));}
- AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));}
- AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));}
- AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));}
- AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));}
- AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));}
- AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));}
- AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));}
- AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));}
- AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));}
- AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PQ APPROXIMATIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do
-// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%.
-//==============================================================================================================================
-// Helpers
- AF1 Quart(AF1 a) { a = a * a; return a * a;}
- AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; }
- AF2 Quart(AF2 a) { a = a * a; return a * a; }
- AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; }
- AF3 Quart(AF3 a) { a = a * a; return a * a; }
- AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; }
- AF4 Quart(AF4 a) { a = a * a; return a * a; }
- AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; }
- //------------------------------------------------------------------------------------------------------------------------------
- AF1 APrxPQToGamma2(AF1 a) { return Quart(a); }
- AF1 APrxPQToLinear(AF1 a) { return Oct(a); }
- AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); }
- AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); }
- AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); }
- AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF2 APrxPQToGamma2(AF2 a) { return Quart(a); }
- AF2 APrxPQToLinear(AF2 a) { return Oct(a); }
- AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); }
- AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); }
- AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); }
- AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF3 APrxPQToGamma2(AF3 a) { return Quart(a); }
- AF3 APrxPQToLinear(AF3 a) { return Oct(a); }
- AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); }
- AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); }
- AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); }
- AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); }
- //------------------------------------------------------------------------------------------------------------------------------
- AF4 APrxPQToGamma2(AF4 a) { return Quart(a); }
- AF4 APrxPQToLinear(AF4 a) { return Oct(a); }
- AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); }
- AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
- AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); }
- AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); }
- AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
- AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); }
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PARABOLIC SIN & COS
-//------------------------------------------------------------------------------------------------------------------------------
-// Approximate answers to transcendental questions.
-//------------------------------------------------------------------------------------------------------------------------------
-//==============================================================================================================================
- #if 1
- // Valid input range is {-1 to 1} representing {0 to 2 pi}.
- // Output range is {-1/4 to 1/4} representing {-1 to 1}.
- AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD.
- AF2 APSinF2(AF2 x){return x*abs(x)-x;}
- AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT
- AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);}
- AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));}
- #endif
-//------------------------------------------------------------------------------------------------------------------------------
- #ifdef A_HALF
- // For a packed {sin,cos} pair,
- // - Native takes 16 clocks and 4 issue slots (no packed transcendentals).
- // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed).
- AH1 APSinH1(AH1 x){return x*abs(x)-x;}
- AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA
- AH1 APCosH1(AH1 x){x=AFractH1(x*AH1_(0.5)+AH1_(0.75));x=x*AH1_(2.0)-AH1_(1.0);return APSinH1(x);}
- AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND
- AH2 APSinCosH1(AH1 x){AH1 y=AFractH1(x*AH1_(0.5)+AH1_(0.75));y=y*AH1_(2.0)-AH1_(1.0);return APSinH2(AH2(x,y));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// [ZOL] ZERO ONE LOGIC
-//------------------------------------------------------------------------------------------------------------------------------
-// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit.
-//------------------------------------------------------------------------------------------------------------------------------
-// 0 := false
-// 1 := true
-//------------------------------------------------------------------------------------------------------------------------------
-// AndNot(x,y) -> !(x&y) .... One op.
-// AndOr(x,y,z) -> (x&y)|z ... One op.
-// GtZero(x) -> x>0.0 ..... One op.
-// Sel(x,y,z) -> x?y:z ..... Two ops, has no precision loss.
-// Signed(x) -> x<0.0 ..... One op.
-// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer.
-//------------------------------------------------------------------------------------------------------------------------------
-// OPTIMIZATION NOTES
-// ==================
-// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'.
-// For example 'a.xy*k.xx+k.yy'.
-//==============================================================================================================================
- #if 1
- AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);}
- AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);}
- AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);}
- AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolNotU1(AU1 x){return x^AU1_(1);}
- AU2 AZolNotU2(AU2 x){return x^AU2_(1);}
- AU3 AZolNotU3(AU3 x){return x^AU3_(1);}
- AU4 AZolNotU4(AU4 x){return x^AU4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);}
- AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);}
- AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);}
- AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);}
-//==============================================================================================================================
- AU1 AZolF1ToU1(AF1 x){return AU1(x);}
- AU2 AZolF2ToU2(AF2 x){return AU2(x);}
- AU3 AZolF3ToU3(AF3 x){return AU3(x);}
- AU4 AZolF4ToU4(AF4 x){return AU4(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled).
- AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);}
- AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);}
- AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);}
- AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolU1ToF1(AU1 x){return AF1(x);}
- AF2 AZolU2ToF2(AU2 x){return AF2(x);}
- AF3 AZolU3ToF3(AU3 x){return AF3(x);}
- AF4 AZolU4ToF4(AU4 x){return AF4(x);}
-//==============================================================================================================================
- AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);}
- AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);}
- AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);}
- AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);}
- AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);}
- AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);}
- AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);}
- AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);}
- AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);}
- AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));}
- AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));}
- AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));}
- AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;}
- AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;}
- AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;}
- AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);}
- AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);}
- AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);}
- AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;}
- AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;}
- AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;}
- AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));}
- AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));}
- AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));}
- AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));}
- AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));}
- AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));}
- AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AW1 AZolAndW1(AW1 x,AW1 y){return min(x,y);}
- AW2 AZolAndW2(AW2 x,AW2 y){return min(x,y);}
- AW3 AZolAndW3(AW3 x,AW3 y){return min(x,y);}
- AW4 AZolAndW4(AW4 x,AW4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolNotW1(AW1 x){return x^AW1_(1);}
- AW2 AZolNotW2(AW2 x){return x^AW2_(1);}
- AW3 AZolNotW3(AW3 x){return x^AW3_(1);}
- AW4 AZolNotW4(AW4 x){return x^AW4_(1);}
-//------------------------------------------------------------------------------------------------------------------------------
- AW1 AZolOrW1(AW1 x,AW1 y){return max(x,y);}
- AW2 AZolOrW2(AW2 x,AW2 y){return max(x,y);}
- AW3 AZolOrW3(AW3 x,AW3 y){return max(x,y);}
- AW4 AZolOrW4(AW4 x,AW4 y){return max(x,y);}
-//==============================================================================================================================
- // Uses denormal trick.
- AW1 AZolH1ToW1(AH1 x){return AW1_AH1(x*AH1_AW1(AW1_(1)));}
- AW2 AZolH2ToW2(AH2 x){return AW2_AH2(x*AH2_AW2(AW2_(1)));}
- AW3 AZolH3ToW3(AH3 x){return AW3_AH3(x*AH3_AW3(AW3_(1)));}
- AW4 AZolH4ToW4(AH4 x){return AW4_AH4(x*AH4_AW4(AW4_(1)));}
-//------------------------------------------------------------------------------------------------------------------------------
- // AMD arch lacks a packed conversion opcode.
- AH1 AZolW1ToH1(AW1 x){return AH1_AW1(x*AW1_AH1(AH1_(1.0)));}
- AH2 AZolW2ToH2(AW2 x){return AH2_AW2(x*AW2_AH2(AH2_(1.0)));}
- AH3 AZolW1ToH3(AW3 x){return AH3_AW3(x*AW3_AH3(AH3_(1.0)));}
- AH4 AZolW2ToH4(AW4 x){return AH4_AW4(x*AW4_AH4(AH4_(1.0)));}
-//==============================================================================================================================
- AH1 AZolAndH1(AH1 x,AH1 y){return min(x,y);}
- AH2 AZolAndH2(AH2 x,AH2 y){return min(x,y);}
- AH3 AZolAndH3(AH3 x,AH3 y){return min(x,y);}
- AH4 AZolAndH4(AH4 x,AH4 y){return min(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 ASolAndNotH1(AH1 x,AH1 y){return (-x)*y+AH1_(1.0);}
- AH2 ASolAndNotH2(AH2 x,AH2 y){return (-x)*y+AH2_(1.0);}
- AH3 ASolAndNotH3(AH3 x,AH3 y){return (-x)*y+AH3_(1.0);}
- AH4 ASolAndNotH4(AH4 x,AH4 y){return (-x)*y+AH4_(1.0);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolAndOrH1(AH1 x,AH1 y,AH1 z){return ASatH1(x*y+z);}
- AH2 AZolAndOrH2(AH2 x,AH2 y,AH2 z){return ASatH2(x*y+z);}
- AH3 AZolAndOrH3(AH3 x,AH3 y,AH3 z){return ASatH3(x*y+z);}
- AH4 AZolAndOrH4(AH4 x,AH4 y,AH4 z){return ASatH4(x*y+z);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolGtZeroH1(AH1 x){return ASatH1(x*AH1_(A_INFP_H));}
- AH2 AZolGtZeroH2(AH2 x){return ASatH2(x*AH2_(A_INFP_H));}
- AH3 AZolGtZeroH3(AH3 x){return ASatH3(x*AH3_(A_INFP_H));}
- AH4 AZolGtZeroH4(AH4 x){return ASatH4(x*AH4_(A_INFP_H));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolNotH1(AH1 x){return AH1_(1.0)-x;}
- AH2 AZolNotH2(AH2 x){return AH2_(1.0)-x;}
- AH3 AZolNotH3(AH3 x){return AH3_(1.0)-x;}
- AH4 AZolNotH4(AH4 x){return AH4_(1.0)-x;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolOrH1(AH1 x,AH1 y){return max(x,y);}
- AH2 AZolOrH2(AH2 x,AH2 y){return max(x,y);}
- AH3 AZolOrH3(AH3 x,AH3 y){return max(x,y);}
- AH4 AZolOrH4(AH4 x,AH4 y){return max(x,y);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSelH1(AH1 x,AH1 y,AH1 z){AH1 r=(-x)*z+z;return x*y+r;}
- AH2 AZolSelH2(AH2 x,AH2 y,AH2 z){AH2 r=(-x)*z+z;return x*y+r;}
- AH3 AZolSelH3(AH3 x,AH3 y,AH3 z){AH3 r=(-x)*z+z;return x*y+r;}
- AH4 AZolSelH4(AH4 x,AH4 y,AH4 z){AH4 r=(-x)*z+z;return x*y+r;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AZolSignedH1(AH1 x){return ASatH1(x*AH1_(A_INFN_H));}
- AH2 AZolSignedH2(AH2 x){return ASatH2(x*AH2_(A_INFN_H));}
- AH3 AZolSignedH3(AH3 x){return ASatH3(x*AH3_(A_INFN_H));}
- AH4 AZolSignedH4(AH4 x){return ASatH4(x*AH4_(A_INFN_H));}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// COLOR CONVERSIONS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are all linear to/from some other space (where 'linear' has been shortened out of the function name).
-// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'.
-// These are branch free implementations.
-// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion.
-//------------------------------------------------------------------------------------------------------------------------------
-// TRANSFER FUNCTIONS
-// ==================
-// 709 ..... Rec709 used for some HDTVs
-// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native
-// Pq ...... PQ native for HDR10
-// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type
-// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations)
-// Three ... Gamma 3.0, less fast, but good for HDR.
-//------------------------------------------------------------------------------------------------------------------------------
-// KEEPING TO SPEC
-// ===============
-// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-// Also there is a slight step in the transition regions.
-// Precision of the coefficients in the spec being the likely cause.
-// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
-// This is to work around lack of hardware (typically only ROP does the conversion for free).
-// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
-// So this header keeps with the spec.
-// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear.
-// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear.
-//------------------------------------------------------------------------------------------------------------------------------
-// FOR PQ
-// ======
-// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2.
-// All constants are only specified to FP32 precision.
-// External PQ source reference,
-// - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl
-//------------------------------------------------------------------------------------------------------------------------------
-// PACKED VERSIONS
-// ===============
-// These are the A*H2() functions.
-// There is no PQ functions as FP16 seemed to not have enough precision for the conversion.
-// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors.
-// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least).
-//------------------------------------------------------------------------------------------------------------------------------
-// NOTES
-// =====
-// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case.
-//==============================================================================================================================
- #if 1
- AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
- AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));}
- AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));}
- AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
- return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
- AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302));
- return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));}
- AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302));
- return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToTwoF1(AF1 c){return sqrt(c);}
- AF2 AToTwoF2(AF2 c){return sqrt(c);}
- AF3 AToTwoF3(AF3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));}
- AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));}
- AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #if 1
- // Unfortunately median won't work here.
- AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));}
- AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));}
- AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
- return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
- AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833));
- return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));}
- AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833));
- return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));}
-//------------------------------------------------------------------------------------------------------------------------------
- // Unfortunately median won't work here.
- AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
- return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromTwoF1(AF1 c){return c*c;}
- AF2 AFromTwoF2(AF2 c){return c*c;}
- AF3 AFromTwoF3(AF3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF1 AFromThreeF1(AF1 c){return c*c*c;}
- AF2 AFromThreeF2(AF2 c){return c*c*c;}
- AF3 AFromThreeF3(AF3 c){return c*c*c;}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 ATo709H1(AH1 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 ATo709H2(AH2 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 ATo709H3(AH3 c){AH3 j=AH3(0.018*4.5,4.5,0.45);AH2 k=AH2(1.099,-0.099);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToGammaH1(AH1 c,AH1 rcpX){return pow(c,AH1_(rcpX));}
- AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));}
- AH3 AToGammaH3(AH3 c,AH1 rcpX){return pow(c,AH3_(rcpX));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToSrgbH1(AH1 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
- AH2 AToSrgbH2(AH2 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
- AH3 AToSrgbH3(AH3 c){AH3 j=AH3(0.0031308*12.92,12.92,1.0/2.4);AH2 k=AH2(1.055,-0.055);
- return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToTwoH1(AH1 c){return sqrt(c);}
- AH2 AToTwoH2(AH2 c){return sqrt(c);}
- AH3 AToTwoH3(AH3 c){return sqrt(c);}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AToThreeF1(AH1 c){return pow(c,AH1_(1.0/3.0));}
- AH2 AToThreeF2(AH2 c){return pow(c,AH2_(1.0/3.0));}
- AH3 AToThreeF3(AH3 c){return pow(c,AH3_(1.0/3.0));}
- #endif
-//==============================================================================================================================
- #ifdef A_HALF
- AH1 AFrom709H1(AH1 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AFrom709H2(AH2 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AFrom709H3(AH3 c){AH3 j=AH3(0.081/4.5,1.0/4.5,1.0/0.45);AH2 k=AH2(1.0/1.099,0.099/1.099);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromGammaH1(AH1 c,AH1 x){return pow(c,AH1_(x));}
- AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));}
- AH3 AFromGammaH3(AH3 c,AH1 x){return pow(c,AH3_(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AHromSrgbF1(AH1 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH1(AZolSignedH1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
- AH2 AHromSrgbF2(AH2 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH2(AZolSignedH2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
- AH3 AHromSrgbF3(AH3 c){AH3 j=AH3(0.04045/12.92,1.0/12.92,2.4);AH2 k=AH2(1.0/1.055,0.055/1.055);
- return AZolSelH3(AZolSignedH3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromTwoH1(AH1 c){return c*c;}
- AH2 AFromTwoH2(AH2 c){return c*c;}
- AH3 AFromTwoH3(AH3 c){return c*c;}
-//------------------------------------------------------------------------------------------------------------------------------
- AH1 AFromThreeH1(AH1 c){return c*c*c;}
- AH2 AFromThreeH2(AH2 c){return c*c*c;}
- AH3 AFromThreeH3(AH3 c){return c*c*c;}
- #endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CS REMAP
-//==============================================================================================================================
- // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear.
- // 543210
- // ======
- // ..xxx.
- // yy...y
- AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
-//==============================================================================================================================
- // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions.
- // 543210
- // ======
- // .xx..x
- // y..yy.
- // Details,
- // LANE TO 8x8 MAPPING
- // ===================
- // 00 01 08 09 10 11 18 19
- // 02 03 0a 0b 12 13 1a 1b
- // 04 05 0c 0d 14 15 1c 1d
- // 06 07 0e 0f 16 17 1e 1f
- // 20 21 28 29 30 31 38 39
- // 22 23 2a 2b 32 33 3a 3b
- // 24 25 2c 2d 34 35 3c 3d
- // 26 27 2e 2f 36 37 3e 3f
- AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
-//==============================================================================================================================
- #ifdef A_HALF
- AW2 ARmp8x8H(AU1 a){return AW2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
- AW2 ARmpRed8x8H(AU1 a){return AW2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
- #endif
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// REFERENCE
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// IEEE FLOAT RULES
-// ================
-// - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1
-// - {+/-}0 * {+/-}INF = NaN
-// - -INF + (+INF) = NaN
-// - {+/-}0 / {+/-}0 = NaN
-// - {+/-}INF / {+/-}INF = NaN
-// - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN)
-// - 0 == -0
-// - 4/0 = +INF
-// - 4/-0 = -INF
-// - 4+INF = +INF
-// - 4-INF = -INF
-// - 4*(+INF) = +INF
-// - 4*(-INF) = -INF
-// - -4*(+INF) = -INF
-// - sqrt(+INF) = +INF
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16 ENCODING
-// =============
-// fedcba9876543210
-// ----------------
-// ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals)
-// .eeeee.......... 5-bit exponent
-// .00000.......... denormals
-// .00001.......... -14 exponent
-// .11110.......... 15 exponent
-// .111110000000000 infinity
-// .11111nnnnnnnnnn NaN with n!=0
-// s............... sign
-//------------------------------------------------------------------------------------------------------------------------------
-// FP16/INT16 ALIASING DENORMAL
-// ============================
-// 11-bit unsigned integers alias with half float denormal/normal values,
-// 1 = 2^(-24) = 1/16777216 ....................... first denormal value
-// 2 = 2^(-23)
-// ...
-// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
-// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
-// 2047 .............................................. last normal value that still maps to integers
-// Scaling limits,
-// 2^15 = 32768 ...................................... largest power of 2 scaling
-// Largest pow2 conversion mapping is at *32768,
-// 1 : 2^(-9) = 1/512
-// 2 : 1/256
-// 4 : 1/128
-// 8 : 1/64
-// 16 : 1/32
-// 32 : 1/16
-// 64 : 1/8
-// 128 : 1/4
-// 256 : 1/2
-// 512 : 1
-// 1024 : 2
-// 2047 : a little less than 4
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// GPU/CPU PORTABILITY
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This is the GPU implementation.
-// See the CPU implementation for docs.
-//==============================================================================================================================
-#ifdef A_GPU
- #define A_TRUE true
- #define A_FALSE false
- #define A_STATIC
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
-//==============================================================================================================================
- #define retAD2 AD2
- #define retAD3 AD3
- #define retAD4 AD4
- #define retAF2 AF2
- #define retAF3 AF3
- #define retAF4 AF4
- #define retAL2 AL2
- #define retAL3 AL3
- #define retAL4 AL4
- #define retAU2 AU2
- #define retAU3 AU3
- #define retAU4 AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inAD2 in AD2
- #define inAD3 in AD3
- #define inAD4 in AD4
- #define inAF2 in AF2
- #define inAF3 in AF3
- #define inAF4 in AF4
- #define inAL2 in AL2
- #define inAL3 in AL3
- #define inAL4 in AL4
- #define inAU2 in AU2
- #define inAU3 in AU3
- #define inAU4 in AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define inoutAD2 inout AD2
- #define inoutAD3 inout AD3
- #define inoutAD4 inout AD4
- #define inoutAF2 inout AF2
- #define inoutAF3 inout AF3
- #define inoutAF4 inout AF4
- #define inoutAL2 inout AL2
- #define inoutAL3 inout AL3
- #define inoutAL4 inout AL4
- #define inoutAU2 inout AU2
- #define inoutAU3 inout AU3
- #define inoutAU4 inout AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define outAD2 out AD2
- #define outAD3 out AD3
- #define outAD4 out AD4
- #define outAF2 out AF2
- #define outAF3 out AF3
- #define outAF4 out AF4
- #define outAL2 out AL2
- #define outAL3 out AL3
- #define outAL4 out AL4
- #define outAU2 out AU2
- #define outAU3 out AU3
- #define outAU4 out AU4
-//------------------------------------------------------------------------------------------------------------------------------
- #define varAD2(x) AD2 x
- #define varAD3(x) AD3 x
- #define varAD4(x) AD4 x
- #define varAF2(x) AF2 x
- #define varAF3(x) AF3 x
- #define varAF4(x) AF4 x
- #define varAL2(x) AL2 x
- #define varAL3(x) AL3 x
- #define varAL4(x) AL4 x
- #define varAU2(x) AU2 x
- #define varAU3(x) AU3 x
- #define varAU4(x) AU4 x
-//------------------------------------------------------------------------------------------------------------------------------
- #define initAD2(x,y) AD2(x,y)
- #define initAD3(x,y,z) AD3(x,y,z)
- #define initAD4(x,y,z,w) AD4(x,y,z,w)
- #define initAF2(x,y) AF2(x,y)
- #define initAF3(x,y,z) AF3(x,y,z)
- #define initAF4(x,y,z,w) AF4(x,y,z,w)
- #define initAL2(x,y) AL2(x,y)
- #define initAL3(x,y,z) AL3(x,y,z)
- #define initAL4(x,y,z,w) AL4(x,y,z,w)
- #define initAU2(x,y) AU2(x,y)
- #define initAU3(x,y,z) AU3(x,y,z)
- #define initAU4(x,y,z,w) AU4(x,y,z,w)
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS
-//==============================================================================================================================
- #define AAbsD1(a) abs(AD1(a))
- #define AAbsF1(a) abs(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ACosD1(a) cos(AD1(a))
- #define ACosF1(a) cos(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ADotD2(a,b) dot(AD2(a),AD2(b))
- #define ADotD3(a,b) dot(AD3(a),AD3(b))
- #define ADotD4(a,b) dot(AD4(a),AD4(b))
- #define ADotF2(a,b) dot(AF2(a),AF2(b))
- #define ADotF3(a,b) dot(AF3(a),AF3(b))
- #define ADotF4(a,b) dot(AF4(a),AF4(b))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AExp2D1(a) exp2(AD1(a))
- #define AExp2F1(a) exp2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AFloorD1(a) floor(AD1(a))
- #define AFloorF1(a) floor(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ALog2D1(a) log2(AD1(a))
- #define ALog2F1(a) log2(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMaxD1(a,b) max(a,b)
- #define AMaxF1(a,b) max(a,b)
- #define AMaxL1(a,b) max(a,b)
- #define AMaxU1(a,b) max(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define AMinD1(a,b) min(a,b)
- #define AMinF1(a,b) min(a,b)
- #define AMinL1(a,b) min(a,b)
- #define AMinU1(a,b) min(a,b)
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASinD1(a) sin(AD1(a))
- #define ASinF1(a) sin(AF1(a))
-//------------------------------------------------------------------------------------------------------------------------------
- #define ASqrtD1(a) sqrt(AD1(a))
- #define ASqrtF1(a) sqrt(AF1(a))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// SCALAR RETURN OPS - DEPENDENT
-//==============================================================================================================================
- #define APowD1(a,b) pow(AD1(a),AF1(b))
- #define APowF1(a,b) pow(AF1(a),AF1(b))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// VECTOR OPS
-//------------------------------------------------------------------------------------------------------------------------------
-// These are added as needed for production or prototyping, so not necessarily a complete set.
-// They follow a convention of taking in a destination and also returning the destination value to increase utility.
-//==============================================================================================================================
- #ifdef A_DUBL
- AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;}
- AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;}
- AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;}
- AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;}
- AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;}
- AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;}
- AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;}
- AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;}
- AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;}
- AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;}
- AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;}
- AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;}
- AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;}
- AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;}
- AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;}
- AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;}
- AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;}
- AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;}
- AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;}
- AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;}
- AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;}
- AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;}
- AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;}
- AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;}
- AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;}
- #endif
-//==============================================================================================================================
- AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;}
- AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;}
- AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;}
- AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;}
- AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;}
- AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;}
- AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;}
- AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;}
- AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;}
- AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;}
- AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;}
- AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;}
- AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;}
- AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;}
- AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;}
- AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;}
- AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;}
- AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;}
- AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;}
- AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;}
- AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;}
- AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;}
- AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;}
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;}
- AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;}
- AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;}
-#endif
-
-
-#define FSR_RCAS_F 1
-AU4 con0;
-
-AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
-void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
-
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-//
-// AMD FidelityFX SUPER RESOLUTION [FSR 1] ::: SPATIAL SCALING & EXTRAS - v1.20210629
-//
-//
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FidelityFX Super Resolution Sample
-//
-// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files(the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions :
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// ABOUT
-// =====
-// FSR is a collection of algorithms relating to generating a higher resolution image.
-// This specific header focuses on single-image non-temporal image scaling, and related tools.
-//
-// The core functions are EASU and RCAS:
-// [EASU] Edge Adaptive Spatial Upsampling ....... 1x to 4x area range spatial scaling, clamped adaptive elliptical filter.
-// [RCAS] Robust Contrast Adaptive Sharpening .... A non-scaling variation on CAS.
-// RCAS needs to be applied after EASU as a separate pass.
-//
-// Optional utility functions are:
-// [LFGA] Linear Film Grain Applicator ........... Tool to apply film grain after scaling.
-// [SRTM] Simple Reversible Tone-Mapper .......... Linear HDR {0 to FP16_MAX} to {0 to 1} and back.
-// [TEPD] Temporal Energy Preserving Dither ...... Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// See each individual sub-section for inline documentation.
-//------------------------------------------------------------------------------------------------------------------------------
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//------------------------------------------------------------------------------------------------------------------------------
-// FUNCTION PERMUTATIONS
-// =====================
-// *F() ..... Single item computation with 32-bit.
-// *H() ..... Single item computation with 16-bit, with packing (aka two 16-bit ops in parallel) when possible.
-// *Hx2() ... Processing two items in parallel with 16-bit, easier packing.
-// Not all interfaces in this file have a *Hx2() form.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// EASU provides a high quality spatial-only scaling at relatively low cost.
-// Meaning EASU is appropiate for laptops and other low-end GPUs.
-// Quality from 1x to 4x area scaling is good.
-//------------------------------------------------------------------------------------------------------------------------------
-// The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel.
-// EASU runs in a single pass, so it applies a directionally and anisotropically adaptive radial lanczos.
-// This is also kept as simple as possible to have minimum runtime.
-//------------------------------------------------------------------------------------------------------------------------------
-// The lanzcos filter has negative lobes, so by itself it will introduce ringing.
-// To remove all ringing, the algorithm uses the nearest 2x2 input texels as a neighborhood,
-// and limits output to the minimum and maximum of that neighborhood.
-//------------------------------------------------------------------------------------------------------------------------------
-// Input image requirements:
-//
-// Color needs to be encoded as 3 channel[red, green, blue](e.g.XYZ not supported)
-// Each channel needs to be in the range[0, 1]
-// Any color primaries are supported
-// Display / tonemapping curve needs to be as if presenting to sRGB display or similar(e.g.Gamma 2.0)
-// There should be no banding in the input
-// There should be no high amplitude noise in the input
-// There should be no noise in the input that is not at input pixel granularity
-// For performance purposes, use 32bpp formats
-//------------------------------------------------------------------------------------------------------------------------------
-// Best to apply EASU at the end of the frame after tonemapping
-// but before film grain or composite of the UI.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example of including this header for D3D HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan GLSL :
-//
-// #define A_GPU 1
-// #define A_GLSL 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of including this header for Vulkan HLSL :
-//
-// #define A_GPU 1
-// #define A_HLSL 1
-// #define A_HLSL_6_2 1
-// #define A_NO_16_BIT_CAST 1
-// #define A_HALF 1
-// #include "ffx_a.h"
-// #define FSR_EASU_H 1
-// #define FSR_RCAS_H 1
-// //declare input callbacks
-// #include "ffx_fsr1.h"
-//
-// Example of declaring the required input callbacks for GLSL :
-// The callbacks need to gather4 for each color channel using the specified texture coordinate 'p'.
-// EASU uses gather4 to reduce position computation logic and for free Arrays of Structures to Structures of Arrays conversion.
-//
-// AH4 FsrEasuRH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,0));}
-// AH4 FsrEasuGH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,1));}
-// AH4 FsrEasuBH(AF2 p){return AH4(textureGather(sampler2D(tex,sam),p,2));}
-// ...
-// The FsrEasuCon function needs to be called from the CPU or GPU to set up constants.
-// The difference in viewport and input image size is there to support Dynamic Resolution Scaling.
-// To use FsrEasuCon() on the CPU, define A_CPU before including ffx_a and ffx_fsr1.
-// Including a GPU example here, the 'con0' through 'con3' values would be stored out to a constant buffer.
-// AU4 con0,con1,con2,con3;
-// FsrEasuCon(con0,con1,con2,con3,
-// 1920.0,1080.0, // Viewport size (top left aligned) in the input image which is to be scaled.
-// 3840.0,2160.0, // The size of the input image.
-// 2560.0,1440.0); // The output resolution.
-//==============================================================================================================================
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrEasuCon(
-outAU4 con0,
-outAU4 con1,
-outAU4 con2,
-outAU4 con3,
-// This the rendered image resolution being upscaled
-AF1 inputViewportInPixelsX,
-AF1 inputViewportInPixelsY,
-// This is the resolution of the resource containing the input image (useful for dynamic resolution)
-AF1 inputSizeInPixelsX,
-AF1 inputSizeInPixelsY,
-// This is the display resolution which the input image gets upscaled to
-AF1 outputSizeInPixelsX,
-AF1 outputSizeInPixelsY){
- // Output integer position to a pixel position in viewport.
- con0[0]=AU1_AF1(inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX));
- con0[1]=AU1_AF1(inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY));
- con0[2]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
- con0[3]=AU1_AF1(AF1_(0.5)*inputViewportInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
- // Viewport pixel position to normalized image space.
- // This is used to get upper-left of 'F' tap.
- con1[0]=AU1_AF1(ARcpF1(inputSizeInPixelsX));
- con1[1]=AU1_AF1(ARcpF1(inputSizeInPixelsY));
- // Centers of gather4, first offset from upper-left of 'F'.
- // +---+---+
- // | | |
- // +--(0)--+
- // | b | c |
- // +---F---+---+---+
- // | e | f | g | h |
- // +--(1)--+--(2)--+
- // | i | j | k | l |
- // +---+---+---+---+
- // | n | o |
- // +--(3)--+
- // | | |
- // +---+---+
- con1[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con1[3]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsY));
- // These are from (0) instead of 'F'.
- con2[0]=AU1_AF1(AF1_(-1.0)*ARcpF1(inputSizeInPixelsX));
- con2[1]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con2[2]=AU1_AF1(AF1_( 1.0)*ARcpF1(inputSizeInPixelsX));
- con2[3]=AU1_AF1(AF1_( 2.0)*ARcpF1(inputSizeInPixelsY));
- con3[0]=AU1_AF1(AF1_( 0.0)*ARcpF1(inputSizeInPixelsX));
- con3[1]=AU1_AF1(AF1_( 4.0)*ARcpF1(inputSizeInPixelsY));
- con3[2]=con3[3]=0;}
-
-//If the an offset into the input image resource
-A_STATIC void FsrEasuConOffset(
- outAU4 con0,
- outAU4 con1,
- outAU4 con2,
- outAU4 con3,
- // This the rendered image resolution being upscaled
- AF1 inputViewportInPixelsX,
- AF1 inputViewportInPixelsY,
- // This is the resolution of the resource containing the input image (useful for dynamic resolution)
- AF1 inputSizeInPixelsX,
- AF1 inputSizeInPixelsY,
- // This is the display resolution which the input image gets upscaled to
- AF1 outputSizeInPixelsX,
- AF1 outputSizeInPixelsY,
- // This is the input image offset into the resource containing it (useful for dynamic resolution)
- AF1 inputOffsetInPixelsX,
- AF1 inputOffsetInPixelsY) {
- FsrEasuCon(con0, con1, con2, con3, inputViewportInPixelsX, inputViewportInPixelsY, inputSizeInPixelsX, inputSizeInPixelsY, outputSizeInPixelsX, outputSizeInPixelsY);
- con0[2] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsX * ARcpF1(outputSizeInPixelsX) - AF1_(0.5) + inputOffsetInPixelsX);
- con0[3] = AU1_AF1(AF1_(0.5) * inputViewportInPixelsY * ARcpF1(outputSizeInPixelsY) - AF1_(0.5) + inputOffsetInPixelsY);
-}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_EASU_F)
- // Input callback prototypes, need to be implemented by calling shader
- AF4 FsrEasuRF(AF2 p);
- AF4 FsrEasuGF(AF2 p);
- AF4 FsrEasuBF(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // Filtering for a given tap for the scalar.
- void FsrEasuTapF(
- inout AF3 aC, // Accumulated color, with negative lobe.
- inout AF1 aW, // Accumulated weight.
- AF2 off, // Pixel offset from resolve position to tap.
- AF2 dir, // Gradient direction.
- AF2 len, // Length.
- AF1 lob, // Negative lobe strength.
- AF1 clp, // Clipping point.
- AF3 c){ // Tap color.
- // Rotate offset by direction.
- AF2 v;
- v.x=(off.x*( dir.x))+(off.y*dir.y);
- v.y=(off.x*(-dir.y))+(off.y*dir.x);
- // Anisotropy.
- v*=len;
- // Compute distance^2.
- AF1 d2=v.x*v.x+v.y*v.y;
- // Limit to the window as at corner, 2 taps can easily be outside.
- d2=min(d2,clp);
- // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
- // (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
- // |_______________________________________| |_______________|
- // base window
- // The general form of the 'base' is,
- // (a*(b*x^2-1)^2-(a-1))
- // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
- AF1 wB=AF1_(2.0/5.0)*d2+AF1_(-1.0);
- AF1 wA=lob*d2+AF1_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AF1_(25.0/16.0)*wB+AF1_(-(25.0/16.0-1.0));
- AF1 w=wB*wA;
- // Do weighted average.
- aC+=c*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulate direction and length.
- void FsrEasuSetF(
- inout AF2 dir,
- inout AF1 len,
- AF2 pp,
- AP1 biS,AP1 biT,AP1 biU,AP1 biV,
- AF1 lA,AF1 lB,AF1 lC,AF1 lD,AF1 lE){
- // Compute bilinear weight, branches factor out as predicates are compiler time immediates.
- // s t
- // u v
- AF1 w = AF1_(0.0);
- if(biS)w=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
- if(biT)w= pp.x *(AF1_(1.0)-pp.y);
- if(biU)w=(AF1_(1.0)-pp.x)* pp.y ;
- if(biV)w= pp.x * pp.y ;
- // Direction is the '+' diff.
- // a
- // b c d
- // e
- // Then takes magnitude from abs average of both sides of 'c'.
- // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
- AF1 dc=lD-lC;
- AF1 cb=lC-lB;
- AF1 lenX=max(abs(dc),abs(cb));
- lenX=APrxLoRcpF1(lenX);
- AF1 dirX=lD-lB;
- dir.x+=dirX*w;
- lenX=ASatF1(abs(dirX)*lenX);
- lenX*=lenX;
- len+=lenX*w;
- // Repeat for the y axis.
- AF1 ec=lE-lC;
- AF1 ca=lC-lA;
- AF1 lenY=max(abs(ec),abs(ca));
- lenY=APrxLoRcpF1(lenY);
- AF1 dirY=lE-lA;
- dir.y+=dirY*w;
- lenY=ASatF1(abs(dirY)*lenY);
- lenY*=lenY;
- len+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuF(
- out AF3 pix,
- AU2 ip, // Integer pixel position in output.
- AU4 con0, // Constants generated by FsrEasuCon().
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- // Get position of 'f'.
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
-//------------------------------------------------------------------------------------------------------------------------------
- // 12-tap kernel.
- // b c
- // e f g h
- // i j k l
- // n o
- // Gather 4 ordering.
- // a b
- // r g
- // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
- // a b <- unused (z)
- // r g
- // a b a b
- // r g r g
- // a b
- // r g <- unused (z)
- // Allowing dead-code removal to remove the 'z's.
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- // These are from p0 to avoid pulling two constants on pre-Navi hardware.
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AF4 bczzR=FsrEasuRF(p0);
- AF4 bczzG=FsrEasuGF(p0);
- AF4 bczzB=FsrEasuBF(p0);
- AF4 ijfeR=FsrEasuRF(p1);
- AF4 ijfeG=FsrEasuGF(p1);
- AF4 ijfeB=FsrEasuBF(p1);
- AF4 klhgR=FsrEasuRF(p2);
- AF4 klhgG=FsrEasuGF(p2);
- AF4 klhgB=FsrEasuBF(p2);
- AF4 zzonR=FsrEasuRF(p3);
- AF4 zzonG=FsrEasuGF(p3);
- AF4 zzonB=FsrEasuBF(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
- AF4 bczzL=bczzB*AF4_(0.5)+(bczzR*AF4_(0.5)+bczzG);
- AF4 ijfeL=ijfeB*AF4_(0.5)+(ijfeR*AF4_(0.5)+ijfeG);
- AF4 klhgL=klhgB*AF4_(0.5)+(klhgR*AF4_(0.5)+klhgG);
- AF4 zzonL=zzonB*AF4_(0.5)+(zzonR*AF4_(0.5)+zzonG);
- // Rename.
- AF1 bL=bczzL.x;
- AF1 cL=bczzL.y;
- AF1 iL=ijfeL.x;
- AF1 jL=ijfeL.y;
- AF1 fL=ijfeL.z;
- AF1 eL=ijfeL.w;
- AF1 kL=klhgL.x;
- AF1 lL=klhgL.y;
- AF1 hL=klhgL.z;
- AF1 gL=klhgL.w;
- AF1 oL=zzonL.z;
- AF1 nL=zzonL.w;
- // Accumulate for bilinear interpolation.
- AF2 dir=AF2_(0.0);
- AF1 len=AF1_(0.0);
- FsrEasuSetF(dir,len,pp,true, false,false,false,bL,eL,fL,gL,jL);
- FsrEasuSetF(dir,len,pp,false,true ,false,false,cL,fL,gL,hL,kL);
- FsrEasuSetF(dir,len,pp,false,false,true ,false,fL,iL,jL,kL,nL);
- FsrEasuSetF(dir,len,pp,false,false,false,true ,gL,jL,kL,lL,oL);
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize with approximation, and cleanup close to zero.
- AF2 dir2=dir*dir;
- AF1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AF1_(1.0/32768.0);
- dirR=APrxLoRsqF1(dirR);
- dirR=zro?AF1_(1.0):dirR;
- dir.x=zro?AF1_(1.0):dir.x;
- dir*=AF2_(dirR);
- // Transform from {0 to 2} to {0 to 1} range, and shape with square.
- len=len*AF1_(0.5);
- len*=len;
- // Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
- AF1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpF1(max(abs(dir.x),abs(dir.y)));
- // Anisotropic length after rotation,
- // x := 1.0 lerp to 'stretch' on edges
- // y := 1.0 lerp to 2x on edges
- AF2 len2=AF2(AF1_(1.0)+(stretch-AF1_(1.0))*len,AF1_(1.0)+AF1_(-0.5)*len);
- // Based on the amount of 'edge',
- // the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
- AF1 lob=AF1_(0.5)+AF1_((1.0/4.0-0.04)-0.5)*len;
- // Set distance^2 clipping point to the end of the adjustable window.
- AF1 clp=APrxLoRcpF1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // Accumulation mixed with min/max of 4 nearest.
- // b c
- // e f g h
- // i j k l
- // n o
- AF3 min4=min(AMin3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- AF3 max4=max(AMax3F3(AF3(ijfeR.z,ijfeG.z,ijfeB.z),AF3(klhgR.w,klhgG.w,klhgB.w),AF3(ijfeR.y,ijfeG.y,ijfeB.y)),
- AF3(klhgR.x,klhgG.x,klhgB.x));
- // Accumulation.
- AF3 aC=AF3_(0.0);
- AF1 aW=AF1_(0.0);
- FsrEasuTapF(aC,aW,AF2( 0.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.x,bczzG.x,bczzB.x)); // b
- FsrEasuTapF(aC,aW,AF2( 1.0,-1.0)-pp,dir,len2,lob,clp,AF3(bczzR.y,bczzG.y,bczzB.y)); // c
- FsrEasuTapF(aC,aW,AF2(-1.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.x,ijfeG.x,ijfeB.x)); // i
- FsrEasuTapF(aC,aW,AF2( 0.0, 1.0)-pp,dir,len2,lob,clp,AF3(ijfeR.y,ijfeG.y,ijfeB.y)); // j
- FsrEasuTapF(aC,aW,AF2( 0.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.z,ijfeG.z,ijfeB.z)); // f
- FsrEasuTapF(aC,aW,AF2(-1.0, 0.0)-pp,dir,len2,lob,clp,AF3(ijfeR.w,ijfeG.w,ijfeB.w)); // e
- FsrEasuTapF(aC,aW,AF2( 1.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.x,klhgG.x,klhgB.x)); // k
- FsrEasuTapF(aC,aW,AF2( 2.0, 1.0)-pp,dir,len2,lob,clp,AF3(klhgR.y,klhgG.y,klhgB.y)); // l
- FsrEasuTapF(aC,aW,AF2( 2.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.z,klhgG.z,klhgB.z)); // h
- FsrEasuTapF(aC,aW,AF2( 1.0, 0.0)-pp,dir,len2,lob,clp,AF3(klhgR.w,klhgG.w,klhgB.w)); // g
- FsrEasuTapF(aC,aW,AF2( 1.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.z,zzonG.z,zzonB.z)); // o
- FsrEasuTapF(aC,aW,AF2( 0.0, 2.0)-pp,dir,len2,lob,clp,AF3(zzonR.w,zzonG.w,zzonB.w)); // n
-//------------------------------------------------------------------------------------------------------------------------------
- // Normalize and dering.
- pix=min(max4,max(min4,aC*AF3_(ARcpF1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_EASU_H)
-// Input callback prototypes, need to be implemented by calling shader
- AH4 FsrEasuRH(AF2 p);
- AH4 FsrEasuGH(AF2 p);
- AH4 FsrEasuBH(AF2 p);
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuTapH(
- inout AH2 aCR,inout AH2 aCG,inout AH2 aCB,
- inout AH2 aW,
- AH2 offX,AH2 offY,
- AH2 dir,
- AH2 len,
- AH1 lob,
- AH1 clp,
- AH2 cR,AH2 cG,AH2 cB){
- AH2 vX,vY;
- vX=offX* dir.xx +offY*dir.yy;
- vY=offX*(-dir.yy)+offY*dir.xx;
- vX*=len.x;vY*=len.y;
- AH2 d2=vX*vX+vY*vY;
- d2=min(d2,AH2_(clp));
- AH2 wB=AH2_(2.0/5.0)*d2+AH2_(-1.0);
- AH2 wA=AH2_(lob)*d2+AH2_(-1.0);
- wB*=wB;
- wA*=wA;
- wB=AH2_(25.0/16.0)*wB+AH2_(-(25.0/16.0-1.0));
- AH2 w=wB*wA;
- aCR+=cR*w;aCG+=cG*w;aCB+=cB*w;aW+=w;}
-//------------------------------------------------------------------------------------------------------------------------------
- // This runs 2 taps in parallel.
- void FsrEasuSetH(
- inout AH2 dirPX,inout AH2 dirPY,
- inout AH2 lenP,
- AH2 pp,
- AP1 biST,AP1 biUV,
- AH2 lA,AH2 lB,AH2 lC,AH2 lD,AH2 lE){
- AH2 w = AH2_(0.0);
- if(biST)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_(AH1_(1.0)-pp.y);
- if(biUV)w=(AH2(1.0,0.0)+AH2(-pp.x,pp.x))*AH2_( pp.y);
- // ABS is not free in the packed FP16 path.
- AH2 dc=lD-lC;
- AH2 cb=lC-lB;
- AH2 lenX=max(abs(dc),abs(cb));
- lenX=ARcpH2(lenX);
- AH2 dirX=lD-lB;
- dirPX+=dirX*w;
- lenX=ASatH2(abs(dirX)*lenX);
- lenX*=lenX;
- lenP+=lenX*w;
- AH2 ec=lE-lC;
- AH2 ca=lC-lA;
- AH2 lenY=max(abs(ec),abs(ca));
- lenY=ARcpH2(lenY);
- AH2 dirY=lE-lA;
- dirPY+=dirY*w;
- lenY=ASatH2(abs(dirY)*lenY);
- lenY*=lenY;
- lenP+=lenY*w;}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrEasuH(
- out AH3 pix,
- AU2 ip,
- AU4 con0,
- AU4 con1,
- AU4 con2,
- AU4 con3){
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 pp=AF2(ip)*AF2_AU2(con0.xy)+AF2_AU2(con0.zw);
- AF2 fp=floor(pp);
- pp-=fp;
- AH2 ppp=AH2(pp);
-//------------------------------------------------------------------------------------------------------------------------------
- AF2 p0=fp*AF2_AU2(con1.xy)+AF2_AU2(con1.zw);
- AF2 p1=p0+AF2_AU2(con2.xy);
- AF2 p2=p0+AF2_AU2(con2.zw);
- AF2 p3=p0+AF2_AU2(con3.xy);
- AH4 bczzR=FsrEasuRH(p0);
- AH4 bczzG=FsrEasuGH(p0);
- AH4 bczzB=FsrEasuBH(p0);
- AH4 ijfeR=FsrEasuRH(p1);
- AH4 ijfeG=FsrEasuGH(p1);
- AH4 ijfeB=FsrEasuBH(p1);
- AH4 klhgR=FsrEasuRH(p2);
- AH4 klhgG=FsrEasuGH(p2);
- AH4 klhgB=FsrEasuBH(p2);
- AH4 zzonR=FsrEasuRH(p3);
- AH4 zzonG=FsrEasuGH(p3);
- AH4 zzonB=FsrEasuBH(p3);
-//------------------------------------------------------------------------------------------------------------------------------
- AH4 bczzL=bczzB*AH4_(0.5)+(bczzR*AH4_(0.5)+bczzG);
- AH4 ijfeL=ijfeB*AH4_(0.5)+(ijfeR*AH4_(0.5)+ijfeG);
- AH4 klhgL=klhgB*AH4_(0.5)+(klhgR*AH4_(0.5)+klhgG);
- AH4 zzonL=zzonB*AH4_(0.5)+(zzonR*AH4_(0.5)+zzonG);
- AH1 bL=bczzL.x;
- AH1 cL=bczzL.y;
- AH1 iL=ijfeL.x;
- AH1 jL=ijfeL.y;
- AH1 fL=ijfeL.z;
- AH1 eL=ijfeL.w;
- AH1 kL=klhgL.x;
- AH1 lL=klhgL.y;
- AH1 hL=klhgL.z;
- AH1 gL=klhgL.w;
- AH1 oL=zzonL.z;
- AH1 nL=zzonL.w;
- // This part is different, accumulating 2 taps in parallel.
- AH2 dirPX=AH2_(0.0);
- AH2 dirPY=AH2_(0.0);
- AH2 lenP=AH2_(0.0);
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,true, false,AH2(bL,cL),AH2(eL,fL),AH2(fL,gL),AH2(gL,hL),AH2(jL,kL));
- FsrEasuSetH(dirPX,dirPY,lenP,ppp,false,true ,AH2(fL,gL),AH2(iL,jL),AH2(jL,kL),AH2(kL,lL),AH2(nL,oL));
- AH2 dir=AH2(dirPX.r+dirPX.g,dirPY.r+dirPY.g);
- AH1 len=lenP.r+lenP.g;
-//------------------------------------------------------------------------------------------------------------------------------
- AH2 dir2=dir*dir;
- AH1 dirR=dir2.x+dir2.y;
- AP1 zro=dirR<AH1_(1.0/32768.0);
- dirR=APrxLoRsqH1(dirR);
- dirR=zro?AH1_(1.0):dirR;
- dir.x=zro?AH1_(1.0):dir.x;
- dir*=AH2_(dirR);
- len=len*AH1_(0.5);
- len*=len;
- AH1 stretch=(dir.x*dir.x+dir.y*dir.y)*APrxLoRcpH1(max(abs(dir.x),abs(dir.y)));
- AH2 len2=AH2(AH1_(1.0)+(stretch-AH1_(1.0))*len,AH1_(1.0)+AH1_(-0.5)*len);
- AH1 lob=AH1_(0.5)+AH1_((1.0/4.0-0.04)-0.5)*len;
- AH1 clp=APrxLoRcpH1(lob);
-//------------------------------------------------------------------------------------------------------------------------------
- // FP16 is different, using packed trick to do min and max in same operation.
- AH2 bothR=max(max(AH2(-ijfeR.z,ijfeR.z),AH2(-klhgR.w,klhgR.w)),max(AH2(-ijfeR.y,ijfeR.y),AH2(-klhgR.x,klhgR.x)));
- AH2 bothG=max(max(AH2(-ijfeG.z,ijfeG.z),AH2(-klhgG.w,klhgG.w)),max(AH2(-ijfeG.y,ijfeG.y),AH2(-klhgG.x,klhgG.x)));
- AH2 bothB=max(max(AH2(-ijfeB.z,ijfeB.z),AH2(-klhgB.w,klhgB.w)),max(AH2(-ijfeB.y,ijfeB.y),AH2(-klhgB.x,klhgB.x)));
- // This part is different for FP16, working pairs of taps at a time.
- AH2 pR=AH2_(0.0);
- AH2 pG=AH2_(0.0);
- AH2 pB=AH2_(0.0);
- AH2 pW=AH2_(0.0);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0, 1.0)-ppp.xx,AH2(-1.0,-1.0)-ppp.yy,dir,len2,lob,clp,bczzR.xy,bczzG.xy,bczzB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2(-1.0, 0.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,ijfeR.xy,ijfeG.xy,ijfeB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 0.0,-1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,ijfeR.zw,ijfeG.zw,ijfeB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 2.0)-ppp.xx,AH2( 1.0, 1.0)-ppp.yy,dir,len2,lob,clp,klhgR.xy,klhgG.xy,klhgB.xy);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 2.0, 1.0)-ppp.xx,AH2( 0.0, 0.0)-ppp.yy,dir,len2,lob,clp,klhgR.zw,klhgG.zw,klhgB.zw);
- FsrEasuTapH(pR,pG,pB,pW,AH2( 1.0, 0.0)-ppp.xx,AH2( 2.0, 2.0)-ppp.yy,dir,len2,lob,clp,zzonR.zw,zzonG.zw,zzonB.zw);
- AH3 aC=AH3(pR.x+pR.y,pG.x+pG.y,pB.x+pB.y);
- AH1 aW=pW.x+pW.y;
-//------------------------------------------------------------------------------------------------------------------------------
- // Slightly different for FP16 version due to combined min and max.
- pix=min(AH3(bothR.y,bothG.y,bothB.y),max(-AH3(bothR.x,bothG.x,bothB.x),aC*AH3_(ARcpH1(aW))));}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
-// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
-// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
-// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
-// Pass EASU output straight into RCAS, no color conversions necessary.
-//------------------------------------------------------------------------------------------------------------------------------
-// RCAS is based on the following logic.
-// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
-// w n
-// w 1 w for taps w m e
-// w s
-// Where 'w' is the negative lobe weight.
-// output = (w*(n+e+w+s)+m)/(4*w+1)
-// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
-// 0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
-// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
-// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
-// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
-// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
-// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
-// This stabilizes RCAS.
-// RCAS does a simple highpass which is normalized against the local contrast then shaped,
-// 0.25
-// 0.25 -1 0.25
-// 0.25
-// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
-//
-// GLSL example for the required callbacks :
-//
-// AH4 FsrRcasLoadH(ASW2 p){return AH4(imageLoad(imgSrc,ASU2(p)));}
-// void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b)
-// {
-// //do any simple input color conversions here or leave empty if none needed
-// }
-//
-// FsrRcasCon need to be called from the CPU or GPU to set up constants.
-// Including a GPU example here, the 'con' value would be stored out to a constant buffer.
-//
-// AU4 con;
-// FsrRcasCon(con,
-// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-// ---------------
-// RCAS sharpening supports a CAS-like pass-through alpha via,
-// #define FSR_RCAS_PASSTHROUGH_ALPHA 1
-// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
-// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
-// #define FSR_RCAS_DENOISE 1
-//==============================================================================================================================
-// This is set at the limit of providing unnatural results for sharpening.
-#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
-A_STATIC void FsrRcasCon(
-outAU4 con,
-// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-AF1 sharpness){
- // Transform from stops to linear value.
- sharpness=AExp2F1(-sharpness);
- varAF2(hSharp)=initAF2(sharpness,sharpness);
- con[0]=AU1_AF1(sharpness);
- con[1]=AU1_AH2_AF2(hSharp);
- con[2]=0;
- con[3]=0;}
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(FSR_RCAS_F)
- // Input callback prototypes that need to be implemented by calling shader
- AF4 FsrRcasLoadF(ASU2 p);
- void FsrRcasInputF(inout AF1 r,inout AF1 g,inout AF1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasF(
- out AF1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AF1 pixG,
- out AF1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AF1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASU2 sp=ASU2(ip);
- AF3 b=FsrRcasLoadF(sp+ASU2( 0,-1)).rgb;
- AF3 d=FsrRcasLoadF(sp+ASU2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AF4 ee=FsrRcasLoadF(sp);
- AF3 e=ee.rgb;pixA=ee.a;
- #else
- AF3 e=FsrRcasLoadF(sp).rgb;
- #endif
- AF3 f=FsrRcasLoadF(sp+ASU2( 1, 0)).rgb;
- AF3 h=FsrRcasLoadF(sp+ASU2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AF1 bR=b.r;
- AF1 bG=b.g;
- AF1 bB=b.b;
- AF1 dR=d.r;
- AF1 dG=d.g;
- AF1 dB=d.b;
- AF1 eR=e.r;
- AF1 eG=e.g;
- AF1 eB=e.b;
- AF1 fR=f.r;
- AF1 fG=f.g;
- AF1 fB=f.b;
- AF1 hR=h.r;
- AF1 hG=h.g;
- AF1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputF(bR,bG,bB);
- FsrRcasInputF(dR,dG,dB);
- FsrRcasInputF(eR,eG,eB);
- FsrRcasInputF(fR,fG,fB);
- FsrRcasInputF(hR,hG,hB);
- // Luma times 2.
- AF1 bL=bB*AF1_(0.5)+(bR*AF1_(0.5)+bG);
- AF1 dL=dB*AF1_(0.5)+(dR*AF1_(0.5)+dG);
- AF1 eL=eB*AF1_(0.5)+(eR*AF1_(0.5)+eG);
- AF1 fL=fB*AF1_(0.5)+(fR*AF1_(0.5)+fG);
- AF1 hL=hB*AF1_(0.5)+(hR*AF1_(0.5)+hG);
- // Noise detection.
- AF1 nz=AF1_(0.25)*bL+AF1_(0.25)*dL+AF1_(0.25)*fL+AF1_(0.25)*hL-eL;
- nz=ASatF1(abs(nz)*APrxMedRcpF1(AMax3F1(AMax3F1(bL,dL,eL),fL,hL)-AMin3F1(AMin3F1(bL,dL,eL),fL,hL)));
- nz=AF1_(-0.5)*nz+AF1_(1.0);
- // Min and max of ring.
- AF1 mn4R=min(AMin3F1(bR,dR,fR),hR);
- AF1 mn4G=min(AMin3F1(bG,dG,fG),hG);
- AF1 mn4B=min(AMin3F1(bB,dB,fB),hB);
- AF1 mx4R=max(AMax3F1(bR,dR,fR),hR);
- AF1 mx4G=max(AMax3F1(bG,dG,fG),hG);
- AF1 mx4B=max(AMax3F1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AF2 peakC=AF2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
- AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
- AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
- AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
- AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
- AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
- AF1 lobeR=max(-hitMinR,hitMaxR);
- AF1 lobeG=max(-hitMinG,hitMaxG);
- AF1 lobeB=max(-hitMinB,hitMaxB);
- AF1 lobe=max(AF1_(-FSR_RCAS_LIMIT),min(AMax3F1(lobeR,lobeG,lobeB),AF1_(0.0)))*AF1_AU1(con.x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AF1 rcpL=APrxMedRcpF1(AF1_(4.0)*lobe+AF1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
- return;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_H)
- // Input callback prototypes that need to be implemented by calling shader
- AH4 FsrRcasLoadH(ASW2 p);
- void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasH(
- out AH1 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out AH1 pixG,
- out AH1 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH1 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- ASW2 sp=ASW2(ip);
- AH3 b=FsrRcasLoadH(sp+ASW2( 0,-1)).rgb;
- AH3 d=FsrRcasLoadH(sp+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee=FsrRcasLoadH(sp);
- AH3 e=ee.rgb;pixA=ee.a;
- #else
- AH3 e=FsrRcasLoadH(sp).rgb;
- #endif
- AH3 f=FsrRcasLoadH(sp+ASW2( 1, 0)).rgb;
- AH3 h=FsrRcasLoadH(sp+ASW2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- AH1 bR=b.r;
- AH1 bG=b.g;
- AH1 bB=b.b;
- AH1 dR=d.r;
- AH1 dG=d.g;
- AH1 dB=d.b;
- AH1 eR=e.r;
- AH1 eG=e.g;
- AH1 eB=e.b;
- AH1 fR=f.r;
- AH1 fG=f.g;
- AH1 fB=f.b;
- AH1 hR=h.r;
- AH1 hG=h.g;
- AH1 hB=h.b;
- // Run optional input transform.
- FsrRcasInputH(bR,bG,bB);
- FsrRcasInputH(dR,dG,dB);
- FsrRcasInputH(eR,eG,eB);
- FsrRcasInputH(fR,fG,fB);
- FsrRcasInputH(hR,hG,hB);
- // Luma times 2.
- AH1 bL=bB*AH1_(0.5)+(bR*AH1_(0.5)+bG);
- AH1 dL=dB*AH1_(0.5)+(dR*AH1_(0.5)+dG);
- AH1 eL=eB*AH1_(0.5)+(eR*AH1_(0.5)+eG);
- AH1 fL=fB*AH1_(0.5)+(fR*AH1_(0.5)+fG);
- AH1 hL=hB*AH1_(0.5)+(hR*AH1_(0.5)+hG);
- // Noise detection.
- AH1 nz=AH1_(0.25)*bL+AH1_(0.25)*dL+AH1_(0.25)*fL+AH1_(0.25)*hL-eL;
- nz=ASatH1(abs(nz)*APrxMedRcpH1(AMax3H1(AMax3H1(bL,dL,eL),fL,hL)-AMin3H1(AMin3H1(bL,dL,eL),fL,hL)));
- nz=AH1_(-0.5)*nz+AH1_(1.0);
- // Min and max of ring.
- AH1 mn4R=min(AMin3H1(bR,dR,fR),hR);
- AH1 mn4G=min(AMin3H1(bG,dG,fG),hG);
- AH1 mn4B=min(AMin3H1(bB,dB,fB),hB);
- AH1 mx4R=max(AMax3H1(bR,dR,fR),hR);
- AH1 mx4G=max(AMax3H1(bG,dG,fG),hG);
- AH1 mx4B=max(AMax3H1(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
- AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
- AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
- AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
- AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
- AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
- AH1 lobeR=max(-hitMinR,hitMaxR);
- AH1 lobeG=max(-hitMinG,hitMaxG);
- AH1 lobeB=max(-hitMinB,hitMaxB);
- AH1 lobe=max(AH1_(-FSR_RCAS_LIMIT),min(AMax3H1(lobeR,lobeG,lobeB),AH1_(0.0)))*AH2_AU1(con.y).x;
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH1 rcpL=APrxMedRcpH1(AH1_(4.0)*lobe+AH1_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)&&defined(FSR_RCAS_HX2)
- // Input callback prototypes that need to be implemented by the calling shader
- AH4 FsrRcasLoadHx2(ASW2 p);
- void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b);
-//------------------------------------------------------------------------------------------------------------------------------
- // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
- void FsrRcasDepackHx2(out AH4 pix0,out AH4 pix1,AH2 pixR,AH2 pixG,AH2 pixB){
- #ifdef A_HLSL
- // Invoke a slower path for DX only, since it won't allow uninitialized values.
- pix0.a=pix1.a=0.0;
- #endif
- pix0.rgb=AH3(pixR.x,pixG.x,pixB.x);
- pix1.rgb=AH3(pixR.y,pixG.y,pixB.y);}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasHx2(
- // Output values are for 2 8x8 tiles in a 16x8 region.
- // pix<R,G,B>.x = left 8x8 tile
- // pix<R,G,B>.y = right 8x8 tile
- // This enables later processing to easily be packed as well.
- out AH2 pixR,
- out AH2 pixG,
- out AH2 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out AH2 pixA,
- #endif
- AU2 ip, // Integer pixel position in output.
- AU4 con){ // Constant generated by RcasSetup().
- // No scaling algorithm uses minimal 3x3 pixel neighborhood.
- ASW2 sp0=ASW2(ip);
- AH3 b0=FsrRcasLoadHx2(sp0+ASW2( 0,-1)).rgb;
- AH3 d0=FsrRcasLoadHx2(sp0+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee0=FsrRcasLoadHx2(sp0);
- AH3 e0=ee0.rgb;pixA.r=ee0.a;
- #else
- AH3 e0=FsrRcasLoadHx2(sp0).rgb;
- #endif
- AH3 f0=FsrRcasLoadHx2(sp0+ASW2( 1, 0)).rgb;
- AH3 h0=FsrRcasLoadHx2(sp0+ASW2( 0, 1)).rgb;
- ASW2 sp1=sp0+ASW2(8,0);
- AH3 b1=FsrRcasLoadHx2(sp1+ASW2( 0,-1)).rgb;
- AH3 d1=FsrRcasLoadHx2(sp1+ASW2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- AH4 ee1=FsrRcasLoadHx2(sp1);
- AH3 e1=ee1.rgb;pixA.g=ee1.a;
- #else
- AH3 e1=FsrRcasLoadHx2(sp1).rgb;
- #endif
- AH3 f1=FsrRcasLoadHx2(sp1+ASW2( 1, 0)).rgb;
- AH3 h1=FsrRcasLoadHx2(sp1+ASW2( 0, 1)).rgb;
- // Arrays of Structures to Structures of Arrays conversion.
- AH2 bR=AH2(b0.r,b1.r);
- AH2 bG=AH2(b0.g,b1.g);
- AH2 bB=AH2(b0.b,b1.b);
- AH2 dR=AH2(d0.r,d1.r);
- AH2 dG=AH2(d0.g,d1.g);
- AH2 dB=AH2(d0.b,d1.b);
- AH2 eR=AH2(e0.r,e1.r);
- AH2 eG=AH2(e0.g,e1.g);
- AH2 eB=AH2(e0.b,e1.b);
- AH2 fR=AH2(f0.r,f1.r);
- AH2 fG=AH2(f0.g,f1.g);
- AH2 fB=AH2(f0.b,f1.b);
- AH2 hR=AH2(h0.r,h1.r);
- AH2 hG=AH2(h0.g,h1.g);
- AH2 hB=AH2(h0.b,h1.b);
- // Run optional input transform.
- FsrRcasInputHx2(bR,bG,bB);
- FsrRcasInputHx2(dR,dG,dB);
- FsrRcasInputHx2(eR,eG,eB);
- FsrRcasInputHx2(fR,fG,fB);
- FsrRcasInputHx2(hR,hG,hB);
- // Luma times 2.
- AH2 bL=bB*AH2_(0.5)+(bR*AH2_(0.5)+bG);
- AH2 dL=dB*AH2_(0.5)+(dR*AH2_(0.5)+dG);
- AH2 eL=eB*AH2_(0.5)+(eR*AH2_(0.5)+eG);
- AH2 fL=fB*AH2_(0.5)+(fR*AH2_(0.5)+fG);
- AH2 hL=hB*AH2_(0.5)+(hR*AH2_(0.5)+hG);
- // Noise detection.
- AH2 nz=AH2_(0.25)*bL+AH2_(0.25)*dL+AH2_(0.25)*fL+AH2_(0.25)*hL-eL;
- nz=ASatH2(abs(nz)*APrxMedRcpH2(AMax3H2(AMax3H2(bL,dL,eL),fL,hL)-AMin3H2(AMin3H2(bL,dL,eL),fL,hL)));
- nz=AH2_(-0.5)*nz+AH2_(1.0);
- // Min and max of ring.
- AH2 mn4R=min(AMin3H2(bR,dR,fR),hR);
- AH2 mn4G=min(AMin3H2(bG,dG,fG),hG);
- AH2 mn4B=min(AMin3H2(bB,dB,fB),hB);
- AH2 mx4R=max(AMax3H2(bR,dR,fR),hR);
- AH2 mx4G=max(AMax3H2(bG,dG,fG),hG);
- AH2 mx4B=max(AMax3H2(bB,dB,fB),hB);
- // Immediate constants for peak range.
- AH2 peakC=AH2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
- AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
- AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
- AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
- AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
- AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
- AH2 lobeR=max(-hitMinR,hitMaxR);
- AH2 lobeG=max(-hitMinG,hitMaxG);
- AH2 lobeB=max(-hitMinB,hitMaxB);
- AH2 lobe=max(AH2_(-FSR_RCAS_LIMIT),min(AMax3H2(lobeR,lobeG,lobeB),AH2_(0.0)))*AH2_(AH2_AU1(con.y).x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- AH2 rcpL=APrxMedRcpH2(AH2_(4.0)*lobe+AH2_(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
-// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
-// The 'Lfga*()' functions provide a convenient way to introduce grain.
-// These functions limit grain based on distance to signal limits.
-// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
-// Grain application should be done in a linear colorspace.
-// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
-//------------------------------------------------------------------------------------------------------------------------------
-// Usage,
-// FsrLfga*(
-// color, // In/out linear colorspace color {0 to 1} ranged.
-// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
-// amount); // Amount of grain (0 to 1} ranged.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example if grain texture is monochrome: 'FsrLfgaF(color,AF3_(grain),amount)'
-//==============================================================================================================================
-#if defined(A_GPU)
- // Maximum grain is the minimum distance to the signal limit.
- void FsrLfgaF(inout AF3 c,AF3 t,AF1 a){c+=(t*AF3_(a))*min(AF3_(1.0)-c,c);}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- // Half precision version (slower).
- void FsrLfgaH(inout AH3 c,AH3 t,AH1 a){c+=(t*AH3_(a))*min(AH3_(1.0)-c,c);}
-//------------------------------------------------------------------------------------------------------------------------------
- // Packed half precision version (faster).
- void FsrLfgaHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 tR,AH2 tG,AH2 tB,AH1 a){
- cR+=(tR*AH2_(a))*min(AH2_(1.0)-cR,cR);cG+=(tG*AH2_(a))*min(AH2_(1.0)-cG,cG);cB+=(tB*AH2_(a))*min(AH2_(1.0)-cB,cB);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
-// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
-//------------------------------------------------------------------------------------------------------------------------------
-// Reversible tonemapper usage,
-// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
-// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
-//==============================================================================================================================
-#if defined(A_GPU)
- void FsrSrtmF(inout AF3 c){c*=AF3_(ARcpF1(AMax3F1(c.r,c.g,c.b)+AF1_(1.0)));}
- // The extra max solves the c=1.0 case (which is a /0).
- void FsrSrtmInvF(inout AF3 c){c*=AF3_(ARcpF1(max(AF1_(1.0/32768.0),AF1_(1.0)-AMax3F1(c.r,c.g,c.b))));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- void FsrSrtmH(inout AH3 c){c*=AH3_(ARcpH1(AMax3H1(c.r,c.g,c.b)+AH1_(1.0)));}
- void FsrSrtmInvH(inout AH3 c){c*=AH3_(ARcpH1(max(AH1_(1.0/32768.0),AH1_(1.0)-AMax3H1(c.r,c.g,c.b))));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrSrtmHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(AMax3H2(cR,cG,cB)+AH2_(1.0));cR*=rcp;cG*=rcp;cB*=rcp;}
- void FsrSrtmInvHx2(inout AH2 cR,inout AH2 cG,inout AH2 cB){
- AH2 rcp=ARcpH2(max(AH2_(1.0/32768.0),AH2_(1.0)-AMax3H2(cR,cG,cB)));cR*=rcp;cG*=rcp;cB*=rcp;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
-// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
-// Given good non-biased temporal blue noise as dither input,
-// the output dither will temporally conserve energy.
-// This is done by choosing the linear nearest step point instead of perceptual nearest.
-// See code below for details.
-//------------------------------------------------------------------------------------------------------------------------------
-// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
-// ===============================================
-// - Output is 'uint(floor(saturate(n)*255.0+0.5))'.
-// - Thus rounding is to nearest.
-// - NaN gets converted to zero.
-// - INF is clamped to {0.0 to 1.0}.
-//==============================================================================================================================
-#if defined(A_GPU)
- // Hand tuned integer position to dither value, with more values than simple checkerboard.
- // Only 32-bit has enough precision for this compddation.
- // Output is {0 to <1}.
- AF1 FsrTepdDitF(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- // The 1.61803 golden ratio.
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- // Number designed to provide a good visual pattern.
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AFractF1(x);}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 8-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC8F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(255.0))*AF3_(1.0/255.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/255.0);b=b*b;
- // Ratio of 'a' to 'b' required to produce 'c'.
- // APrxLoRcpF1() won't work here (at least for very high dynamic ranges).
- // APrxMedRcpF1() is an IADD,FMA,MUL.
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- // Use the ratio as a cutoff to choose 'a' or 'b'.
- // AGtZeroF1() is a MUL.
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- // This version is 10-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC10F(inout AF3 c,AF1 dit){
- AF3 n=sqrt(c);
- n=floor(n*AF3_(1023.0))*AF3_(1.0/1023.0);
- AF3 a=n*n;
- AF3 b=n+AF3_(1.0/1023.0);b=b*b;
- AF3 r=(c-b)*APrxMedRcpF3(a-b);
- c=ASatF3(n+AGtZeroF3(AF3_(dit)-r)*AF3_(1.0/1023.0));}
-#endif
-//==============================================================================================================================
-#if defined(A_GPU)&&defined(A_HALF)
- AH1 FsrTepdDitH(AU2 p,AU1 f){
- AF1 x=AF1_(p.x+f);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*a+(y*b);
- return AH1(AFractF1(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(255.0))*AH3_(1.0/255.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/255.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10H(inout AH3 c,AH1 dit){
- AH3 n=sqrt(c);
- n=floor(n*AH3_(1023.0))*AH3_(1.0/1023.0);
- AH3 a=n*n;
- AH3 b=n+AH3_(1.0/1023.0);b=b*b;
- AH3 r=(c-b)*APrxMedRcpH3(a-b);
- c=ASatH3(n+AGtZeroH3(AH3_(dit)-r)*AH3_(1.0/1023.0));}
-//==============================================================================================================================
- // This computes dither for positions 'p' and 'p+{8,0}'.
- AH2 FsrTepdDitHx2(AU2 p,AU1 f){
- AF2 x;
- x.x=AF1_(p.x+f);
- x.y=x.x+AF1_(8.0);
- AF1 y=AF1_(p.y);
- AF1 a=AF1_((1.0+sqrt(5.0))/2.0);
- AF1 b=AF1_(1.0/3.69);
- x=x*AF2_(a)+AF2_(y*b);
- return AH2(AFractF2(x));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(255.0))*AH2_(1.0/255.0);
- nG=floor(nG*AH2_(255.0))*AH2_(1.0/255.0);
- nB=floor(nB*AH2_(255.0))*AH2_(1.0/255.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/255.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/255.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/255.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/255.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/255.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/255.0));}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10Hx2(inout AH2 cR,inout AH2 cG,inout AH2 cB,AH2 dit){
- AH2 nR=sqrt(cR);
- AH2 nG=sqrt(cG);
- AH2 nB=sqrt(cB);
- nR=floor(nR*AH2_(1023.0))*AH2_(1.0/1023.0);
- nG=floor(nG*AH2_(1023.0))*AH2_(1.0/1023.0);
- nB=floor(nB*AH2_(1023.0))*AH2_(1.0/1023.0);
- AH2 aR=nR*nR;
- AH2 aG=nG*nG;
- AH2 aB=nB*nB;
- AH2 bR=nR+AH2_(1.0/1023.0);bR=bR*bR;
- AH2 bG=nG+AH2_(1.0/1023.0);bG=bG*bG;
- AH2 bB=nB+AH2_(1.0/1023.0);bB=bB*bB;
- AH2 rR=(cR-bR)*APrxMedRcpH2(aR-bR);
- AH2 rG=(cG-bG)*APrxMedRcpH2(aG-bG);
- AH2 rB=(cB-bB)*APrxMedRcpH2(aB-bB);
- cR=ASatH2(nR+AGtZeroH2(dit-rR)*AH2_(1.0/1023.0));
- cG=ASatH2(nG+AGtZeroH2(dit-rG)*AH2_(1.0/1023.0));
- cB=ASatH2(nB+AGtZeroH2(dit-rB)*AH2_(1.0/1023.0));}
-#endif
-
-
-void CurrFilter(AU2 pos)
-{
- AF3 c;
- FsrRcasF(c.r, c.g, c.b, pos, con0);
- imageStore(imgOutput, ASU2(pos), AF4(c, 1));
-}
-
-void main() {
- FsrRcasCon(con0, sharpening_data);
-
- AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
- CurrFilter(gxy);
- gxy.x += 8u;
- CurrFilter(gxy);
- gxy.y += 8u;
- CurrFilter(gxy);
- gxy.x -= 8u;
- CurrFilter(gxy);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv
deleted file mode 100644
index b2e30e1f..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl
deleted file mode 100644
index f197c64c..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl
+++ /dev/null
@@ -1,1177 +0,0 @@
-/*============================================================================
-
-
- NVIDIA FXAA 3.11 by TIMOTHY LOTTES
-
-
-------------------------------------------------------------------------------
-COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
-------------------------------------------------------------------------------
-TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
-*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
-OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
-OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
-CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
-LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
-OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
-THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
-DAMAGES.
-
-------------------------------------------------------------------------------
- INTEGRATION CHECKLIST
-------------------------------------------------------------------------------
-(1.)
-In the shader source, setup defines for the desired configuration.
-When providing multiple shaders (for different presets),
-simply setup the defines differently in multiple files.
-Example,
-
- #define FXAA_PC 1
- #define FXAA_HLSL_5 1
- #define FXAA_QUALITY_PRESET 12
-
-Or,
-
- #define FXAA_360 1
-
-Or,
-
- #define FXAA_PS3 1
-
-Etc.
-
-(2.)
-Then include this file,
-
- #include "Fxaa3_11.h"
-
-(3.)
-Then call the FXAA pixel shader from within your desired shader.
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-As for FXAA 3.11 all inputs for all shaders are the same
-to enable easy porting between platforms.
-
- return FxaaPixelShader(...);
-
-(4.)
-Insure pass prior to FXAA outputs RGBL (see next section).
-Or use,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-(5.)
-Setup engine to provide the following constants
-which are used in the FxaaPixelShader() inputs,
-
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-
-(6.)
-Have FXAA vertex shader run as a full screen triangle,
-and output "pos" and "fxaaConsolePosPos"
-such that inputs in the pixel shader provide,
-
- // {xy} = center of pixel
- FxaaFloat2 pos,
-
- // {xy_} = upper left of pixel
- // {_zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
-
-(7.)
-Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
-
-
-------------------------------------------------------------------------------
- INTEGRATION - RGBL AND COLORSPACE
-------------------------------------------------------------------------------
-FXAA3 requires RGBL as input unless the following is set,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-In which case the engine uses green in place of luma,
-and requires RGB input is in a non-linear colorspace.
-
-RGB should be LDR (low dynamic range).
-Specifically do FXAA after tonemapping.
-
-RGB data as returned by a texture fetch can be non-linear,
-or linear when FXAA_GREEN_AS_LUMA is not set.
-Note an "sRGB format" texture counts as linear,
-because the result of a texture fetch is linear data.
-Regular "RGBA8" textures in the sRGB colorspace are non-linear.
-
-If FXAA_GREEN_AS_LUMA is not set,
-luma must be stored in the alpha channel prior to running FXAA.
-This luma should be in a perceptual space (could be gamma 2.0).
-Example pass before FXAA where output is gamma 2.0 encoded,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
- return color;
-
-Another example where output is linear encoded,
-say for instance writing to an sRGB formated render target,
-where the render target does the conversion back to sRGB after blending,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
- return color;
-
-Getting luma correct is required for the algorithm to work correctly.
-
-
-------------------------------------------------------------------------------
- BEING LINEARLY CORRECT?
-------------------------------------------------------------------------------
-Applying FXAA to a framebuffer with linear RGB color will look worse.
-This is very counter intuitive, but happends to be true in this case.
-The reason is because dithering artifacts will be more visiable
-in a linear colorspace.
-
-
-------------------------------------------------------------------------------
- COMPLEX INTEGRATION
-------------------------------------------------------------------------------
-Q. What if the engine is blending into RGB before wanting to run FXAA?
-
-A. In the last opaque pass prior to FXAA,
- have the pass write out luma into alpha.
- Then blend into RGB only.
- FXAA should be able to run ok
- assuming the blending pass did not any add aliasing.
- This should be the common case for particles and common blending passes.
-
-A. Or use FXAA_GREEN_AS_LUMA.
-
-============================================================================*/
-
-#version 430 core
-
-layout(local_size_x = 16, local_size_y = 16) in;
-layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-
-layout(binding = 1, set = 2) uniform sampler2D inputImage;
-layout(binding = 2) uniform invResolution
-{
- vec2 invResolution_data;
-};
-
-#define FXAA_QUALITY_PRESET 12
-#define FXAA_GREEN_AS_LUMA 1
-#define FXAA_PC 1
-#define FXAA_GLSL_130 1
-
-
-/*============================================================================
-
- INTEGRATION KNOBS
-
-/*==========================================================================*/
-#ifndef FXAA_PC
- //
- // FXAA Quality
- // The high quality PC algorithm.
- //
- #define FXAA_PC 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_120
- #define FXAA_GLSL_120 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_130
- #define FXAA_GLSL_130 0
-#endif
-/*==========================================================================*/
-#ifndef FXAA_GREEN_AS_LUMA
- //
- // For those using non-linear color,
- // and either not able to get luma in alpha, or not wanting to,
- // this enables FXAA to run using green as a proxy for luma.
- // So with this enabled, no need to pack luma in alpha.
- //
- // This will turn off AA on anything which lacks some amount of green.
- // Pure red and blue or combination of only R and B, will get no AA.
- //
- // Might want to lower the settings for both,
- // fxaaConsoleEdgeThresholdMin
- // fxaaQualityEdgeThresholdMin
- // In order to insure AA does not get turned off on colors
- // which contain a minor amount of green.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_GREEN_AS_LUMA 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_EARLY_EXIT
- //
- // Controls algorithm's early exit path.
- // On PS3 turning this ON adds 2 cycles to the shader.
- // On 360 turning this OFF adds 10ths of a millisecond to the shader.
- // Turning this off on console will result in a more blurry image.
- // So this defaults to on.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_EARLY_EXIT 1
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_DISCARD
- //
- // Only valid for PC OpenGL currently.
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
- //
- // 1 = Use discard on pixels which don't need AA.
- // For APIs which enable concurrent TEX+ROP from same surface.
- // 0 = Return unchanged color on pixels which don't need AA.
- //
- #define FXAA_DISCARD 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_FAST_PIXEL_OFFSET
- //
- // Used for GLSL 120 only.
- //
- // 1 = GL API supports fast pixel offsets
- // 0 = do not use fast pixel offsets
- //
- #ifdef GL_EXT_gpu_shader4
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifndef FXAA_FAST_PIXEL_OFFSET
- #define FXAA_FAST_PIXEL_OFFSET 0
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GATHER4_ALPHA
- //
- // 1 = API supports gather4 on alpha channel.
- // 0 = API does not support gather4 on alpha channel.
- //
- #if (FXAA_HLSL_5 == 1)
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
-#endif
-
-/*============================================================================
- FXAA QUALITY - TUNING KNOBS
-------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
-============================================================================*/
-#ifndef FXAA_QUALITY_PRESET
- //
- // Choose the quality preset.
- // This needs to be compiled into the shader as it effects code.
- // Best option to include multiple presets is to
- // in each shader define the preset, then include this file.
- //
- // OPTIONS
- // -----------------------------------------------------------------------
- // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
- // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
- // 39 - no dither, very expensive
- //
- // NOTES
- // -----------------------------------------------------------------------
- // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
- // 13 = about same speed as FXAA 3.9 and better than 12
- // 23 = closest to FXAA 3.9 visually and performance wise
- // _ = the lowest digit is directly related to performance
- // _ = the highest digit is directly related to style
- //
- #define FXAA_QUALITY_PRESET 12
-#endif
-
-
-/*============================================================================
-
- FXAA QUALITY - PRESETS
-
-============================================================================*/
-
-/*============================================================================
- FXAA QUALITY - MEDIUM DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY_PRESET == 10)
- #define FXAA_QUALITY_PS 3
- #define FXAA_QUALITY_P0 1.5
- #define FXAA_QUALITY_P1 3.0
- #define FXAA_QUALITY_P2 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 11)
- #define FXAA_QUALITY_PS 4
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 3.0
- #define FXAA_QUALITY_P3 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 12)
- #define FXAA_QUALITY_PS 5
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 4.0
- #define FXAA_QUALITY_P4 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 13)
- #define FXAA_QUALITY_PS 6
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 4.0
- #define FXAA_QUALITY_P5 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 14)
- #define FXAA_QUALITY_PS 7
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 4.0
- #define FXAA_QUALITY_P6 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 15)
- #define FXAA_QUALITY_PS 8
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 4.0
- #define FXAA_QUALITY_P7 12.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - LOW DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY_PRESET == 20)
- #define FXAA_QUALITY_PS 3
- #define FXAA_QUALITY_P0 1.5
- #define FXAA_QUALITY_P1 2.0
- #define FXAA_QUALITY_P2 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 21)
- #define FXAA_QUALITY_PS 4
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 22)
- #define FXAA_QUALITY_PS 5
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 23)
- #define FXAA_QUALITY_PS 6
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 24)
- #define FXAA_QUALITY_PS 7
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 3.0
- #define FXAA_QUALITY_P6 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 25)
- #define FXAA_QUALITY_PS 8
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 4.0
- #define FXAA_QUALITY_P7 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 26)
- #define FXAA_QUALITY_PS 9
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 2.0
- #define FXAA_QUALITY_P7 4.0
- #define FXAA_QUALITY_P8 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 27)
- #define FXAA_QUALITY_PS 10
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 2.0
- #define FXAA_QUALITY_P7 2.0
- #define FXAA_QUALITY_P8 4.0
- #define FXAA_QUALITY_P9 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 28)
- #define FXAA_QUALITY_PS 11
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 2.0
- #define FXAA_QUALITY_P7 2.0
- #define FXAA_QUALITY_P8 2.0
- #define FXAA_QUALITY_P9 4.0
- #define FXAA_QUALITY_P10 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY_PRESET == 29)
- #define FXAA_QUALITY_PS 12
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.5
- #define FXAA_QUALITY_P2 2.0
- #define FXAA_QUALITY_P3 2.0
- #define FXAA_QUALITY_P4 2.0
- #define FXAA_QUALITY_P5 2.0
- #define FXAA_QUALITY_P6 2.0
- #define FXAA_QUALITY_P7 2.0
- #define FXAA_QUALITY_P8 2.0
- #define FXAA_QUALITY_P9 2.0
- #define FXAA_QUALITY_P10 4.0
- #define FXAA_QUALITY_P11 8.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - EXTREME QUALITY
-============================================================================*/
-#if (FXAA_QUALITY_PRESET == 39)
- #define FXAA_QUALITY_PS 12
- #define FXAA_QUALITY_P0 1.0
- #define FXAA_QUALITY_P1 1.0
- #define FXAA_QUALITY_P2 1.0
- #define FXAA_QUALITY_P3 1.0
- #define FXAA_QUALITY_P4 1.0
- #define FXAA_QUALITY_P5 1.5
- #define FXAA_QUALITY_P6 2.0
- #define FXAA_QUALITY_P7 2.0
- #define FXAA_QUALITY_P8 2.0
- #define FXAA_QUALITY_P9 2.0
- #define FXAA_QUALITY_P10 4.0
- #define FXAA_QUALITY_P11 8.0
-#endif
-
-
-
-/*============================================================================
-
- API PORTING
-
-============================================================================*/
-#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
- #define FxaaBool bool
- #define FxaaDiscard discard
- #define FxaaFloat float
- #define FxaaFloat2 vec2
- #define FxaaFloat3 vec3
- #define FxaaFloat4 vec4
- #define FxaaHalf float
- #define FxaaHalf2 vec2
- #define FxaaHalf3 vec3
- #define FxaaHalf4 vec4
- #define FxaaInt2 ivec2
- #define FxaaSat(x) clamp(x, 0.0, 1.0)
- #define FxaaTex sampler2D
-#else
- #define FxaaBool bool
- #define FxaaDiscard clip(-1)
- #define FxaaFloat float
- #define FxaaFloat2 float2
- #define FxaaFloat3 float3
- #define FxaaFloat4 float4
- #define FxaaHalf half
- #define FxaaHalf2 half2
- #define FxaaHalf3 half3
- #define FxaaHalf4 half4
- #define FxaaSat(x) saturate(x)
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_120 == 1)
- // Requires,
- // #version 120
- // And at least,
- // #extension GL_EXT_gpu_shader4 : enable
- // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
- #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
- #if (FXAA_FAST_PIXEL_OFFSET == 1)
- #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
- #else
- #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
- #endif
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_130 == 1)
- // Requires "#version 130" or better
- #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
- #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-
-
-/*============================================================================
- GREEN AS LUMA OPTION SUPPORT FUNCTION
-============================================================================*/
-#if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
-#else
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
-#endif
-
-
-
-
-/*============================================================================
-
- FXAA3 QUALITY - PC
-
-============================================================================*/
-#if (FXAA_PC == 1)
-/*--------------------------------------------------------------------------*/
-FxaaFloat4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- FxaaFloat2 pos,
- //
- // Used only for FXAA Console, and not used on the 360 version.
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy_} = upper left of pixel
- // {_zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
- // if (FXAA_GREEN_AS_LUMA == 0)
- // {__a} = luma in perceptual color space (not linear)
- FxaaTex tex,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 2nd sampler.
- // This sampler needs to have an exponent bias of -1.
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 3nd sampler.
- // This sampler needs to have an exponent bias of -2.
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- FxaaFloat2 fxaaQualityRcpFrame,
- //
- // Only used on FXAA Console.
- // This must be from a constant/uniform.
- // This effects sub-pixel AA quality and inversely sharpness.
- // Where N ranges between,
- // N = 0.50 (default)
- // N = 0.33 (sharper)
- // {x__} = -N/screenWidthInPixels
- // {_y_} = -N/screenHeightInPixels
- // {_z_} = N/screenWidthInPixels
- // {__w} = N/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- //
- // Only used on FXAA Console.
- // Not used on 360, but used on PS3 and PC.
- // This must be from a constant/uniform.
- // {x__} = -2.0/screenWidthInPixels
- // {_y_} = -2.0/screenHeightInPixels
- // {_z_} = 2.0/screenWidthInPixels
- // {__w} = 2.0/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- //
- // Only used on FXAA Console.
- // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
- // This must be from a constant/uniform.
- // {x__} = 8.0/screenWidthInPixels
- // {_y_} = 8.0/screenHeightInPixels
- // {_z_} = -4.0/screenWidthInPixels
- // {__w} = -4.0/screenHeightInPixels
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY_SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- FxaaFloat fxaaQualitySubpix,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- FxaaFloat fxaaQualityEdgeThreshold,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaQualityEdgeThresholdMin,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
- // Due to the PS3 being ALU bound,
- // there are only three safe values here: 2 and 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // For all other platforms can be a non-power of two.
- // 8.0 is sharper (default!!!)
- // 4.0 is softer
- // 2.0 is really soft (good only for vector graphics inputs)
- FxaaFloat fxaaConsoleEdgeSharpness,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 1/4 and 1/8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // The console setting has a different mapping than the quality setting.
- // Other platforms can use other values.
- // 0.125 leaves less aliasing, but is softer (default!!!)
- // 0.25 leaves more aliasing, and is sharper
- FxaaFloat fxaaConsoleEdgeThreshold,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // The console setting has a different mapping than the quality setting.
- // This only applies when FXAA_EARLY_EXIT is 1.
- // This does not apply to PS3,
- // PS3 was simplified to avoid more shader instructions.
- // 0.06 - faster but more aliasing in darks
- // 0.05 - default
- // 0.04 - slower and less aliasing in darks
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- //
- // Extra constants for 360 FXAA Console only.
- // Use zeros or anything else for other platforms.
- // These must be in physical constant registers and NOT immedates.
- // Immedates will result in compiler un-optimizing.
- // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- #if (FXAA_GATHER4_ALPHA == 1)
- #if (FXAA_DISCARD == 0)
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- #endif
- #if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
- #else
- FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
- #endif
- #if (FXAA_DISCARD == 1)
- #define lumaM luma4A.w
- #endif
- #define lumaE luma4A.z
- #define lumaS luma4A.x
- #define lumaSE luma4A.y
- #define lumaNW luma4B.w
- #define lumaN luma4B.z
- #define lumaW luma4B.x
- #else
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat maxSM = max(lumaS, lumaM);
- FxaaFloat minSM = min(lumaS, lumaM);
- FxaaFloat maxESM = max(lumaE, maxSM);
- FxaaFloat minESM = min(lumaE, minSM);
- FxaaFloat maxWN = max(lumaN, lumaW);
- FxaaFloat minWN = min(lumaN, lumaW);
- FxaaFloat rangeMax = max(maxWN, maxESM);
- FxaaFloat rangeMin = min(minWN, minESM);
- FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- FxaaFloat range = rangeMax - rangeMin;
- FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- FxaaBool earlyExit = range < rangeMaxClamped;
-/*--------------------------------------------------------------------------*/
- if(earlyExit)
- #if (FXAA_DISCARD == 1)
- FxaaDiscard;
- #else
- return rgbyM;
- #endif
-/*--------------------------------------------------------------------------*/
- #if (FXAA_GATHER4_ALPHA == 0)
- FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #else
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNS = lumaN + lumaS;
- FxaaFloat lumaWE = lumaW + lumaE;
- FxaaFloat subpixRcpRange = 1.0/range;
- FxaaFloat subpixNSWE = lumaNS + lumaWE;
- FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNESE = lumaNE + lumaSE;
- FxaaFloat lumaNWNE = lumaNW + lumaNE;
- FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNWSW = lumaNW + lumaSW;
- FxaaFloat lumaSWSE = lumaSW + lumaSE;
- FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
- FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
-/*--------------------------------------------------------------------------*/
- FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
- FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
- FxaaBool horzSpan = edgeHorz >= edgeVert;
- FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
-/*--------------------------------------------------------------------------*/
- if(!horzSpan) lumaN = lumaW;
- if(!horzSpan) lumaS = lumaE;
- if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
- FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
-/*--------------------------------------------------------------------------*/
- FxaaFloat gradientN = lumaN - lumaM;
- FxaaFloat gradientS = lumaS - lumaM;
- FxaaFloat lumaNN = lumaN + lumaM;
- FxaaFloat lumaSS = lumaS + lumaM;
- FxaaBool pairN = abs(gradientN) >= abs(gradientS);
- FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
- if(pairN) lengthSign = -lengthSign;
- FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- FxaaFloat2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- if(!horzSpan) posB.x += lengthSign * 0.5;
- if( horzSpan) posB.y += lengthSign * 0.5;
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
- FxaaFloat2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
- FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
- FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
- FxaaFloat subpixE = subpixC * subpixC;
- FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
-/*--------------------------------------------------------------------------*/
- if(!pairN) lumaNN = lumaSS;
- FxaaFloat gradientScaled = gradient * 1.0/4.0;
- FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
- FxaaFloat subpixF = subpixD * subpixE;
- FxaaBool lumaMLTZero = lumaMM < 0.0;
-/*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
- FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
- FxaaBool doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
-/*--------------------------------------------------------------------------*/
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 3)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 4)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 5)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 6)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 7)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 8)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 9)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 10)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 11)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY_PS > 12)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
-/*--------------------------------------------------------------------------*/
- FxaaFloat dstN = posM.x - posN.x;
- FxaaFloat dstP = posP.x - posM.x;
- if(!horzSpan) dstN = posM.y - posN.y;
- if(!horzSpan) dstP = posP.y - posM.y;
-/*--------------------------------------------------------------------------*/
- FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- FxaaFloat spanLength = (dstP + dstN);
- FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- FxaaFloat spanLengthRcp = 1.0/spanLength;
-/*--------------------------------------------------------------------------*/
- FxaaBool directionN = dstN < dstP;
- FxaaFloat dst = min(dstN, dstP);
- FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
- FxaaFloat subpixG = subpixF * subpixF;
- FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
-/*--------------------------------------------------------------------------*/
- FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
- if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
- #if (FXAA_DISCARD == 1)
- return FxaaTexTop(tex, posM);
- #else
- return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
- #endif
-}
-/*==========================================================================*/
-#endif
-
-vec4 mainImage(vec2 fragCoord)
-{
- vec2 rcpFrame = 1./invResolution_data.xy;
- vec2 uv2 = fragCoord.xy / invResolution_data.xy;
-
- float fxaaQualitySubpix = 0.75; // [0..1], default 0.75
- float fxaaQualityEdgeThreshold = 0.166; // [0.125..0.33], default 0.166
- float fxaaQualityEdgeThresholdMin = 0.02;//0.0625; // ?
- vec4 dummy4 = vec4(0.0,0.0,0.0,0.0);
- float dummy1 = 0.0;
-
- vec4 col = FxaaPixelShader(uv2, dummy4,
- inputImage, inputImage, inputImage,
- rcpFrame, dummy4, dummy4, dummy4,
- fxaaQualitySubpix, fxaaQualityEdgeThreshold,
- fxaaQualityEdgeThresholdMin,
- dummy1, dummy1, dummy1, dummy4);
-
- vec4 fragColor = vec4( col.xyz, 1. );
-
- return fragColor;
-}
-
-void main()
-{
- ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec4 outColor = mainImage(texelCoord + vec2(0.5));
- imageStore(imgOutput, texelCoord, outColor);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv
deleted file mode 100644
index b466bcb6..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.glsl
deleted file mode 100644
index a518cf25..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.glsl
+++ /dev/null
@@ -1,1404 +0,0 @@
-#version 430 core
-#define SMAA_GLSL_4 1
-
-layout (constant_id = 0) const int SMAA_PRESET_LOW = 0;
-layout (constant_id = 1) const int SMAA_PRESET_MEDIUM = 0;
-layout (constant_id = 2) const int SMAA_PRESET_HIGH = 0;
-layout (constant_id = 3) const int SMAA_PRESET_ULTRA = 0;
-layout (constant_id = 4) const float METRIC_WIDTH = 1920.0;
-layout (constant_id = 5) const float METRIC_HEIGHT = 1080.0;
-
-#define SMAA_RT_METRICS float4(1.0 / METRIC_WIDTH, 1.0 / METRIC_HEIGHT, METRIC_WIDTH, METRIC_HEIGHT)
-
-layout (local_size_x = 16, local_size_y = 16) in;
-/**
- * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
- * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
- * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
- * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
- * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- * of the Software, and to permit persons to whom the Software is furnished to
- * do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software. As clarification, there
- * is no requirement that the copyright notice and permission be included in
- * binary distributions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-
-/**
- * _______ ___ ___ ___ ___
- * / || \/ | / \ / \
- * | (---- | \ / | / ^ \ / ^ \
- * \ \ | |\/| | / /_\ \ / /_\ \
- * ----) | | | | | / _____ \ / _____ \
- * |_______/ |__| |__| /__/ \__\ /__/ \__\
- *
- * E N H A N C E D
- * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
- *
- * http://www.iryoku.com/smaa/
- *
- * Hi, welcome aboard!
- *
- * Here you'll find instructions to get the shader up and running as fast as
- * possible.
- *
- * IMPORTANTE NOTICE: when updating, remember to update both this file and the
- * precomputed textures! They may change from version to version.
- *
- * The shader has three passes, chained together as follows:
- *
- * |input|------------------
- * v |
- * [ SMAA*EdgeDetection ] |
- * v |
- * |edgesTex| |
- * v |
- * [ SMAABlendingWeightCalculation ] |
- * v |
- * |blendTex| |
- * v |
- * [ SMAANeighborhoodBlending ] <------
- * v
- * |output|
- *
- * Note that each [pass] has its own vertex and pixel shader. Remember to use
- * oversized triangles instead of quads to avoid overshading along the
- * diagonal.
- *
- * You've three edge detection methods to choose from: luma, color or depth.
- * They represent different quality/performance and anti-aliasing/sharpness
- * tradeoffs, so our recommendation is for you to choose the one that best
- * suits your particular scenario:
- *
- * - Depth edge detection is usually the fastest but it may miss some edges.
- *
- * - Luma edge detection is usually more expensive than depth edge detection,
- * but catches visible edges that depth edge detection can miss.
- *
- * - Color edge detection is usually the most expensive one but catches
- * chroma-only edges.
- *
- * For quickstarters: just use luma edge detection.
- *
- * The general advice is to not rush the integration process and ensure each
- * step is done correctly (don't try to integrate SMAA T2x with predicated edge
- * detection from the start!). Ok then, let's go!
- *
- * 1. The first step is to create two RGBA temporal render targets for holding
- * |edgesTex| and |blendTex|.
- *
- * In DX10 or DX11, you can use a RG render target for the edges texture.
- * In the case of NVIDIA GPUs, using RG render targets seems to actually be
- * slower.
- *
- * On the Xbox 360, you can use the same render target for resolving both
- * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
- *
- * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
- * each frame. Do not forget to clear the alpha channel!
- *
- * 3. The next step is loading the two supporting precalculated textures,
- * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
- * C++ headers, and also as regular DDS files. They'll be needed for the
- * 'SMAABlendingWeightCalculation' pass.
- *
- * If you use the C++ headers, be sure to load them in the format specified
- * inside of them.
- *
- * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
- * respectively, if you have that option in your content processor pipeline.
- * When compressing then, you get a non-perceptible quality decrease, and a
- * marginal performance increase.
- *
- * 4. All samplers must be set to linear filtering and clamp.
- *
- * After you get the technique working, remember that 64-bit inputs have
- * half-rate linear filtering on GCN.
- *
- * If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
- * 'SMAASamplePoint' to see which textures may benefit from point
- * filtering, and where (which is basically the color input in the edge
- * detection and resolve passes).
- *
- * 5. All texture reads and buffer writes must be non-sRGB, with the exception
- * of the input read and the output write in
- * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
- * this last pass are not possible, the technique will work anyway, but
- * will perform antialiasing in gamma space.
- *
- * IMPORTANT: for best results the input read for the color/luma edge
- * detection should *NOT* be sRGB.
- *
- * 6. Before including SMAA.h you'll have to setup the render target metrics,
- * the target and any optional configuration defines. Optionally you can
- * use a preset.
- *
- * You have the following targets available:
- * SMAA_HLSL_3
- * SMAA_HLSL_4
- * SMAA_HLSL_4_1
- * SMAA_GLSL_3 *
- * SMAA_GLSL_4 *
- *
- * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
- *
- * And four presets:
- * SMAA_PRESET_LOW (%60 of the quality)
- * SMAA_PRESET_MEDIUM (%80 of the quality)
- * SMAA_PRESET_HIGH (%95 of the quality)
- * SMAA_PRESET_ULTRA (%99 of the quality)
- *
- * For example:
- * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
- * #define SMAA_HLSL_4
- * #define SMAA_PRESET_HIGH
- * #include "SMAA.h"
- *
- * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
- * uniform variable. The code is designed to minimize the impact of not
- * using a constant value, but it is still better to hardcode it.
- *
- * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
- * add (and customize) the following defines before including SMAA.h:
- * #define SMAA_AREATEX_SELECT(sample) sample.rg
- * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
- *
- * If your engine is already using porting macros, you can define
- * SMAA_CUSTOM_SL, and define the porting functions by yourself.
- *
- * 7. Then, you'll have to setup the passes as indicated in the scheme above.
- * You can take a look into SMAA.fx, to see how we did it for our demo.
- * Checkout the function wrappers, you may want to copy-paste them!
- *
- * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
- * You can use a screenshot from your engine to compare the |edgesTex|
- * and |blendTex| produced inside of the engine with the results obtained
- * with the reference demo.
- *
- * 9. After you get the last pass to work, it's time to optimize. You'll have
- * to initialize a stencil buffer in the first pass (discard is already in
- * the code), then mask execution by using it the second pass. The last
- * pass should be executed in all pixels.
- *
- *
- * After this point you can choose to enable predicated thresholding,
- * temporal supersampling and motion blur integration:
- *
- * a) If you want to use predicated thresholding, take a look into
- * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
- * detection pass.
- *
- * b) If you want to enable temporal supersampling (SMAA T2x):
- *
- * 1. The first step is to render using subpixel jitters. I won't go into
- * detail, but it's as simple as moving each vertex position in the
- * vertex shader, you can check how we do it in our DX10 demo.
- *
- * 2. Then, you must setup the temporal resolve. You may want to take a look
- * into SMAAResolve for resolving 2x modes. After you get it working, you'll
- * probably see ghosting everywhere. But fear not, you can enable the
- * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
- * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
- *
- * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
- * done for 1x.
- *
- * 4. At this point you should already have something usable, but for best
- * results the proper area textures must be set depending on current jitter.
- * For this, the parameter 'subsampleIndices' of
- * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
- * mode:
- *
- * @SUBSAMPLE_INDICES
- *
- * | S# | Camera Jitter | subsampleIndices |
- * +----+------------------+---------------------+
- * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
- * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
- *
- * These jitter positions assume a bottom-to-top y axis. S# stands for the
- * sample number.
- *
- * More information about temporal supersampling here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * c) If you want to enable spatial multisampling (SMAA S2x):
- *
- * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
- * created with:
- * - DX10: see below (*)
- * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
- * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
- *
- * This allows to ensure that the subsample order matches the table in
- * @SUBSAMPLE_INDICES.
- *
- * (*) In the case of DX10, we refer the reader to:
- * - SMAA::detectMSAAOrder and
- * - SMAA::msaaReorder
- *
- * These functions allow to match the standard multisample patterns by
- * detecting the subsample order for a specific GPU, and reordering
- * them appropriately.
- *
- * 2. A shader must be run to output each subsample into a separate buffer
- * (DX10 is required). You can use SMAASeparate for this purpose, or just do
- * it in an existing pass (for example, in the tone mapping pass, which has
- * the advantage of feeding tone mapped subsamples to SMAA, which will yield
- * better results).
- *
- * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
- * the results in the final buffer. The second run should alpha blend with
- * the existing final buffer using a blending factor of 0.5.
- * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
- * b).
- *
- * d) If you want to enable temporal supersampling on top of SMAA S2x
- * (which actually is SMAA 4x):
- *
- * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
- * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
- * must be set as follows:
- *
- * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
- * +----+----+--------------------+-------------------+----------------------+
- * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
- * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
- * +----+----+--------------------+-------------------+----------------------+
- * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
- * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
- *
- * These jitter positions assume a bottom-to-top y axis. F# stands for the
- * frame number. S# stands for the sample number.
- *
- * 2. After calculating SMAA S2x for current frame (with the new subsample
- * indices), previous frame must be reprojected as in SMAA T2x mode (see
- * point b).
- *
- * e) If motion blur is used, you may want to do the edge detection pass
- * together with motion blur. This has two advantages:
- *
- * 1. Pixels under heavy motion can be omitted from the edge detection process.
- * For these pixels we can just store "no edge", as motion blur will take
- * care of them.
- * 2. The center pixel tap is reused.
- *
- * Note that in this case depth testing should be used instead of stenciling,
- * as we have to write all the pixels in the motion blur pass.
- *
- * That's it!
- */
-
-//-----------------------------------------------------------------------------
-// SMAA Presets
-
-/**
- * Note that if you use one of these presets, the following configuration
- * macros will be ignored if set in the "Configurable Defines" section.
- */
-
-#if defined(SMAA_PRESET_LOW)
-#define SMAA_THRESHOLD 0.15
-#define SMAA_MAX_SEARCH_STEPS 4
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_MEDIUM)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 8
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_HIGH)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 16
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#define SMAA_CORNER_ROUNDING 25
-#elif defined(SMAA_PRESET_ULTRA)
-#define SMAA_THRESHOLD 0.05
-#define SMAA_MAX_SEARCH_STEPS 32
-#define SMAA_MAX_SEARCH_STEPS_DIAG 16
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-//-----------------------------------------------------------------------------
-// Configurable Defines
-
-/**
- * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
- * Lowering this value you will be able to detect more edges at the expense of
- * performance.
- *
- * Range: [0, 0.5]
- * 0.1 is a reasonable value, and allows to catch most visible edges.
- * 0.05 is a rather overkill value, that allows to catch 'em all.
- *
- * If temporal supersampling is used, 0.2 could be a reasonable value, as low
- * contrast edges are properly filtered by just 2x.
- */
-#ifndef SMAA_THRESHOLD
-#define SMAA_THRESHOLD 0.1
-#endif
-
-/**
- * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
- *
- * Range: depends on the depth range of the scene.
- */
-#ifndef SMAA_DEPTH_THRESHOLD
-#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
- * horizontal/vertical pattern searches, at each side of the pixel.
- *
- * In number of pixels, it's actually the double. So the maximum line length
- * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
- * longer lines won't look as good, but still antialiased).
- *
- * Range: [0, 112]
- */
-#ifndef SMAA_MAX_SEARCH_STEPS
-#define SMAA_MAX_SEARCH_STEPS 16
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
- * diagonal pattern searches, at each side of the pixel. In this case we jump
- * one pixel at time, instead of two.
- *
- * Range: [0, 20]
- *
- * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
- * steps), but it can have a significant impact on older machines.
- *
- * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
- */
-#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#endif
-
-/**
- * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
- *
- * Range: [0, 100]
- *
- * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
- */
-#ifndef SMAA_CORNER_ROUNDING
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-/**
- * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
- * bigger contrast than current edge, current edge will be discarded.
- *
- * This allows to eliminate spurious crossing edges, and is based on the fact
- * that, if there is too much contrast in a direction, that will hide
- * perceptually contrast in the other neighbors.
- */
-#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
-#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
-#endif
-
-/**
- * Predicated thresholding allows to better preserve texture details and to
- * improve performance, by decreasing the number of detected edges using an
- * additional buffer like the light accumulation buffer, object ids or even the
- * depth buffer (the depth buffer usage may be limited to indoor or short range
- * scenes).
- *
- * It locally decreases the luma or color threshold if an edge is found in an
- * additional buffer (so the global threshold can be higher).
- *
- * This method was developed by Playstation EDGE MLAA team, and used in
- * Killzone 3, by using the light accumulation buffer. More information here:
- * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
- */
-#ifndef SMAA_PREDICATION
-#define SMAA_PREDICATION 0
-#endif
-
-/**
- * Threshold to be used in the additional predication buffer.
- *
- * Range: depends on the input, so you'll have to find the magic number that
- * works for you.
- */
-#ifndef SMAA_PREDICATION_THRESHOLD
-#define SMAA_PREDICATION_THRESHOLD 0.01
-#endif
-
-/**
- * How much to scale the global threshold used for luma or color edge
- * detection when using predication.
- *
- * Range: [1, 5]
- */
-#ifndef SMAA_PREDICATION_SCALE
-#define SMAA_PREDICATION_SCALE 2.0
-#endif
-
-/**
- * How much to locally decrease the threshold.
- *
- * Range: [0, 1]
- */
-#ifndef SMAA_PREDICATION_STRENGTH
-#define SMAA_PREDICATION_STRENGTH 0.4
-#endif
-
-/**
- * Temporal reprojection allows to remove ghosting artifacts when using
- * temporal supersampling. We use the CryEngine 3 method which also introduces
- * velocity weighting. This feature is of extreme importance for totally
- * removing ghosting. More information here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * Note that you'll need to setup a velocity buffer for enabling reprojection.
- * For static geometry, saving the previous depth buffer is a viable
- * alternative.
- */
-#ifndef SMAA_REPROJECTION
-#define SMAA_REPROJECTION 0
-#endif
-
-/**
- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
- * remove ghosting trails behind the moving object, which are not removed by
- * just using reprojection. Using low values will exhibit ghosting, while using
- * high values will disable temporal supersampling under motion.
- *
- * Behind the scenes, velocity weighting removes temporal supersampling when
- * the velocity of the subsamples differs (meaning they are different objects).
- *
- * Range: [0, 80]
- */
-#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
-#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
-#endif
-
-/**
- * On some compilers, discard cannot be used in vertex shaders. Thus, they need
- * to be compiled separately.
- */
-#ifndef SMAA_INCLUDE_VS
-#define SMAA_INCLUDE_VS 1
-#endif
-#ifndef SMAA_INCLUDE_PS
-#define SMAA_INCLUDE_PS 1
-#endif
-
-//-----------------------------------------------------------------------------
-// Texture Access Defines
-
-#ifndef SMAA_AREATEX_SELECT
-#if defined(SMAA_HLSL_3)
-#define SMAA_AREATEX_SELECT(sample) sample.ra
-#else
-#define SMAA_AREATEX_SELECT(sample) sample.rg
-#endif
-#endif
-
-#ifndef SMAA_SEARCHTEX_SELECT
-#define SMAA_SEARCHTEX_SELECT(sample) sample.r
-#endif
-
-#ifndef SMAA_DECODE_VELOCITY
-#define SMAA_DECODE_VELOCITY(sample) sample.rg
-#endif
-
-//-----------------------------------------------------------------------------
-// Non-Configurable Defines
-
-#define SMAA_AREATEX_MAX_DISTANCE 16
-#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
-#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
-#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
-#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
-#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
-#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
-
-//-----------------------------------------------------------------------------
-// Porting Functions
-
-#if defined(SMAA_HLSL_3)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
-#define SMAASample(tex, coord) tex2D(tex, coord)
-#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#endif
-#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
-SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-#define SMAATexture2D(tex) Texture2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
-#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
-#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
-#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
-#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
-#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
-#if defined(SMAA_HLSL_4_1)
-#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
-#endif
-#endif
-#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
-#define SMAASample(tex, coord) texture(tex, coord)
-#define SMAASamplePoint(tex, coord) texture(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
-#define SMAA_FLATTEN
-#define SMAA_BRANCH
-#define lerp(a, b, t) mix(a, b, t)
-#define saturate(a) clamp(a, 0.0, 1.0)
-#if defined(SMAA_GLSL_4)
-#define mad(a, b, c) fma(a, b, c)
-#define SMAAGather(tex, coord) textureGather(tex, coord)
-#else
-#define mad(a, b, c) (a * b + c)
-#endif
-#define float2 vec2
-#define float3 vec3
-#define float4 vec4
-#define int2 ivec2
-#define int3 ivec3
-#define int4 ivec4
-#define bool2 bvec2
-#define bool3 bvec3
-#define bool4 bvec4
-#endif
-
-#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
-#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
-#endif
-
-//-----------------------------------------------------------------------------
-// Misc functions
-
-/**
- * Gathers current pixel, and the top-left neighbors.
- */
-float3 SMAAGatherNeighbours(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(tex)) {
- #ifdef SMAAGather
- return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
- #else
- float P = SMAASamplePoint(tex, texcoord).r;
- float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
- float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
- return float3(P, Pleft, Ptop);
- #endif
-}
-
-/**
- * Adjusts the threshold by means of predication.
- */
-float2 SMAACalculatePredicatedThreshold(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(predicationTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
- float2 delta = abs(neighbours.xx - neighbours.yz);
- float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
- return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
-}
-
-/**
- * Conditional move:
- */
-void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
- SMAA_FLATTEN if (cond.x) variable.x = value.x;
- SMAA_FLATTEN if (cond.y) variable.y = value.y;
-}
-
-void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
- SMAAMovc(cond.xy, variable.xy, value.xy);
- SMAAMovc(cond.zw, variable.zw, value.zw);
-}
-
-
-#if SMAA_INCLUDE_VS
-//-----------------------------------------------------------------------------
-// Vertex Shaders
-
-/**
- * Edge Detection Vertex Shader
- */
-void SMAAEdgeDetectionVS(float2 texcoord,
- out float4 offset[3]) {
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
- offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
-}
-
-/**
- * Blend Weight Calculation Vertex Shader
- */
-void SMAABlendingWeightCalculationVS(float2 texcoord,
- out float2 pixcoord,
- out float4 offset[3]) {
- pixcoord = texcoord * SMAA_RT_METRICS.zw;
-
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
-
- // And these for the searches, they indicate the ends of the loops:
- offset[2] = mad(SMAA_RT_METRICS.xxyy,
- float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
- float4(offset[0].xz, offset[1].yw));
-}
-
-/**
- * Neighborhood Blending Vertex Shader
- */
-void SMAANeighborhoodBlendingVS(float2 texcoord,
- out float4 offset) {
- offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
-}
-#endif // SMAA_INCLUDE_VS
-
-#if SMAA_INCLUDE_PS
-//-----------------------------------------------------------------------------
-// Edge Detection Pixel Shaders (First Pass)
-
-/**
- * Luma Edge Detection
- *
- * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAALumaEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate lumas:
- float3 weights = float3(0.2126, 0.7152, 0.0722);
- float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
-
- float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
- float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
-
- // We do the usual threshold:
- float4 delta;
- delta.xy = abs(L - float2(Lleft, Ltop));
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
- float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
- delta.zw = abs(L - float2(Lright, Lbottom));
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
- float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
- delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Color Edge Detection
- *
- * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAAColorEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate color deltas:
- float4 delta;
- float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
-
- float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
- float3 t = abs(C - Cleft);
- delta.x = max(max(t.r, t.g), t.b);
-
- float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
- t = abs(C - Ctop);
- delta.y = max(max(t.r, t.g), t.b);
-
- // We do the usual threshold:
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
- t = abs(C - Cright);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
- t = abs(C - Cbottom);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
- t = abs(C - Cleftleft);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
- t = abs(C - Ctoptop);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Depth Edge Detection
- */
-float2 SMAADepthEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(depthTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
- float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
- float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
-
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- return edges;
-}
-
-//-----------------------------------------------------------------------------
-// Diagonal Search Functions
-
-#if !defined(SMAA_DISABLE_DIAG_DETECTION)
-
-/**
- * Allows to decode two binary values from a bilinear-filtered access.
- */
-float2 SMAADecodeDiagBilinearAccess(float2 e) {
- // Bilinear access for fetching 'e' have a 0.25 offset, and we are
- // interested in the R and G edges:
- //
- // +---G---+-------+
- // | x o R x |
- // +-------+-------+
- //
- // Then, if one of these edge is enabled:
- // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
- // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
- //
- // This function will unpack the values (mad + mul + round):
- // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
- e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
- return round(e);
-}
-
-float4 SMAADecodeDiagBilinearAccess(float4 e) {
- e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
- return round(e);
-}
-
-/**
- * These functions allows to perform diagonal pattern searches.
- */
-float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
-
- // @SearchDiag2Optimization
- // Fetch both edges at once using bilinear filtering:
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- e = SMAADecodeDiagBilinearAccess(e);
-
- // Non-optimized version:
- // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
- // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
-
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-/**
- * Similar to SMAAArea, this calculates the area corresponding to a certain
- * diagonal distance and crossing edges 'e'.
- */
-float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Diagonal areas are on the second half of the texture:
- texcoord.x += 0.5;
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-/**
- * This searches for diagonal patterns and returns the corresponding weights.
- */
-float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
- float2 weights = float2(0.0, 0.0);
-
- // Search for the line ends:
- float4 d;
- float2 end;
- if (e.r > 0.0) {
- d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
- d.x += float(end.y > 0.9);
- } else
- d.xz = float2(0.0, 0.0);
- d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
- c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
-
- // Non-optimized version:
- // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- // float4 c;
- // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
- // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
- // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
-
- // Merge crossing edges at each side into a single value:
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
- }
-
- // Search for the line ends:
- d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
- if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
- d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
- d.y += float(end.y > 0.9);
- } else
- d.yw = float2(0.0, 0.0);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
- }
-
- return weights;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Horizontal/Vertical Search Functions
-
-/**
- * This allows to determine how much length should we add in the last step
- * of the searches. It takes the bilinearly interpolated edge (see
- * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
- * crossing edges are active.
- */
-float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
- // The texture is flipped vertically, with left and right cases taking half
- // of the space horizontally:
- float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
- float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
-
- // Scale and bias to access texel centers:
- scale += float2(-1.0, 1.0);
- bias += float2( 0.5, -0.5);
-
- // Convert from pixel coordinates to texcoords:
- // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
- scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
- bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
-
- // Lookup the search texture:
- return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
-}
-
-/**
- * Horizontal/vertical search functions for the 2nd pass.
- */
-float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- /**
- * @PSEUDO_GATHER4
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
- * sample between edge, thus fetching four edges in a row.
- * Sampling with different offsets in each direction allows to disambiguate
- * which edges are active from the four fetched ones.
- */
- float2 e = float2(0.0, 1.0);
- while (texcoord.x > end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
-
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-
- // Non-optimized version:
- // We correct the previous (-0.25, -0.125) offset we applied:
- // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
-
- // The searches are bias by 1, so adjust the coords accordingly:
- // texcoord.x += SMAA_RT_METRICS.x;
-
- // Disambiguate the length added by the last step:
- // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
- // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
- // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(0.0, 1.0);
- while (texcoord.x < end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y > end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y < end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-/**
- * Ok, we have the distance and both crossing edges. So, what are the areas
- * at each side of current edge?
- */
-float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
- // Rounding prevents precision errors of bilinear filtering:
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-//-----------------------------------------------------------------------------
-// Corner Detection Functions
-
-void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
-
- weights *= saturate(factor);
- #endif
-}
-
-void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y;
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
-
- weights *= saturate(factor);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Blending Weight Calculation Pixel Shader (Second Pass)
-
-float4 SMAABlendingWeightCalculationPS(float2 texcoord,
- float2 pixcoord,
- float4 offset[3],
- SMAATexture2D(edgesTex),
- SMAATexture2D(areaTex),
- SMAATexture2D(searchTex),
- float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
- float4 weights = float4(0.0, 0.0, 0.0, 0.0);
-
- float2 e = SMAASample(edgesTex, texcoord).rg;
-
- SMAA_BRANCH
- if (e.g > 0.0) { // Edge at north
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- // Diagonals have both north and west edges, so searching for them in
- // one of the boundaries is enough.
- weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
-
- // We give priority to diagonals, so if we find a diagonal we skip
- // horizontal/vertical processing.
- SMAA_BRANCH
- if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
- #endif
-
- float2 d;
-
- // Find the distance to the left:
- float3 coords;
- coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
- coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
- d.x = coords.x;
-
- // Now fetch the left crossing edges, two at a time using bilinear
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
- // discern what value each edge has:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
-
- // Find the distance to the right:
- coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
- d.y = coords.z;
-
- // We want the distances to be in pixel units (doing this here allow to
- // better interleave arithmetic and memory accesses):
- d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the right crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
-
- // Fix corners:
- coords.y = texcoord.y;
- SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
-
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- } else
- e.r = 0.0; // Skip vertical processing.
- #endif
- }
-
- SMAA_BRANCH
- if (e.r > 0.0) { // Edge at west
- float2 d;
-
- // Find the distance to the top:
- float3 coords;
- coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
- coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
- d.x = coords.y;
-
- // Fetch the top crossing edges:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
-
- // Find the distance to the bottom:
- coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
- d.y = coords.z;
-
- // We want the distances to be in pixel units:
- d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the bottom crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
-
- // Get the area for this direction:
- weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
-
- // Fix corners:
- coords.x = texcoord.x;
- SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
- }
-
- return weights;
-}
-
-//-----------------------------------------------------------------------------
-// Neighborhood Blending Pixel Shader (Third Pass)
-
-float4 SMAANeighborhoodBlendingPS(float2 texcoord,
- float4 offset,
- SMAATexture2D(colorTex),
- SMAATexture2D(blendTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- // Fetch the blending weights for current pixel:
- float4 a;
- a.x = SMAASample(blendTex, offset.xy).a; // Right
- a.y = SMAASample(blendTex, offset.zw).g; // Top
- a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
-
- // Is there any blending weight with a value greater than 0.0?
- SMAA_BRANCH
- if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
- float4 color = SMAASampleLevelZero(colorTex, texcoord);
-
- #if SMAA_REPROJECTION
- float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- } else {
- bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
-
- // Calculate the blending offsets:
- float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
- float2 blendingWeight = a.yw;
- SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
- SMAAMovc(bool2(h, h), blendingWeight, a.xz);
- blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
-
- // Calculate the texture coordinates:
- float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
-
- // We exploit bilinear filtering to mix current pixel with the chosen
- // neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
-
- #if SMAA_REPROJECTION
- // Antialias velocity for proper reprojection in a later stage:
- float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
- velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Temporal Resolve Pixel Shader (Optional Pass)
-
-float4 SMAAResolvePS(float2 texcoord,
- SMAATexture2D(currentColorTex),
- SMAATexture2D(previousColorTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- #if SMAA_REPROJECTION
- // Velocity is assumed to be calculated for motion blur, so we need to
- // inverse it for reprojection:
- float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
-
- // Fetch current pixel:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
-
- // Reproject current coordinates and fetch previous pixel:
- float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
-
- // Attenuate the previous pixel if the velocity is different:
- float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
- float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
-
- // Blend the pixels according to the calculated weight:
- return lerp(current, previous, weight);
- #else
- // Just blend the pixels:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
- float4 previous = SMAASamplePoint(previousColorTex, texcoord);
- return lerp(current, previous, 0.5);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Separate Multisamples Pixel Shader (Optional Pass)
-
-#ifdef SMAALoad
-void SMAASeparatePS(float4 position,
- float2 texcoord,
- out float4 target0,
- out float4 target1,
- SMAATexture2DMS2(colorTexMS)) {
- int2 pos = int2(position.xy);
- target0 = SMAALoad(colorTexMS, pos, 0);
- target1 = SMAALoad(colorTexMS, pos, 1);
-}
-#endif
-
-//-----------------------------------------------------------------------------
-#endif // SMAA_INCLUDE_PS
-
-layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-
-layout(binding = 1, set = 2) uniform sampler2D inputImg;
-layout(binding = 3, set = 2) uniform sampler2D samplerArea;
-layout(binding = 4, set = 2) uniform sampler2D samplerSearch;
-layout( binding = 2 ) uniform invResolution
-{
- vec2 invResolution_data;
-};
-
-void main() {
- ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution_data;
- vec2 pixCoord;
- vec4 offset[3];
-
- SMAABlendingWeightCalculationVS( coord, pixCoord, offset);
-
- vec4 oColor = SMAABlendingWeightCalculationPS(coord, pixCoord, offset, inputImg, samplerArea, samplerSearch, ivec4(0));
-
- imageStore(imgOutput, texelCoord, oColor);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv
deleted file mode 100644
index 8efa011f..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.glsl
deleted file mode 100644
index 668b97d5..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.glsl
+++ /dev/null
@@ -1,1402 +0,0 @@
-#version 430 core
-#define SMAA_GLSL_4 1
-
-layout (constant_id = 0) const int SMAA_PRESET_LOW = 0;
-layout (constant_id = 1) const int SMAA_PRESET_MEDIUM = 0;
-layout (constant_id = 2) const int SMAA_PRESET_HIGH = 0;
-layout (constant_id = 3) const int SMAA_PRESET_ULTRA = 0;
-layout (constant_id = 4) const float METRIC_WIDTH = 1920.0;
-layout (constant_id = 5) const float METRIC_HEIGHT = 1080.0;
-
-#define SMAA_RT_METRICS float4(1.0 / METRIC_WIDTH, 1.0 / METRIC_HEIGHT, METRIC_WIDTH, METRIC_HEIGHT)
-
-layout (local_size_x = 16, local_size_y = 16) in;
-/**
- * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
- * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
- * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
- * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
- * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- * of the Software, and to permit persons to whom the Software is furnished to
- * do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software. As clarification, there
- * is no requirement that the copyright notice and permission be included in
- * binary distributions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-
-/**
- * _______ ___ ___ ___ ___
- * / || \/ | / \ / \
- * | (---- | \ / | / ^ \ / ^ \
- * \ \ | |\/| | / /_\ \ / /_\ \
- * ----) | | | | | / _____ \ / _____ \
- * |_______/ |__| |__| /__/ \__\ /__/ \__\
- *
- * E N H A N C E D
- * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
- *
- * http://www.iryoku.com/smaa/
- *
- * Hi, welcome aboard!
- *
- * Here you'll find instructions to get the shader up and running as fast as
- * possible.
- *
- * IMPORTANTE NOTICE: when updating, remember to update both this file and the
- * precomputed textures! They may change from version to version.
- *
- * The shader has three passes, chained together as follows:
- *
- * |input|------------------
- * v |
- * [ SMAA*EdgeDetection ] |
- * v |
- * |edgesTex| |
- * v |
- * [ SMAABlendingWeightCalculation ] |
- * v |
- * |blendTex| |
- * v |
- * [ SMAANeighborhoodBlending ] <------
- * v
- * |output|
- *
- * Note that each [pass] has its own vertex and pixel shader. Remember to use
- * oversized triangles instead of quads to avoid overshading along the
- * diagonal.
- *
- * You've three edge detection methods to choose from: luma, color or depth.
- * They represent different quality/performance and anti-aliasing/sharpness
- * tradeoffs, so our recommendation is for you to choose the one that best
- * suits your particular scenario:
- *
- * - Depth edge detection is usually the fastest but it may miss some edges.
- *
- * - Luma edge detection is usually more expensive than depth edge detection,
- * but catches visible edges that depth edge detection can miss.
- *
- * - Color edge detection is usually the most expensive one but catches
- * chroma-only edges.
- *
- * For quickstarters: just use luma edge detection.
- *
- * The general advice is to not rush the integration process and ensure each
- * step is done correctly (don't try to integrate SMAA T2x with predicated edge
- * detection from the start!). Ok then, let's go!
- *
- * 1. The first step is to create two RGBA temporal render targets for holding
- * |edgesTex| and |blendTex|.
- *
- * In DX10 or DX11, you can use a RG render target for the edges texture.
- * In the case of NVIDIA GPUs, using RG render targets seems to actually be
- * slower.
- *
- * On the Xbox 360, you can use the same render target for resolving both
- * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
- *
- * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
- * each frame. Do not forget to clear the alpha channel!
- *
- * 3. The next step is loading the two supporting precalculated textures,
- * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
- * C++ headers, and also as regular DDS files. They'll be needed for the
- * 'SMAABlendingWeightCalculation' pass.
- *
- * If you use the C++ headers, be sure to load them in the format specified
- * inside of them.
- *
- * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
- * respectively, if you have that option in your content processor pipeline.
- * When compressing then, you get a non-perceptible quality decrease, and a
- * marginal performance increase.
- *
- * 4. All samplers must be set to linear filtering and clamp.
- *
- * After you get the technique working, remember that 64-bit inputs have
- * half-rate linear filtering on GCN.
- *
- * If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
- * 'SMAASamplePoint' to see which textures may benefit from point
- * filtering, and where (which is basically the color input in the edge
- * detection and resolve passes).
- *
- * 5. All texture reads and buffer writes must be non-sRGB, with the exception
- * of the input read and the output write in
- * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
- * this last pass are not possible, the technique will work anyway, but
- * will perform antialiasing in gamma space.
- *
- * IMPORTANT: for best results the input read for the color/luma edge
- * detection should *NOT* be sRGB.
- *
- * 6. Before including SMAA.h you'll have to setup the render target metrics,
- * the target and any optional configuration defines. Optionally you can
- * use a preset.
- *
- * You have the following targets available:
- * SMAA_HLSL_3
- * SMAA_HLSL_4
- * SMAA_HLSL_4_1
- * SMAA_GLSL_3 *
- * SMAA_GLSL_4 *
- *
- * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
- *
- * And four presets:
- * SMAA_PRESET_LOW (%60 of the quality)
- * SMAA_PRESET_MEDIUM (%80 of the quality)
- * SMAA_PRESET_HIGH (%95 of the quality)
- * SMAA_PRESET_ULTRA (%99 of the quality)
- *
- * For example:
- * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
- * #define SMAA_HLSL_4
- * #define SMAA_PRESET_HIGH
- * #include "SMAA.h"
- *
- * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
- * uniform variable. The code is designed to minimize the impact of not
- * using a constant value, but it is still better to hardcode it.
- *
- * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
- * add (and customize) the following defines before including SMAA.h:
- * #define SMAA_AREATEX_SELECT(sample) sample.rg
- * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
- *
- * If your engine is already using porting macros, you can define
- * SMAA_CUSTOM_SL, and define the porting functions by yourself.
- *
- * 7. Then, you'll have to setup the passes as indicated in the scheme above.
- * You can take a look into SMAA.fx, to see how we did it for our demo.
- * Checkout the function wrappers, you may want to copy-paste them!
- *
- * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
- * You can use a screenshot from your engine to compare the |edgesTex|
- * and |blendTex| produced inside of the engine with the results obtained
- * with the reference demo.
- *
- * 9. After you get the last pass to work, it's time to optimize. You'll have
- * to initialize a stencil buffer in the first pass (discard is already in
- * the code), then mask execution by using it the second pass. The last
- * pass should be executed in all pixels.
- *
- *
- * After this point you can choose to enable predicated thresholding,
- * temporal supersampling and motion blur integration:
- *
- * a) If you want to use predicated thresholding, take a look into
- * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
- * detection pass.
- *
- * b) If you want to enable temporal supersampling (SMAA T2x):
- *
- * 1. The first step is to render using subpixel jitters. I won't go into
- * detail, but it's as simple as moving each vertex position in the
- * vertex shader, you can check how we do it in our DX10 demo.
- *
- * 2. Then, you must setup the temporal resolve. You may want to take a look
- * into SMAAResolve for resolving 2x modes. After you get it working, you'll
- * probably see ghosting everywhere. But fear not, you can enable the
- * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
- * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
- *
- * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
- * done for 1x.
- *
- * 4. At this point you should already have something usable, but for best
- * results the proper area textures must be set depending on current jitter.
- * For this, the parameter 'subsampleIndices' of
- * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
- * mode:
- *
- * @SUBSAMPLE_INDICES
- *
- * | S# | Camera Jitter | subsampleIndices |
- * +----+------------------+---------------------+
- * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
- * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
- *
- * These jitter positions assume a bottom-to-top y axis. S# stands for the
- * sample number.
- *
- * More information about temporal supersampling here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * c) If you want to enable spatial multisampling (SMAA S2x):
- *
- * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
- * created with:
- * - DX10: see below (*)
- * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
- * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
- *
- * This allows to ensure that the subsample order matches the table in
- * @SUBSAMPLE_INDICES.
- *
- * (*) In the case of DX10, we refer the reader to:
- * - SMAA::detectMSAAOrder and
- * - SMAA::msaaReorder
- *
- * These functions allow to match the standard multisample patterns by
- * detecting the subsample order for a specific GPU, and reordering
- * them appropriately.
- *
- * 2. A shader must be run to output each subsample into a separate buffer
- * (DX10 is required). You can use SMAASeparate for this purpose, or just do
- * it in an existing pass (for example, in the tone mapping pass, which has
- * the advantage of feeding tone mapped subsamples to SMAA, which will yield
- * better results).
- *
- * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
- * the results in the final buffer. The second run should alpha blend with
- * the existing final buffer using a blending factor of 0.5.
- * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
- * b).
- *
- * d) If you want to enable temporal supersampling on top of SMAA S2x
- * (which actually is SMAA 4x):
- *
- * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
- * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
- * must be set as follows:
- *
- * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
- * +----+----+--------------------+-------------------+----------------------+
- * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
- * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
- * +----+----+--------------------+-------------------+----------------------+
- * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
- * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
- *
- * These jitter positions assume a bottom-to-top y axis. F# stands for the
- * frame number. S# stands for the sample number.
- *
- * 2. After calculating SMAA S2x for current frame (with the new subsample
- * indices), previous frame must be reprojected as in SMAA T2x mode (see
- * point b).
- *
- * e) If motion blur is used, you may want to do the edge detection pass
- * together with motion blur. This has two advantages:
- *
- * 1. Pixels under heavy motion can be omitted from the edge detection process.
- * For these pixels we can just store "no edge", as motion blur will take
- * care of them.
- * 2. The center pixel tap is reused.
- *
- * Note that in this case depth testing should be used instead of stenciling,
- * as we have to write all the pixels in the motion blur pass.
- *
- * That's it!
- */
-
-//-----------------------------------------------------------------------------
-// SMAA Presets
-
-/**
- * Note that if you use one of these presets, the following configuration
- * macros will be ignored if set in the "Configurable Defines" section.
- */
-
-#if defined(SMAA_PRESET_LOW)
-#define SMAA_THRESHOLD 0.15
-#define SMAA_MAX_SEARCH_STEPS 4
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_MEDIUM)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 8
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_HIGH)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 16
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#define SMAA_CORNER_ROUNDING 25
-#elif defined(SMAA_PRESET_ULTRA)
-#define SMAA_THRESHOLD 0.05
-#define SMAA_MAX_SEARCH_STEPS 32
-#define SMAA_MAX_SEARCH_STEPS_DIAG 16
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-//-----------------------------------------------------------------------------
-// Configurable Defines
-
-/**
- * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
- * Lowering this value you will be able to detect more edges at the expense of
- * performance.
- *
- * Range: [0, 0.5]
- * 0.1 is a reasonable value, and allows to catch most visible edges.
- * 0.05 is a rather overkill value, that allows to catch 'em all.
- *
- * If temporal supersampling is used, 0.2 could be a reasonable value, as low
- * contrast edges are properly filtered by just 2x.
- */
-#ifndef SMAA_THRESHOLD
-#define SMAA_THRESHOLD 0.1
-#endif
-
-/**
- * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
- *
- * Range: depends on the depth range of the scene.
- */
-#ifndef SMAA_DEPTH_THRESHOLD
-#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
- * horizontal/vertical pattern searches, at each side of the pixel.
- *
- * In number of pixels, it's actually the double. So the maximum line length
- * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
- * longer lines won't look as good, but still antialiased).
- *
- * Range: [0, 112]
- */
-#ifndef SMAA_MAX_SEARCH_STEPS
-#define SMAA_MAX_SEARCH_STEPS 16
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
- * diagonal pattern searches, at each side of the pixel. In this case we jump
- * one pixel at time, instead of two.
- *
- * Range: [0, 20]
- *
- * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
- * steps), but it can have a significant impact on older machines.
- *
- * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
- */
-#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#endif
-
-/**
- * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
- *
- * Range: [0, 100]
- *
- * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
- */
-#ifndef SMAA_CORNER_ROUNDING
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-/**
- * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
- * bigger contrast than current edge, current edge will be discarded.
- *
- * This allows to eliminate spurious crossing edges, and is based on the fact
- * that, if there is too much contrast in a direction, that will hide
- * perceptually contrast in the other neighbors.
- */
-#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
-#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
-#endif
-
-/**
- * Predicated thresholding allows to better preserve texture details and to
- * improve performance, by decreasing the number of detected edges using an
- * additional buffer like the light accumulation buffer, object ids or even the
- * depth buffer (the depth buffer usage may be limited to indoor or short range
- * scenes).
- *
- * It locally decreases the luma or color threshold if an edge is found in an
- * additional buffer (so the global threshold can be higher).
- *
- * This method was developed by Playstation EDGE MLAA team, and used in
- * Killzone 3, by using the light accumulation buffer. More information here:
- * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
- */
-#ifndef SMAA_PREDICATION
-#define SMAA_PREDICATION 0
-#endif
-
-/**
- * Threshold to be used in the additional predication buffer.
- *
- * Range: depends on the input, so you'll have to find the magic number that
- * works for you.
- */
-#ifndef SMAA_PREDICATION_THRESHOLD
-#define SMAA_PREDICATION_THRESHOLD 0.01
-#endif
-
-/**
- * How much to scale the global threshold used for luma or color edge
- * detection when using predication.
- *
- * Range: [1, 5]
- */
-#ifndef SMAA_PREDICATION_SCALE
-#define SMAA_PREDICATION_SCALE 2.0
-#endif
-
-/**
- * How much to locally decrease the threshold.
- *
- * Range: [0, 1]
- */
-#ifndef SMAA_PREDICATION_STRENGTH
-#define SMAA_PREDICATION_STRENGTH 0.4
-#endif
-
-/**
- * Temporal reprojection allows to remove ghosting artifacts when using
- * temporal supersampling. We use the CryEngine 3 method which also introduces
- * velocity weighting. This feature is of extreme importance for totally
- * removing ghosting. More information here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * Note that you'll need to setup a velocity buffer for enabling reprojection.
- * For static geometry, saving the previous depth buffer is a viable
- * alternative.
- */
-#ifndef SMAA_REPROJECTION
-#define SMAA_REPROJECTION 0
-#endif
-
-/**
- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
- * remove ghosting trails behind the moving object, which are not removed by
- * just using reprojection. Using low values will exhibit ghosting, while using
- * high values will disable temporal supersampling under motion.
- *
- * Behind the scenes, velocity weighting removes temporal supersampling when
- * the velocity of the subsamples differs (meaning they are different objects).
- *
- * Range: [0, 80]
- */
-#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
-#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
-#endif
-
-/**
- * On some compilers, discard cannot be used in vertex shaders. Thus, they need
- * to be compiled separately.
- */
-#ifndef SMAA_INCLUDE_VS
-#define SMAA_INCLUDE_VS 1
-#endif
-#ifndef SMAA_INCLUDE_PS
-#define SMAA_INCLUDE_PS 1
-#endif
-
-//-----------------------------------------------------------------------------
-// Texture Access Defines
-
-#ifndef SMAA_AREATEX_SELECT
-#if defined(SMAA_HLSL_3)
-#define SMAA_AREATEX_SELECT(sample) sample.ra
-#else
-#define SMAA_AREATEX_SELECT(sample) sample.rg
-#endif
-#endif
-
-#ifndef SMAA_SEARCHTEX_SELECT
-#define SMAA_SEARCHTEX_SELECT(sample) sample.r
-#endif
-
-#ifndef SMAA_DECODE_VELOCITY
-#define SMAA_DECODE_VELOCITY(sample) sample.rg
-#endif
-
-//-----------------------------------------------------------------------------
-// Non-Configurable Defines
-
-#define SMAA_AREATEX_MAX_DISTANCE 16
-#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
-#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
-#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
-#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
-#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
-#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
-
-//-----------------------------------------------------------------------------
-// Porting Functions
-
-#if defined(SMAA_HLSL_3)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
-#define SMAASample(tex, coord) tex2D(tex, coord)
-#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#endif
-#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
-SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-#define SMAATexture2D(tex) Texture2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
-#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
-#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
-#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
-#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
-#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
-#if defined(SMAA_HLSL_4_1)
-#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
-#endif
-#endif
-#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
-#define SMAASample(tex, coord) texture(tex, coord)
-#define SMAASamplePoint(tex, coord) texture(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
-#define SMAA_FLATTEN
-#define SMAA_BRANCH
-#define lerp(a, b, t) mix(a, b, t)
-#define saturate(a) clamp(a, 0.0, 1.0)
-#if defined(SMAA_GLSL_4)
-#define mad(a, b, c) fma(a, b, c)
-#define SMAAGather(tex, coord) textureGather(tex, coord)
-#else
-#define mad(a, b, c) (a * b + c)
-#endif
-#define float2 vec2
-#define float3 vec3
-#define float4 vec4
-#define int2 ivec2
-#define int3 ivec3
-#define int4 ivec4
-#define bool2 bvec2
-#define bool3 bvec3
-#define bool4 bvec4
-#endif
-
-#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
-#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
-#endif
-
-//-----------------------------------------------------------------------------
-// Misc functions
-
-/**
- * Gathers current pixel, and the top-left neighbors.
- */
-float3 SMAAGatherNeighbours(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(tex)) {
- #ifdef SMAAGather
- return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
- #else
- float P = SMAASamplePoint(tex, texcoord).r;
- float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
- float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
- return float3(P, Pleft, Ptop);
- #endif
-}
-
-/**
- * Adjusts the threshold by means of predication.
- */
-float2 SMAACalculatePredicatedThreshold(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(predicationTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
- float2 delta = abs(neighbours.xx - neighbours.yz);
- float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
- return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
-}
-
-/**
- * Conditional move:
- */
-void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
- SMAA_FLATTEN if (cond.x) variable.x = value.x;
- SMAA_FLATTEN if (cond.y) variable.y = value.y;
-}
-
-void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
- SMAAMovc(cond.xy, variable.xy, value.xy);
- SMAAMovc(cond.zw, variable.zw, value.zw);
-}
-
-
-#if SMAA_INCLUDE_VS
-//-----------------------------------------------------------------------------
-// Vertex Shaders
-
-/**
- * Edge Detection Vertex Shader
- */
-void SMAAEdgeDetectionVS(float2 texcoord,
- out float4 offset[3]) {
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
- offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
-}
-
-/**
- * Blend Weight Calculation Vertex Shader
- */
-void SMAABlendingWeightCalculationVS(float2 texcoord,
- out float2 pixcoord,
- out float4 offset[3]) {
- pixcoord = texcoord * SMAA_RT_METRICS.zw;
-
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
-
- // And these for the searches, they indicate the ends of the loops:
- offset[2] = mad(SMAA_RT_METRICS.xxyy,
- float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
- float4(offset[0].xz, offset[1].yw));
-}
-
-/**
- * Neighborhood Blending Vertex Shader
- */
-void SMAANeighborhoodBlendingVS(float2 texcoord,
- out float4 offset) {
- offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
-}
-#endif // SMAA_INCLUDE_VS
-
-#if SMAA_INCLUDE_PS
-//-----------------------------------------------------------------------------
-// Edge Detection Pixel Shaders (First Pass)
-
-/**
- * Luma Edge Detection
- *
- * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAALumaEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate lumas:
- float3 weights = float3(0.2126, 0.7152, 0.0722);
- float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
-
- float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
- float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
-
- // We do the usual threshold:
- float4 delta;
- delta.xy = abs(L - float2(Lleft, Ltop));
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
- float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
- delta.zw = abs(L - float2(Lright, Lbottom));
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
- float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
- delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Color Edge Detection
- *
- * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAAColorEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate color deltas:
- float4 delta;
- float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
-
- float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
- float3 t = abs(C - Cleft);
- delta.x = max(max(t.r, t.g), t.b);
-
- float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
- t = abs(C - Ctop);
- delta.y = max(max(t.r, t.g), t.b);
-
- // We do the usual threshold:
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
- t = abs(C - Cright);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
- t = abs(C - Cbottom);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
- t = abs(C - Cleftleft);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
- t = abs(C - Ctoptop);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Depth Edge Detection
- */
-float2 SMAADepthEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(depthTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
- float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
- float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
-
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- return edges;
-}
-
-//-----------------------------------------------------------------------------
-// Diagonal Search Functions
-
-#if !defined(SMAA_DISABLE_DIAG_DETECTION)
-
-/**
- * Allows to decode two binary values from a bilinear-filtered access.
- */
-float2 SMAADecodeDiagBilinearAccess(float2 e) {
- // Bilinear access for fetching 'e' have a 0.25 offset, and we are
- // interested in the R and G edges:
- //
- // +---G---+-------+
- // | x o R x |
- // +-------+-------+
- //
- // Then, if one of these edge is enabled:
- // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
- // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
- //
- // This function will unpack the values (mad + mul + round):
- // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
- e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
- return round(e);
-}
-
-float4 SMAADecodeDiagBilinearAccess(float4 e) {
- e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
- return round(e);
-}
-
-/**
- * These functions allows to perform diagonal pattern searches.
- */
-float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
-
- // @SearchDiag2Optimization
- // Fetch both edges at once using bilinear filtering:
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- e = SMAADecodeDiagBilinearAccess(e);
-
- // Non-optimized version:
- // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
- // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
-
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-/**
- * Similar to SMAAArea, this calculates the area corresponding to a certain
- * diagonal distance and crossing edges 'e'.
- */
-float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Diagonal areas are on the second half of the texture:
- texcoord.x += 0.5;
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-/**
- * This searches for diagonal patterns and returns the corresponding weights.
- */
-float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
- float2 weights = float2(0.0, 0.0);
-
- // Search for the line ends:
- float4 d;
- float2 end;
- if (e.r > 0.0) {
- d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
- d.x += float(end.y > 0.9);
- } else
- d.xz = float2(0.0, 0.0);
- d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
- c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
-
- // Non-optimized version:
- // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- // float4 c;
- // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
- // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
- // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
-
- // Merge crossing edges at each side into a single value:
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
- }
-
- // Search for the line ends:
- d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
- if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
- d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
- d.y += float(end.y > 0.9);
- } else
- d.yw = float2(0.0, 0.0);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
- }
-
- return weights;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Horizontal/Vertical Search Functions
-
-/**
- * This allows to determine how much length should we add in the last step
- * of the searches. It takes the bilinearly interpolated edge (see
- * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
- * crossing edges are active.
- */
-float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
- // The texture is flipped vertically, with left and right cases taking half
- // of the space horizontally:
- float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
- float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
-
- // Scale and bias to access texel centers:
- scale += float2(-1.0, 1.0);
- bias += float2( 0.5, -0.5);
-
- // Convert from pixel coordinates to texcoords:
- // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
- scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
- bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
-
- // Lookup the search texture:
- return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
-}
-
-/**
- * Horizontal/vertical search functions for the 2nd pass.
- */
-float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- /**
- * @PSEUDO_GATHER4
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
- * sample between edge, thus fetching four edges in a row.
- * Sampling with different offsets in each direction allows to disambiguate
- * which edges are active from the four fetched ones.
- */
- float2 e = float2(0.0, 1.0);
- while (texcoord.x > end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
-
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-
- // Non-optimized version:
- // We correct the previous (-0.25, -0.125) offset we applied:
- // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
-
- // The searches are bias by 1, so adjust the coords accordingly:
- // texcoord.x += SMAA_RT_METRICS.x;
-
- // Disambiguate the length added by the last step:
- // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
- // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
- // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(0.0, 1.0);
- while (texcoord.x < end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y > end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y < end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-/**
- * Ok, we have the distance and both crossing edges. So, what are the areas
- * at each side of current edge?
- */
-float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
- // Rounding prevents precision errors of bilinear filtering:
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-//-----------------------------------------------------------------------------
-// Corner Detection Functions
-
-void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
-
- weights *= saturate(factor);
- #endif
-}
-
-void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y;
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
-
- weights *= saturate(factor);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Blending Weight Calculation Pixel Shader (Second Pass)
-
-float4 SMAABlendingWeightCalculationPS(float2 texcoord,
- float2 pixcoord,
- float4 offset[3],
- SMAATexture2D(edgesTex),
- SMAATexture2D(areaTex),
- SMAATexture2D(searchTex),
- float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
- float4 weights = float4(0.0, 0.0, 0.0, 0.0);
-
- float2 e = SMAASample(edgesTex, texcoord).rg;
-
- SMAA_BRANCH
- if (e.g > 0.0) { // Edge at north
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- // Diagonals have both north and west edges, so searching for them in
- // one of the boundaries is enough.
- weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
-
- // We give priority to diagonals, so if we find a diagonal we skip
- // horizontal/vertical processing.
- SMAA_BRANCH
- if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
- #endif
-
- float2 d;
-
- // Find the distance to the left:
- float3 coords;
- coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
- coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
- d.x = coords.x;
-
- // Now fetch the left crossing edges, two at a time using bilinear
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
- // discern what value each edge has:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
-
- // Find the distance to the right:
- coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
- d.y = coords.z;
-
- // We want the distances to be in pixel units (doing this here allow to
- // better interleave arithmetic and memory accesses):
- d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the right crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
-
- // Fix corners:
- coords.y = texcoord.y;
- SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
-
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- } else
- e.r = 0.0; // Skip vertical processing.
- #endif
- }
-
- SMAA_BRANCH
- if (e.r > 0.0) { // Edge at west
- float2 d;
-
- // Find the distance to the top:
- float3 coords;
- coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
- coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
- d.x = coords.y;
-
- // Fetch the top crossing edges:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
-
- // Find the distance to the bottom:
- coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
- d.y = coords.z;
-
- // We want the distances to be in pixel units:
- d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the bottom crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
-
- // Get the area for this direction:
- weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
-
- // Fix corners:
- coords.x = texcoord.x;
- SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
- }
-
- return weights;
-}
-
-//-----------------------------------------------------------------------------
-// Neighborhood Blending Pixel Shader (Third Pass)
-
-float4 SMAANeighborhoodBlendingPS(float2 texcoord,
- float4 offset,
- SMAATexture2D(colorTex),
- SMAATexture2D(blendTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- // Fetch the blending weights for current pixel:
- float4 a;
- a.x = SMAASample(blendTex, offset.xy).a; // Right
- a.y = SMAASample(blendTex, offset.zw).g; // Top
- a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
-
- // Is there any blending weight with a value greater than 0.0?
- SMAA_BRANCH
- if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
- float4 color = SMAASampleLevelZero(colorTex, texcoord);
-
- #if SMAA_REPROJECTION
- float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- } else {
- bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
-
- // Calculate the blending offsets:
- float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
- float2 blendingWeight = a.yw;
- SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
- SMAAMovc(bool2(h, h), blendingWeight, a.xz);
- blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
-
- // Calculate the texture coordinates:
- float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
-
- // We exploit bilinear filtering to mix current pixel with the chosen
- // neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
-
- #if SMAA_REPROJECTION
- // Antialias velocity for proper reprojection in a later stage:
- float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
- velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Temporal Resolve Pixel Shader (Optional Pass)
-
-float4 SMAAResolvePS(float2 texcoord,
- SMAATexture2D(currentColorTex),
- SMAATexture2D(previousColorTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- #if SMAA_REPROJECTION
- // Velocity is assumed to be calculated for motion blur, so we need to
- // inverse it for reprojection:
- float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
-
- // Fetch current pixel:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
-
- // Reproject current coordinates and fetch previous pixel:
- float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
-
- // Attenuate the previous pixel if the velocity is different:
- float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
- float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
-
- // Blend the pixels according to the calculated weight:
- return lerp(current, previous, weight);
- #else
- // Just blend the pixels:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
- float4 previous = SMAASamplePoint(previousColorTex, texcoord);
- return lerp(current, previous, 0.5);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Separate Multisamples Pixel Shader (Optional Pass)
-
-#ifdef SMAALoad
-void SMAASeparatePS(float4 position,
- float2 texcoord,
- out float4 target0,
- out float4 target1,
- SMAATexture2DMS2(colorTexMS)) {
- int2 pos = int2(position.xy);
- target0 = SMAALoad(colorTexMS, pos, 0);
- target1 = SMAALoad(colorTexMS, pos, 1);
-}
-#endif
-
-//-----------------------------------------------------------------------------
-#endif // SMAA_INCLUDE_PS
-
-layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-
-layout(binding = 1, set = 2) uniform sampler2D inputImg;
-layout( binding = 2 ) uniform invResolution
-{
- vec2 invResolution_data;
-};
-
-void main()
-{
- vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution_data;
- vec4 offset[3];
- SMAAEdgeDetectionVS(coord, offset);
- vec2 oColor = SMAAColorEdgeDetectionPS(coord, offset, inputImg);
- if (oColor != float2(-2.0, -2.0))
- {
- imageStore(imgOutput, texelCoord, vec4(oColor, 0.0, 1.0));
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv
deleted file mode 100644
index 1062a9e3..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.glsl b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.glsl
deleted file mode 100644
index df30d727..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.glsl
+++ /dev/null
@@ -1,1403 +0,0 @@
-#version 430 core
-#define SMAA_GLSL_4 1
-
-layout (constant_id = 0) const int SMAA_PRESET_LOW = 0;
-layout (constant_id = 1) const int SMAA_PRESET_MEDIUM = 0;
-layout (constant_id = 2) const int SMAA_PRESET_HIGH = 0;
-layout (constant_id = 3) const int SMAA_PRESET_ULTRA = 0;
-layout (constant_id = 4) const float METRIC_WIDTH = 1920.0;
-layout (constant_id = 5) const float METRIC_HEIGHT = 1080.0;
-
-#define SMAA_RT_METRICS float4(1.0 / METRIC_WIDTH, 1.0 / METRIC_HEIGHT, METRIC_WIDTH, METRIC_HEIGHT)
-
-layout (local_size_x = 16, local_size_y = 16) in;
-/**
- * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
- * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
- * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
- * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
- * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- * of the Software, and to permit persons to whom the Software is furnished to
- * do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software. As clarification, there
- * is no requirement that the copyright notice and permission be included in
- * binary distributions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-
-/**
- * _______ ___ ___ ___ ___
- * / || \/ | / \ / \
- * | (---- | \ / | / ^ \ / ^ \
- * \ \ | |\/| | / /_\ \ / /_\ \
- * ----) | | | | | / _____ \ / _____ \
- * |_______/ |__| |__| /__/ \__\ /__/ \__\
- *
- * E N H A N C E D
- * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
- *
- * http://www.iryoku.com/smaa/
- *
- * Hi, welcome aboard!
- *
- * Here you'll find instructions to get the shader up and running as fast as
- * possible.
- *
- * IMPORTANTE NOTICE: when updating, remember to update both this file and the
- * precomputed textures! They may change from version to version.
- *
- * The shader has three passes, chained together as follows:
- *
- * |input|------------------
- * v |
- * [ SMAA*EdgeDetection ] |
- * v |
- * |edgesTex| |
- * v |
- * [ SMAABlendingWeightCalculation ] |
- * v |
- * |blendTex| |
- * v |
- * [ SMAANeighborhoodBlending ] <------
- * v
- * |output|
- *
- * Note that each [pass] has its own vertex and pixel shader. Remember to use
- * oversized triangles instead of quads to avoid overshading along the
- * diagonal.
- *
- * You've three edge detection methods to choose from: luma, color or depth.
- * They represent different quality/performance and anti-aliasing/sharpness
- * tradeoffs, so our recommendation is for you to choose the one that best
- * suits your particular scenario:
- *
- * - Depth edge detection is usually the fastest but it may miss some edges.
- *
- * - Luma edge detection is usually more expensive than depth edge detection,
- * but catches visible edges that depth edge detection can miss.
- *
- * - Color edge detection is usually the most expensive one but catches
- * chroma-only edges.
- *
- * For quickstarters: just use luma edge detection.
- *
- * The general advice is to not rush the integration process and ensure each
- * step is done correctly (don't try to integrate SMAA T2x with predicated edge
- * detection from the start!). Ok then, let's go!
- *
- * 1. The first step is to create two RGBA temporal render targets for holding
- * |edgesTex| and |blendTex|.
- *
- * In DX10 or DX11, you can use a RG render target for the edges texture.
- * In the case of NVIDIA GPUs, using RG render targets seems to actually be
- * slower.
- *
- * On the Xbox 360, you can use the same render target for resolving both
- * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
- *
- * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
- * each frame. Do not forget to clear the alpha channel!
- *
- * 3. The next step is loading the two supporting precalculated textures,
- * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
- * C++ headers, and also as regular DDS files. They'll be needed for the
- * 'SMAABlendingWeightCalculation' pass.
- *
- * If you use the C++ headers, be sure to load them in the format specified
- * inside of them.
- *
- * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
- * respectively, if you have that option in your content processor pipeline.
- * When compressing then, you get a non-perceptible quality decrease, and a
- * marginal performance increase.
- *
- * 4. All samplers must be set to linear filtering and clamp.
- *
- * After you get the technique working, remember that 64-bit inputs have
- * half-rate linear filtering on GCN.
- *
- * If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
- * 'SMAASamplePoint' to see which textures may benefit from point
- * filtering, and where (which is basically the color input in the edge
- * detection and resolve passes).
- *
- * 5. All texture reads and buffer writes must be non-sRGB, with the exception
- * of the input read and the output write in
- * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
- * this last pass are not possible, the technique will work anyway, but
- * will perform antialiasing in gamma space.
- *
- * IMPORTANT: for best results the input read for the color/luma edge
- * detection should *NOT* be sRGB.
- *
- * 6. Before including SMAA.h you'll have to setup the render target metrics,
- * the target and any optional configuration defines. Optionally you can
- * use a preset.
- *
- * You have the following targets available:
- * SMAA_HLSL_3
- * SMAA_HLSL_4
- * SMAA_HLSL_4_1
- * SMAA_GLSL_3 *
- * SMAA_GLSL_4 *
- *
- * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
- *
- * And four presets:
- * SMAA_PRESET_LOW (%60 of the quality)
- * SMAA_PRESET_MEDIUM (%80 of the quality)
- * SMAA_PRESET_HIGH (%95 of the quality)
- * SMAA_PRESET_ULTRA (%99 of the quality)
- *
- * For example:
- * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
- * #define SMAA_HLSL_4
- * #define SMAA_PRESET_HIGH
- * #include "SMAA.h"
- *
- * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
- * uniform variable. The code is designed to minimize the impact of not
- * using a constant value, but it is still better to hardcode it.
- *
- * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
- * add (and customize) the following defines before including SMAA.h:
- * #define SMAA_AREATEX_SELECT(sample) sample.rg
- * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
- *
- * If your engine is already using porting macros, you can define
- * SMAA_CUSTOM_SL, and define the porting functions by yourself.
- *
- * 7. Then, you'll have to setup the passes as indicated in the scheme above.
- * You can take a look into SMAA.fx, to see how we did it for our demo.
- * Checkout the function wrappers, you may want to copy-paste them!
- *
- * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
- * You can use a screenshot from your engine to compare the |edgesTex|
- * and |blendTex| produced inside of the engine with the results obtained
- * with the reference demo.
- *
- * 9. After you get the last pass to work, it's time to optimize. You'll have
- * to initialize a stencil buffer in the first pass (discard is already in
- * the code), then mask execution by using it the second pass. The last
- * pass should be executed in all pixels.
- *
- *
- * After this point you can choose to enable predicated thresholding,
- * temporal supersampling and motion blur integration:
- *
- * a) If you want to use predicated thresholding, take a look into
- * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
- * detection pass.
- *
- * b) If you want to enable temporal supersampling (SMAA T2x):
- *
- * 1. The first step is to render using subpixel jitters. I won't go into
- * detail, but it's as simple as moving each vertex position in the
- * vertex shader, you can check how we do it in our DX10 demo.
- *
- * 2. Then, you must setup the temporal resolve. You may want to take a look
- * into SMAAResolve for resolving 2x modes. After you get it working, you'll
- * probably see ghosting everywhere. But fear not, you can enable the
- * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
- * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
- *
- * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
- * done for 1x.
- *
- * 4. At this point you should already have something usable, but for best
- * results the proper area textures must be set depending on current jitter.
- * For this, the parameter 'subsampleIndices' of
- * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
- * mode:
- *
- * @SUBSAMPLE_INDICES
- *
- * | S# | Camera Jitter | subsampleIndices |
- * +----+------------------+---------------------+
- * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
- * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
- *
- * These jitter positions assume a bottom-to-top y axis. S# stands for the
- * sample number.
- *
- * More information about temporal supersampling here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * c) If you want to enable spatial multisampling (SMAA S2x):
- *
- * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
- * created with:
- * - DX10: see below (*)
- * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
- * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
- *
- * This allows to ensure that the subsample order matches the table in
- * @SUBSAMPLE_INDICES.
- *
- * (*) In the case of DX10, we refer the reader to:
- * - SMAA::detectMSAAOrder and
- * - SMAA::msaaReorder
- *
- * These functions allow to match the standard multisample patterns by
- * detecting the subsample order for a specific GPU, and reordering
- * them appropriately.
- *
- * 2. A shader must be run to output each subsample into a separate buffer
- * (DX10 is required). You can use SMAASeparate for this purpose, or just do
- * it in an existing pass (for example, in the tone mapping pass, which has
- * the advantage of feeding tone mapped subsamples to SMAA, which will yield
- * better results).
- *
- * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
- * the results in the final buffer. The second run should alpha blend with
- * the existing final buffer using a blending factor of 0.5.
- * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
- * b).
- *
- * d) If you want to enable temporal supersampling on top of SMAA S2x
- * (which actually is SMAA 4x):
- *
- * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
- * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
- * must be set as follows:
- *
- * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
- * +----+----+--------------------+-------------------+----------------------+
- * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
- * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
- * +----+----+--------------------+-------------------+----------------------+
- * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
- * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
- *
- * These jitter positions assume a bottom-to-top y axis. F# stands for the
- * frame number. S# stands for the sample number.
- *
- * 2. After calculating SMAA S2x for current frame (with the new subsample
- * indices), previous frame must be reprojected as in SMAA T2x mode (see
- * point b).
- *
- * e) If motion blur is used, you may want to do the edge detection pass
- * together with motion blur. This has two advantages:
- *
- * 1. Pixels under heavy motion can be omitted from the edge detection process.
- * For these pixels we can just store "no edge", as motion blur will take
- * care of them.
- * 2. The center pixel tap is reused.
- *
- * Note that in this case depth testing should be used instead of stenciling,
- * as we have to write all the pixels in the motion blur pass.
- *
- * That's it!
- */
-
-//-----------------------------------------------------------------------------
-// SMAA Presets
-
-/**
- * Note that if you use one of these presets, the following configuration
- * macros will be ignored if set in the "Configurable Defines" section.
- */
-
-#if defined(SMAA_PRESET_LOW)
-#define SMAA_THRESHOLD 0.15
-#define SMAA_MAX_SEARCH_STEPS 4
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_MEDIUM)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 8
-#define SMAA_DISABLE_DIAG_DETECTION
-#define SMAA_DISABLE_CORNER_DETECTION
-#elif defined(SMAA_PRESET_HIGH)
-#define SMAA_THRESHOLD 0.1
-#define SMAA_MAX_SEARCH_STEPS 16
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#define SMAA_CORNER_ROUNDING 25
-#elif defined(SMAA_PRESET_ULTRA)
-#define SMAA_THRESHOLD 0.05
-#define SMAA_MAX_SEARCH_STEPS 32
-#define SMAA_MAX_SEARCH_STEPS_DIAG 16
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-//-----------------------------------------------------------------------------
-// Configurable Defines
-
-/**
- * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
- * Lowering this value you will be able to detect more edges at the expense of
- * performance.
- *
- * Range: [0, 0.5]
- * 0.1 is a reasonable value, and allows to catch most visible edges.
- * 0.05 is a rather overkill value, that allows to catch 'em all.
- *
- * If temporal supersampling is used, 0.2 could be a reasonable value, as low
- * contrast edges are properly filtered by just 2x.
- */
-#ifndef SMAA_THRESHOLD
-#define SMAA_THRESHOLD 0.1
-#endif
-
-/**
- * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
- *
- * Range: depends on the depth range of the scene.
- */
-#ifndef SMAA_DEPTH_THRESHOLD
-#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
- * horizontal/vertical pattern searches, at each side of the pixel.
- *
- * In number of pixels, it's actually the double. So the maximum line length
- * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
- * longer lines won't look as good, but still antialiased).
- *
- * Range: [0, 112]
- */
-#ifndef SMAA_MAX_SEARCH_STEPS
-#define SMAA_MAX_SEARCH_STEPS 16
-#endif
-
-/**
- * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
- * diagonal pattern searches, at each side of the pixel. In this case we jump
- * one pixel at time, instead of two.
- *
- * Range: [0, 20]
- *
- * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
- * steps), but it can have a significant impact on older machines.
- *
- * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
- */
-#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
-#define SMAA_MAX_SEARCH_STEPS_DIAG 8
-#endif
-
-/**
- * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
- *
- * Range: [0, 100]
- *
- * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
- */
-#ifndef SMAA_CORNER_ROUNDING
-#define SMAA_CORNER_ROUNDING 25
-#endif
-
-/**
- * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
- * bigger contrast than current edge, current edge will be discarded.
- *
- * This allows to eliminate spurious crossing edges, and is based on the fact
- * that, if there is too much contrast in a direction, that will hide
- * perceptually contrast in the other neighbors.
- */
-#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
-#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
-#endif
-
-/**
- * Predicated thresholding allows to better preserve texture details and to
- * improve performance, by decreasing the number of detected edges using an
- * additional buffer like the light accumulation buffer, object ids or even the
- * depth buffer (the depth buffer usage may be limited to indoor or short range
- * scenes).
- *
- * It locally decreases the luma or color threshold if an edge is found in an
- * additional buffer (so the global threshold can be higher).
- *
- * This method was developed by Playstation EDGE MLAA team, and used in
- * Killzone 3, by using the light accumulation buffer. More information here:
- * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
- */
-#ifndef SMAA_PREDICATION
-#define SMAA_PREDICATION 0
-#endif
-
-/**
- * Threshold to be used in the additional predication buffer.
- *
- * Range: depends on the input, so you'll have to find the magic number that
- * works for you.
- */
-#ifndef SMAA_PREDICATION_THRESHOLD
-#define SMAA_PREDICATION_THRESHOLD 0.01
-#endif
-
-/**
- * How much to scale the global threshold used for luma or color edge
- * detection when using predication.
- *
- * Range: [1, 5]
- */
-#ifndef SMAA_PREDICATION_SCALE
-#define SMAA_PREDICATION_SCALE 2.0
-#endif
-
-/**
- * How much to locally decrease the threshold.
- *
- * Range: [0, 1]
- */
-#ifndef SMAA_PREDICATION_STRENGTH
-#define SMAA_PREDICATION_STRENGTH 0.4
-#endif
-
-/**
- * Temporal reprojection allows to remove ghosting artifacts when using
- * temporal supersampling. We use the CryEngine 3 method which also introduces
- * velocity weighting. This feature is of extreme importance for totally
- * removing ghosting. More information here:
- * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
- *
- * Note that you'll need to setup a velocity buffer for enabling reprojection.
- * For static geometry, saving the previous depth buffer is a viable
- * alternative.
- */
-#ifndef SMAA_REPROJECTION
-#define SMAA_REPROJECTION 0
-#endif
-
-/**
- * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
- * remove ghosting trails behind the moving object, which are not removed by
- * just using reprojection. Using low values will exhibit ghosting, while using
- * high values will disable temporal supersampling under motion.
- *
- * Behind the scenes, velocity weighting removes temporal supersampling when
- * the velocity of the subsamples differs (meaning they are different objects).
- *
- * Range: [0, 80]
- */
-#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
-#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
-#endif
-
-/**
- * On some compilers, discard cannot be used in vertex shaders. Thus, they need
- * to be compiled separately.
- */
-#ifndef SMAA_INCLUDE_VS
-#define SMAA_INCLUDE_VS 1
-#endif
-#ifndef SMAA_INCLUDE_PS
-#define SMAA_INCLUDE_PS 1
-#endif
-
-//-----------------------------------------------------------------------------
-// Texture Access Defines
-
-#ifndef SMAA_AREATEX_SELECT
-#if defined(SMAA_HLSL_3)
-#define SMAA_AREATEX_SELECT(sample) sample.ra
-#else
-#define SMAA_AREATEX_SELECT(sample) sample.rg
-#endif
-#endif
-
-#ifndef SMAA_SEARCHTEX_SELECT
-#define SMAA_SEARCHTEX_SELECT(sample) sample.r
-#endif
-
-#ifndef SMAA_DECODE_VELOCITY
-#define SMAA_DECODE_VELOCITY(sample) sample.rg
-#endif
-
-//-----------------------------------------------------------------------------
-// Non-Configurable Defines
-
-#define SMAA_AREATEX_MAX_DISTANCE 16
-#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
-#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
-#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
-#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
-#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
-#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
-
-//-----------------------------------------------------------------------------
-// Porting Functions
-
-#if defined(SMAA_HLSL_3)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
-#define SMAASample(tex, coord) tex2D(tex, coord)
-#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#endif
-#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
-SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
-#define SMAATexture2D(tex) Texture2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
-#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
-#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
-#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
-#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
-#define SMAA_FLATTEN [flatten]
-#define SMAA_BRANCH [branch]
-#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
-#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
-#if defined(SMAA_HLSL_4_1)
-#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
-#endif
-#endif
-#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
-#define SMAATexture2D(tex) sampler2D tex
-#define SMAATexturePass2D(tex) tex
-#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
-#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
-#define SMAASample(tex, coord) texture(tex, coord)
-#define SMAASamplePoint(tex, coord) texture(tex, coord)
-#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
-#define SMAA_FLATTEN
-#define SMAA_BRANCH
-#define lerp(a, b, t) mix(a, b, t)
-#define saturate(a) clamp(a, 0.0, 1.0)
-#if defined(SMAA_GLSL_4)
-#define mad(a, b, c) fma(a, b, c)
-#define SMAAGather(tex, coord) textureGather(tex, coord)
-#else
-#define mad(a, b, c) (a * b + c)
-#endif
-#define float2 vec2
-#define float3 vec3
-#define float4 vec4
-#define int2 ivec2
-#define int3 ivec3
-#define int4 ivec4
-#define bool2 bvec2
-#define bool3 bvec3
-#define bool4 bvec4
-#endif
-
-#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
-#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
-#endif
-
-//-----------------------------------------------------------------------------
-// Misc functions
-
-/**
- * Gathers current pixel, and the top-left neighbors.
- */
-float3 SMAAGatherNeighbours(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(tex)) {
- #ifdef SMAAGather
- return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
- #else
- float P = SMAASamplePoint(tex, texcoord).r;
- float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
- float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
- return float3(P, Pleft, Ptop);
- #endif
-}
-
-/**
- * Adjusts the threshold by means of predication.
- */
-float2 SMAACalculatePredicatedThreshold(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(predicationTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
- float2 delta = abs(neighbours.xx - neighbours.yz);
- float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
- return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
-}
-
-/**
- * Conditional move:
- */
-void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
- SMAA_FLATTEN if (cond.x) variable.x = value.x;
- SMAA_FLATTEN if (cond.y) variable.y = value.y;
-}
-
-void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
- SMAAMovc(cond.xy, variable.xy, value.xy);
- SMAAMovc(cond.zw, variable.zw, value.zw);
-}
-
-
-#if SMAA_INCLUDE_VS
-//-----------------------------------------------------------------------------
-// Vertex Shaders
-
-/**
- * Edge Detection Vertex Shader
- */
-void SMAAEdgeDetectionVS(float2 texcoord,
- out float4 offset[3]) {
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
- offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
-}
-
-/**
- * Blend Weight Calculation Vertex Shader
- */
-void SMAABlendingWeightCalculationVS(float2 texcoord,
- out float2 pixcoord,
- out float4 offset[3]) {
- pixcoord = texcoord * SMAA_RT_METRICS.zw;
-
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
- offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
- offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
-
- // And these for the searches, they indicate the ends of the loops:
- offset[2] = mad(SMAA_RT_METRICS.xxyy,
- float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
- float4(offset[0].xz, offset[1].yw));
-}
-
-/**
- * Neighborhood Blending Vertex Shader
- */
-void SMAANeighborhoodBlendingVS(float2 texcoord,
- out float4 offset) {
- offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
-}
-#endif // SMAA_INCLUDE_VS
-
-#if SMAA_INCLUDE_PS
-//-----------------------------------------------------------------------------
-// Edge Detection Pixel Shaders (First Pass)
-
-/**
- * Luma Edge Detection
- *
- * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAALumaEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate lumas:
- float3 weights = float3(0.2126, 0.7152, 0.0722);
- float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
-
- float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
- float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
-
- // We do the usual threshold:
- float4 delta;
- delta.xy = abs(L - float2(Lleft, Ltop));
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
- float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
- delta.zw = abs(L - float2(Lright, Lbottom));
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
- float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
- delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Color Edge Detection
- *
- * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
- * thus 'colorTex' should be a non-sRGB texture.
- */
-float2 SMAAColorEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(colorTex)
- #if SMAA_PREDICATION
- , SMAATexture2D(predicationTex)
- #endif
- ) {
- // Calculate the threshold:
- #if SMAA_PREDICATION
- float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
- #else
- float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
- #endif
-
- // Calculate color deltas:
- float4 delta;
- float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
-
- float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
- float3 t = abs(C - Cleft);
- delta.x = max(max(t.r, t.g), t.b);
-
- float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
- t = abs(C - Ctop);
- delta.y = max(max(t.r, t.g), t.b);
-
- // We do the usual threshold:
- float2 edges = step(threshold, delta.xy);
-
- // Then discard if there is no edge:
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- // Calculate right and bottom deltas:
- float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
- t = abs(C - Cright);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
- t = abs(C - Cbottom);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the maximum delta in the direct neighborhood:
- float2 maxDelta = max(delta.xy, delta.zw);
-
- // Calculate left-left and top-top deltas:
- float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
- t = abs(C - Cleftleft);
- delta.z = max(max(t.r, t.g), t.b);
-
- float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
- t = abs(C - Ctoptop);
- delta.w = max(max(t.r, t.g), t.b);
-
- // Calculate the final maximum delta:
- maxDelta = max(maxDelta.xy, delta.zw);
- float finalDelta = max(maxDelta.x, maxDelta.y);
-
- // Local contrast adaptation:
- edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
-
- return edges;
-}
-
-/**
- * Depth Edge Detection
- */
-float2 SMAADepthEdgeDetectionPS(float2 texcoord,
- float4 offset[3],
- SMAATexture2D(depthTex)) {
- float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
- float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
- float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
-
- if (dot(edges, float2(1.0, 1.0)) == 0.0)
- return float2(-2.0, -2.0);
-
- return edges;
-}
-
-//-----------------------------------------------------------------------------
-// Diagonal Search Functions
-
-#if !defined(SMAA_DISABLE_DIAG_DETECTION)
-
-/**
- * Allows to decode two binary values from a bilinear-filtered access.
- */
-float2 SMAADecodeDiagBilinearAccess(float2 e) {
- // Bilinear access for fetching 'e' have a 0.25 offset, and we are
- // interested in the R and G edges:
- //
- // +---G---+-------+
- // | x o R x |
- // +-------+-------+
- //
- // Then, if one of these edge is enabled:
- // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
- // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
- //
- // This function will unpack the values (mad + mul + round):
- // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
- e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
- return round(e);
-}
-
-float4 SMAADecodeDiagBilinearAccess(float4 e) {
- e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
- return round(e);
-}
-
-/**
- * These functions allows to perform diagonal pattern searches.
- */
-float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
- float4 coord = float4(texcoord, -1.0, 1.0);
- coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
- float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
- while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
- coord.w > 0.9) {
- coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
-
- // @SearchDiag2Optimization
- // Fetch both edges at once using bilinear filtering:
- e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
- e = SMAADecodeDiagBilinearAccess(e);
-
- // Non-optimized version:
- // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
- // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
-
- coord.w = dot(e, float2(0.5, 0.5));
- }
- return coord.zw;
-}
-
-/**
- * Similar to SMAAArea, this calculates the area corresponding to a certain
- * diagonal distance and crossing edges 'e'.
- */
-float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Diagonal areas are on the second half of the texture:
- texcoord.x += 0.5;
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-/**
- * This searches for diagonal patterns and returns the corresponding weights.
- */
-float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
- float2 weights = float2(0.0, 0.0);
-
- // Search for the line ends:
- float4 d;
- float2 end;
- if (e.r > 0.0) {
- d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
- d.x += float(end.y > 0.9);
- } else
- d.xz = float2(0.0, 0.0);
- d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
- c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
-
- // Non-optimized version:
- // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- // float4 c;
- // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
- // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
- // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
-
- // Merge crossing edges at each side into a single value:
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
- }
-
- // Search for the line ends:
- d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
- if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
- d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
- d.y += float(end.y > 0.9);
- } else
- d.yw = float2(0.0, 0.0);
-
- SMAA_BRANCH
- if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
- // Fetch the crossing edges:
- float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
- float4 c;
- c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
- c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
- c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
- float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
-
- // Remove the crossing edge if we didn't found the end of the line:
- SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
-
- // Fetch the areas for this line:
- weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
- }
-
- return weights;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Horizontal/Vertical Search Functions
-
-/**
- * This allows to determine how much length should we add in the last step
- * of the searches. It takes the bilinearly interpolated edge (see
- * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
- * crossing edges are active.
- */
-float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
- // The texture is flipped vertically, with left and right cases taking half
- // of the space horizontally:
- float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
- float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
-
- // Scale and bias to access texel centers:
- scale += float2(-1.0, 1.0);
- bias += float2( 0.5, -0.5);
-
- // Convert from pixel coordinates to texcoords:
- // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
- scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
- bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
-
- // Lookup the search texture:
- return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
-}
-
-/**
- * Horizontal/vertical search functions for the 2nd pass.
- */
-float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- /**
- * @PSEUDO_GATHER4
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
- * sample between edge, thus fetching four edges in a row.
- * Sampling with different offsets in each direction allows to disambiguate
- * which edges are active from the four fetched ones.
- */
- float2 e = float2(0.0, 1.0);
- while (texcoord.x > end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
-
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-
- // Non-optimized version:
- // We correct the previous (-0.25, -0.125) offset we applied:
- // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
-
- // The searches are bias by 1, so adjust the coords accordingly:
- // texcoord.x += SMAA_RT_METRICS.x;
-
- // Disambiguate the length added by the last step:
- // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
- // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
- // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(0.0, 1.0);
- while (texcoord.x < end &&
- e.g > 0.8281 && // Is there some edge not activated?
- e.r == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
-}
-
-float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y > end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
- return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
- float2 e = float2(1.0, 0.0);
- while (texcoord.y < end &&
- e.r > 0.8281 && // Is there some edge not activated?
- e.g == 0.0) { // Or is there a crossing edge that breaks the line?
- e = SMAASampleLevelZero(edgesTex, texcoord).rg;
- texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
- }
- float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
- return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
-}
-
-/**
- * Ok, we have the distance and both crossing edges. So, what are the areas
- * at each side of current edge?
- */
-float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
- // Rounding prevents precision errors of bilinear filtering:
- float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
-
- // We do a scale and bias for mapping to texel space:
- texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
-
- // Move to proper place, according to the subpixel offset:
- texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
-
- // Do it!
- return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
-}
-
-//-----------------------------------------------------------------------------
-// Corner Detection Functions
-
-void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
-
- weights *= saturate(factor);
- #endif
-}
-
-void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
- #if !defined(SMAA_DISABLE_CORNER_DETECTION)
- float2 leftRight = step(d.xy, d.yx);
- float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
-
- rounding /= leftRight.x + leftRight.y;
-
- float2 factor = float2(1.0, 1.0);
- factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
- factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
- factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
- factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
-
- weights *= saturate(factor);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Blending Weight Calculation Pixel Shader (Second Pass)
-
-float4 SMAABlendingWeightCalculationPS(float2 texcoord,
- float2 pixcoord,
- float4 offset[3],
- SMAATexture2D(edgesTex),
- SMAATexture2D(areaTex),
- SMAATexture2D(searchTex),
- float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
- float4 weights = float4(0.0, 0.0, 0.0, 0.0);
-
- float2 e = SMAASample(edgesTex, texcoord).rg;
-
- SMAA_BRANCH
- if (e.g > 0.0) { // Edge at north
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- // Diagonals have both north and west edges, so searching for them in
- // one of the boundaries is enough.
- weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
-
- // We give priority to diagonals, so if we find a diagonal we skip
- // horizontal/vertical processing.
- SMAA_BRANCH
- if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
- #endif
-
- float2 d;
-
- // Find the distance to the left:
- float3 coords;
- coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
- coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
- d.x = coords.x;
-
- // Now fetch the left crossing edges, two at a time using bilinear
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
- // discern what value each edge has:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
-
- // Find the distance to the right:
- coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
- d.y = coords.z;
-
- // We want the distances to be in pixel units (doing this here allow to
- // better interleave arithmetic and memory accesses):
- d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the right crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
-
- // Fix corners:
- coords.y = texcoord.y;
- SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
-
- #if !defined(SMAA_DISABLE_DIAG_DETECTION)
- } else
- e.r = 0.0; // Skip vertical processing.
- #endif
- }
-
- SMAA_BRANCH
- if (e.r > 0.0) { // Edge at west
- float2 d;
-
- // Find the distance to the top:
- float3 coords;
- coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
- coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
- d.x = coords.y;
-
- // Fetch the top crossing edges:
- float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
-
- // Find the distance to the bottom:
- coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
- d.y = coords.z;
-
- // We want the distances to be in pixel units:
- d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
-
- // SMAAArea below needs a sqrt, as the areas texture is compressed
- // quadratically:
- float2 sqrt_d = sqrt(d);
-
- // Fetch the bottom crossing edges:
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
-
- // Get the area for this direction:
- weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
-
- // Fix corners:
- coords.x = texcoord.x;
- SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
- }
-
- return weights;
-}
-
-//-----------------------------------------------------------------------------
-// Neighborhood Blending Pixel Shader (Third Pass)
-
-float4 SMAANeighborhoodBlendingPS(float2 texcoord,
- float4 offset,
- SMAATexture2D(colorTex),
- SMAATexture2D(blendTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- // Fetch the blending weights for current pixel:
- float4 a;
- a.x = SMAASample(blendTex, offset.xy).a; // Right
- a.y = SMAASample(blendTex, offset.zw).g; // Top
- a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
-
- // Is there any blending weight with a value greater than 0.0?
- SMAA_BRANCH
- if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
- float4 color = SMAASampleLevelZero(colorTex, texcoord);
-
- #if SMAA_REPROJECTION
- float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- } else {
- bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
-
- // Calculate the blending offsets:
- float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
- float2 blendingWeight = a.yw;
- SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
- SMAAMovc(bool2(h, h), blendingWeight, a.xz);
- blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
-
- // Calculate the texture coordinates:
- float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
-
- // We exploit bilinear filtering to mix current pixel with the chosen
- // neighbor:
- float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
-
- #if SMAA_REPROJECTION
- // Antialias velocity for proper reprojection in a later stage:
- float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
- velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
-
- // Pack velocity into the alpha channel:
- color.a = sqrt(5.0 * length(velocity));
- #endif
-
- return color;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Temporal Resolve Pixel Shader (Optional Pass)
-
-float4 SMAAResolvePS(float2 texcoord,
- SMAATexture2D(currentColorTex),
- SMAATexture2D(previousColorTex)
- #if SMAA_REPROJECTION
- , SMAATexture2D(velocityTex)
- #endif
- ) {
- #if SMAA_REPROJECTION
- // Velocity is assumed to be calculated for motion blur, so we need to
- // inverse it for reprojection:
- float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
-
- // Fetch current pixel:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
-
- // Reproject current coordinates and fetch previous pixel:
- float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
-
- // Attenuate the previous pixel if the velocity is different:
- float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
- float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
-
- // Blend the pixels according to the calculated weight:
- return lerp(current, previous, weight);
- #else
- // Just blend the pixels:
- float4 current = SMAASamplePoint(currentColorTex, texcoord);
- float4 previous = SMAASamplePoint(previousColorTex, texcoord);
- return lerp(current, previous, 0.5);
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Separate Multisamples Pixel Shader (Optional Pass)
-
-#ifdef SMAALoad
-void SMAASeparatePS(float4 position,
- float2 texcoord,
- out float4 target0,
- out float4 target1,
- SMAATexture2DMS2(colorTexMS)) {
- int2 pos = int2(position.xy);
- target0 = SMAALoad(colorTexMS, pos, 0);
- target1 = SMAALoad(colorTexMS, pos, 1);
-}
-#endif
-
-//-----------------------------------------------------------------------------
-#endif // SMAA_INCLUDE_PS
-
-layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;
-
-layout(binding = 1, set = 2) uniform sampler2D inputImg;
-layout(binding = 3, set = 2) uniform sampler2D samplerBlend;
-layout( binding = 2 ) uniform invResolution
-{
- vec2 invResolution_data;
-};
-
-void main() {
- vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
- for(int i = 0; i < 4; i++)
- {
- for(int j = 0; j < 4; j++)
- {
- ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
- vec2 coord = (texelCoord + vec2(0.5)) / invResolution_data;
- vec2 pixCoord;
- vec4 offset;
-
- SMAANeighborhoodBlendingVS(coord, offset);
-
- vec4 oColor = SMAANeighborhoodBlendingPS(coord, offset, inputImg, samplerBlend);
-
- imageStore(imgOutput, texelCoord, oColor);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv b/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv
deleted file mode 100644
index fa0208f2..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/SmaaConstants.cs b/Ryujinx.Graphics.Vulkan/Effects/SmaaConstants.cs
deleted file mode 100644
index a5f060f1..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/SmaaConstants.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- [StructLayout(LayoutKind.Sequential, Pack = 4)]
- internal struct SmaaConstants
- {
- public int QualityLow;
- public int QualityMedium;
- public int QualityHigh;
- public int QualityUltra;
- public float Width;
- public float Height;
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs b/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs
deleted file mode 100644
index 38f86bae..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs
+++ /dev/null
@@ -1,289 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using Silk.NET.Vulkan;
-using System;
-using Format = Ryujinx.Graphics.GAL.Format;
-
-namespace Ryujinx.Graphics.Vulkan.Effects
-{
- internal partial class SmaaPostProcessingEffect : IPostProcessingEffect
- {
- public const int AreaWidth = 160;
- public const int AreaHeight = 560;
- public const int SearchWidth = 64;
- public const int SearchHeight = 16;
-
- private readonly VulkanRenderer _renderer;
- private ISampler _samplerLinear;
- private SmaaConstants _specConstants;
- private ShaderCollection _edgeProgram;
- private ShaderCollection _blendProgram;
- private ShaderCollection _neighbourProgram;
-
- private PipelineHelperShader _pipeline;
-
- private TextureView _outputTexture;
- private TextureView _edgeOutputTexture;
- private TextureView _blendOutputTexture;
- private TextureView _areaTexture;
- private TextureView _searchTexture;
- private Device _device;
- private bool _recreatePipelines;
- private int _quality;
-
- public SmaaPostProcessingEffect(VulkanRenderer renderer, Device device, int quality)
- {
- _device = device;
- _renderer = renderer;
- _quality = quality;
-
- Initialize();
- }
-
- public int Quality
- {
- get => _quality;
- set
- {
- _quality = value;
-
- _recreatePipelines = true;
- }
- }
-
- public void Dispose()
- {
- DeletePipelines();
- _samplerLinear?.Dispose();
- _outputTexture?.Dispose();
- _edgeOutputTexture?.Dispose();
- _blendOutputTexture?.Dispose();
- _areaTexture?.Dispose();
- _searchTexture?.Dispose();
- }
-
- private unsafe void RecreateShaders(int width, int height)
- {
- _recreatePipelines = false;
-
- DeletePipelines();
- _pipeline = new PipelineHelperShader(_renderer, _device);
-
- _pipeline.Initialize();
-
- var edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv");
- var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
- var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
-
- var edgeBindings = new ShaderBindings(
- new[] { 2 },
- Array.Empty<int>(),
- new[] { 1 },
- new[] { 0 });
-
- var blendBindings = new ShaderBindings(
- new[] { 2 },
- Array.Empty<int>(),
- new[] { 1, 3, 4 },
- new[] { 0 });
-
- var neighbourBindings = new ShaderBindings(
- new[] { 2 },
- Array.Empty<int>(),
- new[] { 1, 3 },
- new[] { 0 });
-
- _samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
-
- _specConstants = new SmaaConstants()
- {
- Width = width,
- Height = height,
- QualityLow = Quality == 0 ? 1 : 0,
- QualityMedium = Quality == 1 ? 1 : 0,
- QualityHigh = Quality == 2 ? 1 : 0,
- QualityUltra = Quality == 3 ? 1 : 0,
- };
-
- var specInfo = new SpecDescription(
- (0, SpecConstType.Int32),
- (1, SpecConstType.Int32),
- (2, SpecConstType.Int32),
- (3, SpecConstType.Int32),
- (4, SpecConstType.Float32),
- (5, SpecConstType.Float32));
-
- _edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(edgeShader, edgeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- }, new[] { specInfo });
-
- _blendProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(blendShader, blendBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- }, new[] { specInfo });
-
- _neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(neighbourShader, neighbourBindings, ShaderStage.Compute, TargetLanguage.Spirv)
- }, new[] { specInfo });
- }
-
- public void DeletePipelines()
- {
- _pipeline?.Dispose();
- _edgeProgram?.Dispose();
- _blendProgram?.Dispose();
- _neighbourProgram?.Dispose();
- }
-
- private void Initialize()
- {
- var areaInfo = new TextureCreateInfo(AreaWidth,
- AreaHeight,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- Format.R8G8Unorm,
- DepthStencilMode.Depth,
- Target.Texture2D,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha);
-
- var searchInfo = new TextureCreateInfo(SearchWidth,
- SearchHeight,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- Format.R8Unorm,
- DepthStencilMode.Depth,
- Target.Texture2D,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha);
-
- var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin");
- var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin");
-
- _areaTexture = _renderer.CreateTexture(areaInfo, 1) as TextureView;
- _searchTexture = _renderer.CreateTexture(searchInfo, 1) as TextureView;
-
- _areaTexture.SetData(areaTexture);
- _searchTexture.SetData(searchTexture);
- }
-
- public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
- {
- if (_recreatePipelines || _outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height)
- {
- RecreateShaders(view.Width, view.Height);
- _outputTexture?.Dispose();
- _edgeOutputTexture?.Dispose();
- _blendOutputTexture?.Dispose();
-
- var info = view.Info;
-
- if (view.Info.Format.IsBgr())
- {
- info = new TextureCreateInfo(info.Width,
- info.Height,
- info.Depth,
- info.Levels,
- info.Samples,
- info.BlockWidth,
- info.BlockHeight,
- info.BytesPerPixel,
- info.Format,
- info.DepthStencilMode,
- info.Target,
- info.SwizzleB,
- info.SwizzleG,
- info.SwizzleR,
- info.SwizzleA);
- }
-
- _outputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
- _edgeOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
- _blendOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
- }
-
- _pipeline.SetCommandBuffer(cbs);
-
- Clear(_edgeOutputTexture);
- Clear(_blendOutputTexture);
-
- _renderer.Pipeline.TextureBarrier();
-
- var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
- var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
-
- // Edge pass
- _pipeline.SetProgram(_edgeProgram);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
- _pipeline.Specialize(_specConstants);
-
- ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
- int rangeSize = resolutionBuffer.Length * sizeof(float);
- var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
-
- _renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
- var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
- _pipeline.SetImage(0, _edgeOutputTexture, GAL.Format.R8G8B8A8Unorm);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
- _pipeline.ComputeBarrier();
-
- // Blend pass
- _pipeline.SetProgram(_blendProgram);
- _pipeline.Specialize(_specConstants);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear);
- _pipeline.SetImage(0, _blendOutputTexture, GAL.Format.R8G8B8A8Unorm);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
- _pipeline.ComputeBarrier();
-
- // Neighbour pass
- _pipeline.SetProgram(_neighbourProgram);
- _pipeline.Specialize(_specConstants);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear);
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
- _pipeline.SetImage(0, _outputTexture, GAL.Format.R8G8B8A8Unorm);
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
- _pipeline.ComputeBarrier();
-
- _pipeline.Finish();
-
- _renderer.BufferManager.Delete(bufferHandle);
-
- return _outputTexture;
- }
-
- private void Clear(TextureView texture)
- {
- Span<uint> colorMasks = stackalloc uint[1];
-
- colorMasks[0] = 0xf;
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = new Rectangle<int>(0, 0, texture.Width, texture.Height);
-
- _pipeline.SetRenderTarget(texture.GetImageViewForAttachment(), (uint)texture.Width, (uint)texture.Height, false, texture.VkFormat);
- _pipeline.SetRenderTargetColorMasks(colorMasks);
- _pipeline.SetScissors(scissors);
- _pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin b/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin
deleted file mode 100644
index f4a7a1b4..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin b/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin
deleted file mode 100644
index db5bf73f..00000000
--- a/Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin
+++ /dev/null
Binary files differ
diff --git a/Ryujinx.Graphics.Vulkan/EnumConversion.cs b/Ryujinx.Graphics.Vulkan/EnumConversion.cs
deleted file mode 100644
index b69c64aa..00000000
--- a/Ryujinx.Graphics.Vulkan/EnumConversion.cs
+++ /dev/null
@@ -1,374 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class EnumConversion
- {
- public static ShaderStageFlags Convert(this ShaderStage stage)
- {
- return stage switch
- {
- ShaderStage.Vertex => ShaderStageFlags.VertexBit,
- ShaderStage.Geometry => ShaderStageFlags.GeometryBit,
- ShaderStage.TessellationControl => ShaderStageFlags.TessellationControlBit,
- ShaderStage.TessellationEvaluation => ShaderStageFlags.TessellationEvaluationBit,
- ShaderStage.Fragment => ShaderStageFlags.FragmentBit,
- ShaderStage.Compute => ShaderStageFlags.ComputeBit,
- _ => LogInvalidAndReturn(stage, nameof(ShaderStage), (ShaderStageFlags)0)
- };
- }
-
- public static PipelineStageFlags ConvertToPipelineStageFlags(this ShaderStage stage)
- {
- return stage switch
- {
- ShaderStage.Vertex => PipelineStageFlags.VertexShaderBit,
- ShaderStage.Geometry => PipelineStageFlags.GeometryShaderBit,
- ShaderStage.TessellationControl => PipelineStageFlags.TessellationControlShaderBit,
- ShaderStage.TessellationEvaluation => PipelineStageFlags.TessellationEvaluationShaderBit,
- ShaderStage.Fragment => PipelineStageFlags.FragmentShaderBit,
- ShaderStage.Compute => PipelineStageFlags.ComputeShaderBit,
- _ => LogInvalidAndReturn(stage, nameof(ShaderStage), (PipelineStageFlags)0)
- };
- }
-
- public static SamplerAddressMode Convert(this AddressMode mode)
- {
- return mode switch
- {
- AddressMode.Clamp => SamplerAddressMode.ClampToEdge, // TODO: Should be clamp.
- AddressMode.Repeat => SamplerAddressMode.Repeat,
- AddressMode.MirrorClamp => SamplerAddressMode.ClampToEdge, // TODO: Should be mirror clamp.
- AddressMode.MirrorClampToEdge => SamplerAddressMode.MirrorClampToEdgeKhr,
- AddressMode.MirrorClampToBorder => SamplerAddressMode.ClampToBorder, // TODO: Should be mirror clamp to border.
- AddressMode.ClampToBorder => SamplerAddressMode.ClampToBorder,
- AddressMode.MirroredRepeat => SamplerAddressMode.MirroredRepeat,
- AddressMode.ClampToEdge => SamplerAddressMode.ClampToEdge,
- _ => LogInvalidAndReturn(mode, nameof(AddressMode), SamplerAddressMode.ClampToEdge) // TODO: Should be clamp.
- };
- }
-
- public static Silk.NET.Vulkan.BlendFactor Convert(this GAL.BlendFactor factor)
- {
- return factor switch
- {
- GAL.BlendFactor.Zero or GAL.BlendFactor.ZeroGl => Silk.NET.Vulkan.BlendFactor.Zero,
- GAL.BlendFactor.One or GAL.BlendFactor.OneGl => Silk.NET.Vulkan.BlendFactor.One,
- GAL.BlendFactor.SrcColor or GAL.BlendFactor.SrcColorGl => Silk.NET.Vulkan.BlendFactor.SrcColor,
- GAL.BlendFactor.OneMinusSrcColor or GAL.BlendFactor.OneMinusSrcColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrcColor,
- GAL.BlendFactor.SrcAlpha or GAL.BlendFactor.SrcAlphaGl => Silk.NET.Vulkan.BlendFactor.SrcAlpha,
- GAL.BlendFactor.OneMinusSrcAlpha or GAL.BlendFactor.OneMinusSrcAlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrcAlpha,
- GAL.BlendFactor.DstAlpha or GAL.BlendFactor.DstAlphaGl => Silk.NET.Vulkan.BlendFactor.DstAlpha,
- GAL.BlendFactor.OneMinusDstAlpha or GAL.BlendFactor.OneMinusDstAlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusDstAlpha,
- GAL.BlendFactor.DstColor or GAL.BlendFactor.DstColorGl => Silk.NET.Vulkan.BlendFactor.DstColor,
- GAL.BlendFactor.OneMinusDstColor or GAL.BlendFactor.OneMinusDstColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusDstColor,
- GAL.BlendFactor.SrcAlphaSaturate or GAL.BlendFactor.SrcAlphaSaturateGl => Silk.NET.Vulkan.BlendFactor.SrcAlphaSaturate,
- GAL.BlendFactor.Src1Color or GAL.BlendFactor.Src1ColorGl => Silk.NET.Vulkan.BlendFactor.Src1Color,
- GAL.BlendFactor.OneMinusSrc1Color or GAL.BlendFactor.OneMinusSrc1ColorGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrc1Color,
- GAL.BlendFactor.Src1Alpha or GAL.BlendFactor.Src1AlphaGl => Silk.NET.Vulkan.BlendFactor.Src1Alpha,
- GAL.BlendFactor.OneMinusSrc1Alpha or GAL.BlendFactor.OneMinusSrc1AlphaGl => Silk.NET.Vulkan.BlendFactor.OneMinusSrc1Alpha,
- GAL.BlendFactor.ConstantColor => Silk.NET.Vulkan.BlendFactor.ConstantColor,
- GAL.BlendFactor.OneMinusConstantColor => Silk.NET.Vulkan.BlendFactor.OneMinusConstantColor,
- GAL.BlendFactor.ConstantAlpha => Silk.NET.Vulkan.BlendFactor.ConstantAlpha,
- GAL.BlendFactor.OneMinusConstantAlpha => Silk.NET.Vulkan.BlendFactor.OneMinusConstantAlpha,
- _ => LogInvalidAndReturn(factor, nameof(GAL.BlendFactor), Silk.NET.Vulkan.BlendFactor.Zero)
- };
- }
-
- public static Silk.NET.Vulkan.BlendOp Convert(this GAL.AdvancedBlendOp op)
- {
- return op switch
- {
- GAL.AdvancedBlendOp.Zero => Silk.NET.Vulkan.BlendOp.ZeroExt,
- GAL.AdvancedBlendOp.Src => Silk.NET.Vulkan.BlendOp.SrcExt,
- GAL.AdvancedBlendOp.Dst => Silk.NET.Vulkan.BlendOp.DstExt,
- GAL.AdvancedBlendOp.SrcOver => Silk.NET.Vulkan.BlendOp.SrcOverExt,
- GAL.AdvancedBlendOp.DstOver => Silk.NET.Vulkan.BlendOp.DstOverExt,
- GAL.AdvancedBlendOp.SrcIn => Silk.NET.Vulkan.BlendOp.SrcInExt,
- GAL.AdvancedBlendOp.DstIn => Silk.NET.Vulkan.BlendOp.DstInExt,
- GAL.AdvancedBlendOp.SrcOut => Silk.NET.Vulkan.BlendOp.SrcOutExt,
- GAL.AdvancedBlendOp.DstOut => Silk.NET.Vulkan.BlendOp.DstOutExt,
- GAL.AdvancedBlendOp.SrcAtop => Silk.NET.Vulkan.BlendOp.SrcAtopExt,
- GAL.AdvancedBlendOp.DstAtop => Silk.NET.Vulkan.BlendOp.DstAtopExt,
- GAL.AdvancedBlendOp.Xor => Silk.NET.Vulkan.BlendOp.XorExt,
- GAL.AdvancedBlendOp.Plus => Silk.NET.Vulkan.BlendOp.PlusExt,
- GAL.AdvancedBlendOp.PlusClamped => Silk.NET.Vulkan.BlendOp.PlusClampedExt,
- GAL.AdvancedBlendOp.PlusClampedAlpha => Silk.NET.Vulkan.BlendOp.PlusClampedAlphaExt,
- GAL.AdvancedBlendOp.PlusDarker => Silk.NET.Vulkan.BlendOp.PlusDarkerExt,
- GAL.AdvancedBlendOp.Multiply => Silk.NET.Vulkan.BlendOp.MultiplyExt,
- GAL.AdvancedBlendOp.Screen => Silk.NET.Vulkan.BlendOp.ScreenExt,
- GAL.AdvancedBlendOp.Overlay => Silk.NET.Vulkan.BlendOp.OverlayExt,
- GAL.AdvancedBlendOp.Darken => Silk.NET.Vulkan.BlendOp.DarkenExt,
- GAL.AdvancedBlendOp.Lighten => Silk.NET.Vulkan.BlendOp.LightenExt,
- GAL.AdvancedBlendOp.ColorDodge => Silk.NET.Vulkan.BlendOp.ColordodgeExt,
- GAL.AdvancedBlendOp.ColorBurn => Silk.NET.Vulkan.BlendOp.ColorburnExt,
- GAL.AdvancedBlendOp.HardLight => Silk.NET.Vulkan.BlendOp.HardlightExt,
- GAL.AdvancedBlendOp.SoftLight => Silk.NET.Vulkan.BlendOp.SoftlightExt,
- GAL.AdvancedBlendOp.Difference => Silk.NET.Vulkan.BlendOp.DifferenceExt,
- GAL.AdvancedBlendOp.Minus => Silk.NET.Vulkan.BlendOp.MinusExt,
- GAL.AdvancedBlendOp.MinusClamped => Silk.NET.Vulkan.BlendOp.MinusClampedExt,
- GAL.AdvancedBlendOp.Exclusion => Silk.NET.Vulkan.BlendOp.ExclusionExt,
- GAL.AdvancedBlendOp.Contrast => Silk.NET.Vulkan.BlendOp.ContrastExt,
- GAL.AdvancedBlendOp.Invert => Silk.NET.Vulkan.BlendOp.InvertExt,
- GAL.AdvancedBlendOp.InvertRGB => Silk.NET.Vulkan.BlendOp.InvertRgbExt,
- GAL.AdvancedBlendOp.InvertOvg => Silk.NET.Vulkan.BlendOp.InvertOvgExt,
- GAL.AdvancedBlendOp.LinearDodge => Silk.NET.Vulkan.BlendOp.LineardodgeExt,
- GAL.AdvancedBlendOp.LinearBurn => Silk.NET.Vulkan.BlendOp.LinearburnExt,
- GAL.AdvancedBlendOp.VividLight => Silk.NET.Vulkan.BlendOp.VividlightExt,
- GAL.AdvancedBlendOp.LinearLight => Silk.NET.Vulkan.BlendOp.LinearlightExt,
- GAL.AdvancedBlendOp.PinLight => Silk.NET.Vulkan.BlendOp.PinlightExt,
- GAL.AdvancedBlendOp.HardMix => Silk.NET.Vulkan.BlendOp.HardmixExt,
- GAL.AdvancedBlendOp.Red => Silk.NET.Vulkan.BlendOp.RedExt,
- GAL.AdvancedBlendOp.Green => Silk.NET.Vulkan.BlendOp.GreenExt,
- GAL.AdvancedBlendOp.Blue => Silk.NET.Vulkan.BlendOp.BlueExt,
- GAL.AdvancedBlendOp.HslHue => Silk.NET.Vulkan.BlendOp.HslHueExt,
- GAL.AdvancedBlendOp.HslSaturation => Silk.NET.Vulkan.BlendOp.HslSaturationExt,
- GAL.AdvancedBlendOp.HslColor => Silk.NET.Vulkan.BlendOp.HslColorExt,
- GAL.AdvancedBlendOp.HslLuminosity => Silk.NET.Vulkan.BlendOp.HslLuminosityExt,
- _ => LogInvalidAndReturn(op, nameof(GAL.AdvancedBlendOp), Silk.NET.Vulkan.BlendOp.Add)
- };
- }
-
- public static Silk.NET.Vulkan.BlendOp Convert(this GAL.BlendOp op)
- {
- return op switch
- {
- GAL.BlendOp.Add or GAL.BlendOp.AddGl => Silk.NET.Vulkan.BlendOp.Add,
- GAL.BlendOp.Subtract or GAL.BlendOp.SubtractGl => Silk.NET.Vulkan.BlendOp.Subtract,
- GAL.BlendOp.ReverseSubtract or GAL.BlendOp.ReverseSubtractGl => Silk.NET.Vulkan.BlendOp.ReverseSubtract,
- GAL.BlendOp.Minimum or GAL.BlendOp.MinimumGl => Silk.NET.Vulkan.BlendOp.Min,
- GAL.BlendOp.Maximum or GAL.BlendOp.MaximumGl => Silk.NET.Vulkan.BlendOp.Max,
- _ => LogInvalidAndReturn(op, nameof(GAL.BlendOp), Silk.NET.Vulkan.BlendOp.Add)
- };
- }
-
- public static Silk.NET.Vulkan.BlendOverlapEXT Convert(this GAL.AdvancedBlendOverlap overlap)
- {
- return overlap switch
- {
- GAL.AdvancedBlendOverlap.Uncorrelated => Silk.NET.Vulkan.BlendOverlapEXT.UncorrelatedExt,
- GAL.AdvancedBlendOverlap.Disjoint => Silk.NET.Vulkan.BlendOverlapEXT.DisjointExt,
- GAL.AdvancedBlendOverlap.Conjoint => Silk.NET.Vulkan.BlendOverlapEXT.ConjointExt,
- _ => LogInvalidAndReturn(overlap, nameof(GAL.AdvancedBlendOverlap), Silk.NET.Vulkan.BlendOverlapEXT.UncorrelatedExt)
- };
- }
-
- public static Silk.NET.Vulkan.CompareOp Convert(this GAL.CompareOp op)
- {
- return op switch
- {
- GAL.CompareOp.Never or GAL.CompareOp.NeverGl => Silk.NET.Vulkan.CompareOp.Never,
- GAL.CompareOp.Less or GAL.CompareOp.LessGl => Silk.NET.Vulkan.CompareOp.Less,
- GAL.CompareOp.Equal or GAL.CompareOp.EqualGl => Silk.NET.Vulkan.CompareOp.Equal,
- GAL.CompareOp.LessOrEqual or GAL.CompareOp.LessOrEqualGl => Silk.NET.Vulkan.CompareOp.LessOrEqual,
- GAL.CompareOp.Greater or GAL.CompareOp.GreaterGl => Silk.NET.Vulkan.CompareOp.Greater,
- GAL.CompareOp.NotEqual or GAL.CompareOp.NotEqualGl => Silk.NET.Vulkan.CompareOp.NotEqual,
- GAL.CompareOp.GreaterOrEqual or GAL.CompareOp.GreaterOrEqualGl => Silk.NET.Vulkan.CompareOp.GreaterOrEqual,
- GAL.CompareOp.Always or GAL.CompareOp.AlwaysGl => Silk.NET.Vulkan.CompareOp.Always,
- _ => LogInvalidAndReturn(op, nameof(GAL.CompareOp), Silk.NET.Vulkan.CompareOp.Never)
- };
- }
-
- public static CullModeFlags Convert(this Face face)
- {
- return face switch
- {
- Face.Back => CullModeFlags.BackBit,
- Face.Front => CullModeFlags.FrontBit,
- Face.FrontAndBack => CullModeFlags.FrontAndBack,
- _ => LogInvalidAndReturn(face, nameof(Face), CullModeFlags.BackBit)
- };
- }
-
- public static Silk.NET.Vulkan.FrontFace Convert(this GAL.FrontFace frontFace)
- {
- // Flipped to account for origin differences.
- return frontFace switch
- {
- GAL.FrontFace.Clockwise => Silk.NET.Vulkan.FrontFace.CounterClockwise,
- GAL.FrontFace.CounterClockwise => Silk.NET.Vulkan.FrontFace.Clockwise,
- _ => LogInvalidAndReturn(frontFace, nameof(GAL.FrontFace), Silk.NET.Vulkan.FrontFace.Clockwise)
- };
- }
-
- public static Silk.NET.Vulkan.IndexType Convert(this GAL.IndexType type)
- {
- return type switch
- {
- GAL.IndexType.UByte => Silk.NET.Vulkan.IndexType.Uint8Ext,
- GAL.IndexType.UShort => Silk.NET.Vulkan.IndexType.Uint16,
- GAL.IndexType.UInt => Silk.NET.Vulkan.IndexType.Uint32,
- _ => LogInvalidAndReturn(type, nameof(GAL.IndexType), Silk.NET.Vulkan.IndexType.Uint16)
- };
- }
-
- public static Filter Convert(this MagFilter filter)
- {
- return filter switch
- {
- MagFilter.Nearest => Filter.Nearest,
- MagFilter.Linear => Filter.Linear,
- _ => LogInvalidAndReturn(filter, nameof(MagFilter), Filter.Nearest)
- };
- }
-
- public static (Filter, SamplerMipmapMode) Convert(this MinFilter filter)
- {
- return filter switch
- {
- MinFilter.Nearest => (Filter.Nearest, SamplerMipmapMode.Nearest),
- MinFilter.Linear => (Filter.Linear, SamplerMipmapMode.Nearest),
- MinFilter.NearestMipmapNearest => (Filter.Nearest, SamplerMipmapMode.Nearest),
- MinFilter.LinearMipmapNearest => (Filter.Linear, SamplerMipmapMode.Nearest),
- MinFilter.NearestMipmapLinear => (Filter.Nearest, SamplerMipmapMode.Linear),
- MinFilter.LinearMipmapLinear => (Filter.Linear, SamplerMipmapMode.Linear),
- _ => LogInvalidAndReturn(filter, nameof(MinFilter), (Filter.Nearest, SamplerMipmapMode.Nearest))
- };
- }
-
- public static Silk.NET.Vulkan.PrimitiveTopology Convert(this GAL.PrimitiveTopology topology)
- {
- return topology switch
- {
- GAL.PrimitiveTopology.Points => Silk.NET.Vulkan.PrimitiveTopology.PointList,
- GAL.PrimitiveTopology.Lines => Silk.NET.Vulkan.PrimitiveTopology.LineList,
- GAL.PrimitiveTopology.LineStrip => Silk.NET.Vulkan.PrimitiveTopology.LineStrip,
- GAL.PrimitiveTopology.Triangles => Silk.NET.Vulkan.PrimitiveTopology.TriangleList,
- GAL.PrimitiveTopology.TriangleStrip => Silk.NET.Vulkan.PrimitiveTopology.TriangleStrip,
- GAL.PrimitiveTopology.TriangleFan => Silk.NET.Vulkan.PrimitiveTopology.TriangleFan,
- GAL.PrimitiveTopology.LinesAdjacency => Silk.NET.Vulkan.PrimitiveTopology.LineListWithAdjacency,
- GAL.PrimitiveTopology.LineStripAdjacency => Silk.NET.Vulkan.PrimitiveTopology.LineStripWithAdjacency,
- GAL.PrimitiveTopology.TrianglesAdjacency => Silk.NET.Vulkan.PrimitiveTopology.TriangleListWithAdjacency,
- GAL.PrimitiveTopology.TriangleStripAdjacency => Silk.NET.Vulkan.PrimitiveTopology.TriangleStripWithAdjacency,
- GAL.PrimitiveTopology.Patches => Silk.NET.Vulkan.PrimitiveTopology.PatchList,
- GAL.PrimitiveTopology.Polygon => Silk.NET.Vulkan.PrimitiveTopology.TriangleFan,
- GAL.PrimitiveTopology.Quads => throw new NotSupportedException("Quad topology is not available in Vulkan."),
- GAL.PrimitiveTopology.QuadStrip => throw new NotSupportedException("QuadStrip topology is not available in Vulkan."),
- _ => LogInvalidAndReturn(topology, nameof(GAL.PrimitiveTopology), Silk.NET.Vulkan.PrimitiveTopology.TriangleList)
- };
- }
-
- public static Silk.NET.Vulkan.StencilOp Convert(this GAL.StencilOp op)
- {
- return op switch
- {
- GAL.StencilOp.Keep or GAL.StencilOp.KeepGl => Silk.NET.Vulkan.StencilOp.Keep,
- GAL.StencilOp.Zero or GAL.StencilOp.ZeroGl => Silk.NET.Vulkan.StencilOp.Zero,
- GAL.StencilOp.Replace or GAL.StencilOp.ReplaceGl => Silk.NET.Vulkan.StencilOp.Replace,
- GAL.StencilOp.IncrementAndClamp or GAL.StencilOp.IncrementAndClampGl => Silk.NET.Vulkan.StencilOp.IncrementAndClamp,
- GAL.StencilOp.DecrementAndClamp or GAL.StencilOp.DecrementAndClampGl => Silk.NET.Vulkan.StencilOp.DecrementAndClamp,
- GAL.StencilOp.Invert or GAL.StencilOp.InvertGl => Silk.NET.Vulkan.StencilOp.Invert,
- GAL.StencilOp.IncrementAndWrap or GAL.StencilOp.IncrementAndWrapGl => Silk.NET.Vulkan.StencilOp.IncrementAndWrap,
- GAL.StencilOp.DecrementAndWrap or GAL.StencilOp.DecrementAndWrapGl => Silk.NET.Vulkan.StencilOp.DecrementAndWrap,
- _ => LogInvalidAndReturn(op, nameof(GAL.StencilOp), Silk.NET.Vulkan.StencilOp.Keep)
- };
- }
-
- public static ComponentSwizzle Convert(this SwizzleComponent swizzleComponent)
- {
- return swizzleComponent switch
- {
- SwizzleComponent.Zero => ComponentSwizzle.Zero,
- SwizzleComponent.One => ComponentSwizzle.One,
- SwizzleComponent.Red => ComponentSwizzle.R,
- SwizzleComponent.Green => ComponentSwizzle.G,
- SwizzleComponent.Blue => ComponentSwizzle.B,
- SwizzleComponent.Alpha => ComponentSwizzle.A,
- _ => LogInvalidAndReturn(swizzleComponent, nameof(SwizzleComponent), ComponentSwizzle.Zero)
- };
- }
-
- public static ImageType Convert(this Target target)
- {
- return target switch
- {
- Target.Texture1D or
- Target.Texture1DArray or
- Target.TextureBuffer => ImageType.Type1D,
- Target.Texture2D or
- Target.Texture2DArray or
- Target.Texture2DMultisample or
- Target.Cubemap or
- Target.CubemapArray => ImageType.Type2D,
- Target.Texture3D => ImageType.Type3D,
- _ => LogInvalidAndReturn(target, nameof(Target), ImageType.Type2D)
- };
- }
-
- public static ImageViewType ConvertView(this Target target)
- {
- return target switch
- {
- Target.Texture1D => ImageViewType.Type1D,
- Target.Texture2D or Target.Texture2DMultisample => ImageViewType.Type2D,
- Target.Texture3D => ImageViewType.Type3D,
- Target.Texture1DArray => ImageViewType.Type1DArray,
- Target.Texture2DArray => ImageViewType.Type2DArray,
- Target.Cubemap => ImageViewType.TypeCube,
- Target.CubemapArray => ImageViewType.TypeCubeArray,
- _ => LogInvalidAndReturn(target, nameof(Target), ImageViewType.Type2D)
- };
- }
-
- public static ImageAspectFlags ConvertAspectFlags(this GAL.Format format)
- {
- return format switch
- {
- GAL.Format.D16Unorm or GAL.Format.D32Float => ImageAspectFlags.DepthBit,
- GAL.Format.S8Uint => ImageAspectFlags.StencilBit,
- GAL.Format.D24UnormS8Uint or
- GAL.Format.D32FloatS8Uint or
- GAL.Format.S8UintD24Unorm => ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit,
- _ => ImageAspectFlags.ColorBit
- };
- }
-
- public static ImageAspectFlags ConvertAspectFlags(this GAL.Format format, DepthStencilMode depthStencilMode)
- {
- return format switch
- {
- GAL.Format.D16Unorm or GAL.Format.D32Float => ImageAspectFlags.DepthBit,
- GAL.Format.S8Uint => ImageAspectFlags.StencilBit,
- GAL.Format.D24UnormS8Uint or
- GAL.Format.D32FloatS8Uint or
- GAL.Format.S8UintD24Unorm => depthStencilMode == DepthStencilMode.Stencil ? ImageAspectFlags.StencilBit : ImageAspectFlags.DepthBit,
- _ => ImageAspectFlags.ColorBit
- };
- }
-
- public static LogicOp Convert(this LogicalOp op)
- {
- return op switch
- {
- LogicalOp.Clear => LogicOp.Clear,
- LogicalOp.And => LogicOp.And,
- LogicalOp.AndReverse => LogicOp.AndReverse,
- LogicalOp.Copy => LogicOp.Copy,
- LogicalOp.AndInverted => LogicOp.AndInverted,
- LogicalOp.Noop => LogicOp.NoOp,
- LogicalOp.Xor => LogicOp.Xor,
- LogicalOp.Or => LogicOp.Or,
- LogicalOp.Nor => LogicOp.Nor,
- LogicalOp.Equiv => LogicOp.Equivalent,
- LogicalOp.Invert => LogicOp.Invert,
- LogicalOp.OrReverse => LogicOp.OrReverse,
- LogicalOp.CopyInverted => LogicOp.CopyInverted,
- LogicalOp.OrInverted => LogicOp.OrInverted,
- LogicalOp.Nand => LogicOp.Nand,
- LogicalOp.Set => LogicOp.Set,
- _ => LogInvalidAndReturn(op, nameof(LogicalOp), LogicOp.Copy)
- };
- }
-
- private static T2 LogInvalidAndReturn<T1, T2>(T1 value, string name, T2 defaultValue = default)
- {
- Logger.Debug?.Print(LogClass.Gpu, $"Invalid {name} enum value: {value}.");
-
- return defaultValue;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FenceHelper.cs b/Ryujinx.Graphics.Vulkan/FenceHelper.cs
deleted file mode 100644
index d6731c0e..00000000
--- a/Ryujinx.Graphics.Vulkan/FenceHelper.cs
+++ /dev/null
@@ -1,30 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class FenceHelper
- {
- private const ulong DefaultTimeout = 100000000; // 100ms
-
- public static bool AnySignaled(Vk api, Device device, ReadOnlySpan<Fence> fences, ulong timeout = 0)
- {
- return api.WaitForFences(device, (uint)fences.Length, fences, false, timeout) == Result.Success;
- }
-
- public static bool AllSignaled(Vk api, Device device, ReadOnlySpan<Fence> fences, ulong timeout = 0)
- {
- return api.WaitForFences(device, (uint)fences.Length, fences, true, timeout) == Result.Success;
- }
-
- public static void WaitAllIndefinitely(Vk api, Device device, ReadOnlySpan<Fence> fences)
- {
- Result result;
- while ((result = api.WaitForFences(device, (uint)fences.Length, fences, true, DefaultTimeout)) == Result.Timeout)
- {
- // Keep waiting while the fence is not signaled.
- }
- result.ThrowOnError();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FenceHolder.cs b/Ryujinx.Graphics.Vulkan/FenceHolder.cs
deleted file mode 100644
index 1c1e6240..00000000
--- a/Ryujinx.Graphics.Vulkan/FenceHolder.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class FenceHolder : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
- private Fence _fence;
- private int _referenceCount;
- private bool _disposed;
-
- public unsafe FenceHolder(Vk api, Device device)
- {
- _api = api;
- _device = device;
-
- var fenceCreateInfo = new FenceCreateInfo()
- {
- SType = StructureType.FenceCreateInfo
- };
-
- api.CreateFence(device, in fenceCreateInfo, null, out _fence).ThrowOnError();
-
- _referenceCount = 1;
- }
-
- public Fence GetUnsafe()
- {
- return _fence;
- }
-
- public Fence Get()
- {
- Interlocked.Increment(ref _referenceCount);
- return _fence;
- }
-
- public void Put()
- {
- if (Interlocked.Decrement(ref _referenceCount) == 0)
- {
- _api.DestroyFence(_device, _fence, Span<AllocationCallbacks>.Empty);
- _fence = default;
- }
- }
-
- public void Wait()
- {
- Span<Fence> fences = stackalloc Fence[]
- {
- _fence
- };
-
- FenceHelper.WaitAllIndefinitely(_api, _device, fences);
- }
-
- public bool IsSignaled()
- {
- Span<Fence> fences = stackalloc Fence[]
- {
- _fence
- };
-
- return FenceHelper.AllSignaled(_api, _device, fences);
- }
-
- public void Dispose()
- {
- if (!_disposed)
- {
- Put();
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FormatCapabilities.cs b/Ryujinx.Graphics.Vulkan/FormatCapabilities.cs
deleted file mode 100644
index 7019dfd9..00000000
--- a/Ryujinx.Graphics.Vulkan/FormatCapabilities.cs
+++ /dev/null
@@ -1,164 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class FormatCapabilities
- {
- private readonly FormatFeatureFlags[] _bufferTable;
- private readonly FormatFeatureFlags[] _optimalTable;
-
- private readonly Vk _api;
- private readonly PhysicalDevice _physicalDevice;
-
- public FormatCapabilities(Vk api, PhysicalDevice physicalDevice)
- {
- _api = api;
- _physicalDevice = physicalDevice;
-
- int totalFormats = Enum.GetNames(typeof(GAL.Format)).Length;
-
- _bufferTable = new FormatFeatureFlags[totalFormats];
- _optimalTable = new FormatFeatureFlags[totalFormats];
- }
-
- public bool BufferFormatsSupport(FormatFeatureFlags flags, params GAL.Format[] formats)
- {
- foreach (GAL.Format format in formats)
- {
- if (!BufferFormatSupports(flags, format))
- {
- return false;
- }
- }
-
- return true;
- }
-
- public bool OptimalFormatsSupport(FormatFeatureFlags flags, params GAL.Format[] formats)
- {
- foreach (GAL.Format format in formats)
- {
- if (!OptimalFormatSupports(flags, format))
- {
- return false;
- }
- }
-
- return true;
- }
-
- public bool BufferFormatSupports(FormatFeatureFlags flags, GAL.Format format)
- {
- var formatFeatureFlags = _bufferTable[(int)format];
-
- if (formatFeatureFlags == 0)
- {
- _api.GetPhysicalDeviceFormatProperties(_physicalDevice, FormatTable.GetFormat(format), out var fp);
- formatFeatureFlags = fp.BufferFeatures;
- _bufferTable[(int)format] = formatFeatureFlags;
- }
-
- return (formatFeatureFlags & flags) == flags;
- }
-
- public bool OptimalFormatSupports(FormatFeatureFlags flags, GAL.Format format)
- {
- var formatFeatureFlags = _optimalTable[(int)format];
-
- if (formatFeatureFlags == 0)
- {
- _api.GetPhysicalDeviceFormatProperties(_physicalDevice, FormatTable.GetFormat(format), out var fp);
- formatFeatureFlags = fp.OptimalTilingFeatures;
- _optimalTable[(int)format] = formatFeatureFlags;
- }
-
- return (formatFeatureFlags & flags) == flags;
- }
-
- public VkFormat ConvertToVkFormat(GAL.Format srcFormat)
- {
- var format = FormatTable.GetFormat(srcFormat);
-
- var requiredFeatures = FormatFeatureFlags.SampledImageBit |
- FormatFeatureFlags.TransferSrcBit |
- FormatFeatureFlags.TransferDstBit;
-
- if (srcFormat.IsDepthOrStencil())
- {
- requiredFeatures |= FormatFeatureFlags.DepthStencilAttachmentBit;
- }
- else if (srcFormat.IsRtColorCompatible())
- {
- requiredFeatures |= FormatFeatureFlags.ColorAttachmentBit;
- }
-
- if (srcFormat.IsImageCompatible())
- {
- requiredFeatures |= FormatFeatureFlags.StorageImageBit;
- }
-
- if (!OptimalFormatSupports(requiredFeatures, srcFormat) || (IsD24S8(srcFormat) && VulkanConfiguration.ForceD24S8Unsupported))
- {
- // The format is not supported. Can we convert it to a higher precision format?
- if (IsD24S8(srcFormat))
- {
- format = VkFormat.D32SfloatS8Uint;
- }
- else if (srcFormat == GAL.Format.R4G4B4A4Unorm)
- {
- format = VkFormat.R4G4B4A4UnormPack16;
- }
- else
- {
- Logger.Error?.Print(LogClass.Gpu, $"Format {srcFormat} is not supported by the host.");
- }
- }
-
- return format;
- }
-
- public VkFormat ConvertToVertexVkFormat(GAL.Format srcFormat)
- {
- var format = FormatTable.GetFormat(srcFormat);
-
- if (!BufferFormatSupports(FormatFeatureFlags.VertexBufferBit, srcFormat) ||
- (IsRGB16IntFloat(srcFormat) && VulkanConfiguration.ForceRGB16IntFloatUnsupported))
- {
- // The format is not supported. Can we convert it to an alternative format?
- switch (srcFormat)
- {
- case GAL.Format.R16G16B16Float:
- format = VkFormat.R16G16B16A16Sfloat;
- break;
- case GAL.Format.R16G16B16Sint:
- format = VkFormat.R16G16B16A16Sint;
- break;
- case GAL.Format.R16G16B16Uint:
- format = VkFormat.R16G16B16A16Uint;
- break;
- default:
- Logger.Error?.Print(LogClass.Gpu, $"Format {srcFormat} is not supported by the host.");
- break;
- }
- }
-
- return format;
- }
-
- public static bool IsD24S8(GAL.Format format)
- {
- return format == GAL.Format.D24UnormS8Uint || format == GAL.Format.S8UintD24Unorm;
- }
-
- private static bool IsRGB16IntFloat(GAL.Format format)
- {
- return format == GAL.Format.R16G16B16Float ||
- format == GAL.Format.R16G16B16Sint ||
- format == GAL.Format.R16G16B16Uint;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FormatConverter.cs b/Ryujinx.Graphics.Vulkan/FormatConverter.cs
deleted file mode 100644
index 33472ae4..00000000
--- a/Ryujinx.Graphics.Vulkan/FormatConverter.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class FormatConverter
- {
- public static void ConvertD24S8ToD32FS8(Span<byte> output, ReadOnlySpan<byte> input)
- {
- const float UnormToFloat = 1f / 0xffffff;
-
- Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
- ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
-
- int i = 0;
-
- for (; i < inputUint.Length; i++)
- {
- uint depthStencil = inputUint[i];
- uint depth = depthStencil >> 8;
- uint stencil = depthStencil & 0xff;
-
- int j = i * 2;
-
- outputUint[j] = (uint)BitConverter.SingleToInt32Bits(depth * UnormToFloat);
- outputUint[j + 1] = stencil;
- }
- }
-
- public static void ConvertD32FS8ToD24S8(Span<byte> output, ReadOnlySpan<byte> input)
- {
- Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
- ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
-
- int i = 0;
-
- for (; i < inputUint.Length; i += 2)
- {
- float depth = BitConverter.Int32BitsToSingle((int)inputUint[i]);
- uint stencil = inputUint[i + 1];
- uint depthStencil = (Math.Clamp((uint)(depth * 0xffffff), 0, 0xffffff) << 8) | (stencil & 0xff);
-
- int j = i >> 1;
-
- outputUint[j] = depthStencil;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FormatTable.cs b/Ryujinx.Graphics.Vulkan/FormatTable.cs
deleted file mode 100644
index 45fc46ad..00000000
--- a/Ryujinx.Graphics.Vulkan/FormatTable.cs
+++ /dev/null
@@ -1,172 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using System;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class FormatTable
- {
- private static readonly VkFormat[] _table;
-
- static FormatTable()
- {
- _table = new VkFormat[Enum.GetNames(typeof(Format)).Length];
-
- Add(Format.R8Unorm, VkFormat.R8Unorm);
- Add(Format.R8Snorm, VkFormat.R8SNorm);
- Add(Format.R8Uint, VkFormat.R8Uint);
- Add(Format.R8Sint, VkFormat.R8Sint);
- Add(Format.R16Float, VkFormat.R16Sfloat);
- Add(Format.R16Unorm, VkFormat.R16Unorm);
- Add(Format.R16Snorm, VkFormat.R16SNorm);
- Add(Format.R16Uint, VkFormat.R16Uint);
- Add(Format.R16Sint, VkFormat.R16Sint);
- Add(Format.R32Float, VkFormat.R32Sfloat);
- Add(Format.R32Uint, VkFormat.R32Uint);
- Add(Format.R32Sint, VkFormat.R32Sint);
- Add(Format.R8G8Unorm, VkFormat.R8G8Unorm);
- Add(Format.R8G8Snorm, VkFormat.R8G8SNorm);
- Add(Format.R8G8Uint, VkFormat.R8G8Uint);
- Add(Format.R8G8Sint, VkFormat.R8G8Sint);
- Add(Format.R16G16Float, VkFormat.R16G16Sfloat);
- Add(Format.R16G16Unorm, VkFormat.R16G16Unorm);
- Add(Format.R16G16Snorm, VkFormat.R16G16SNorm);
- Add(Format.R16G16Uint, VkFormat.R16G16Uint);
- Add(Format.R16G16Sint, VkFormat.R16G16Sint);
- Add(Format.R32G32Float, VkFormat.R32G32Sfloat);
- Add(Format.R32G32Uint, VkFormat.R32G32Uint);
- Add(Format.R32G32Sint, VkFormat.R32G32Sint);
- Add(Format.R8G8B8Unorm, VkFormat.R8G8B8Unorm);
- Add(Format.R8G8B8Snorm, VkFormat.R8G8B8SNorm);
- Add(Format.R8G8B8Uint, VkFormat.R8G8B8Uint);
- Add(Format.R8G8B8Sint, VkFormat.R8G8B8Sint);
- Add(Format.R16G16B16Float, VkFormat.R16G16B16Sfloat);
- Add(Format.R16G16B16Unorm, VkFormat.R16G16B16Unorm);
- Add(Format.R16G16B16Snorm, VkFormat.R16G16B16SNorm);
- Add(Format.R16G16B16Uint, VkFormat.R16G16B16Uint);
- Add(Format.R16G16B16Sint, VkFormat.R16G16B16Sint);
- Add(Format.R32G32B32Float, VkFormat.R32G32B32Sfloat);
- Add(Format.R32G32B32Uint, VkFormat.R32G32B32Uint);
- Add(Format.R32G32B32Sint, VkFormat.R32G32B32Sint);
- Add(Format.R8G8B8A8Unorm, VkFormat.R8G8B8A8Unorm);
- Add(Format.R8G8B8A8Snorm, VkFormat.R8G8B8A8SNorm);
- Add(Format.R8G8B8A8Uint, VkFormat.R8G8B8A8Uint);
- Add(Format.R8G8B8A8Sint, VkFormat.R8G8B8A8Sint);
- Add(Format.R16G16B16A16Float, VkFormat.R16G16B16A16Sfloat);
- Add(Format.R16G16B16A16Unorm, VkFormat.R16G16B16A16Unorm);
- Add(Format.R16G16B16A16Snorm, VkFormat.R16G16B16A16SNorm);
- Add(Format.R16G16B16A16Uint, VkFormat.R16G16B16A16Uint);
- Add(Format.R16G16B16A16Sint, VkFormat.R16G16B16A16Sint);
- Add(Format.R32G32B32A32Float, VkFormat.R32G32B32A32Sfloat);
- Add(Format.R32G32B32A32Uint, VkFormat.R32G32B32A32Uint);
- Add(Format.R32G32B32A32Sint, VkFormat.R32G32B32A32Sint);
- Add(Format.S8Uint, VkFormat.S8Uint);
- Add(Format.D16Unorm, VkFormat.D16Unorm);
- Add(Format.S8UintD24Unorm, VkFormat.D24UnormS8Uint);
- Add(Format.D32Float, VkFormat.D32Sfloat);
- Add(Format.D24UnormS8Uint, VkFormat.D24UnormS8Uint);
- Add(Format.D32FloatS8Uint, VkFormat.D32SfloatS8Uint);
- Add(Format.R8G8B8A8Srgb, VkFormat.R8G8B8A8Srgb);
- Add(Format.R4G4Unorm, VkFormat.R4G4UnormPack8);
- Add(Format.R4G4B4A4Unorm, VkFormat.A4B4G4R4UnormPack16Ext);
- Add(Format.R5G5B5X1Unorm, VkFormat.A1R5G5B5UnormPack16);
- Add(Format.R5G5B5A1Unorm, VkFormat.A1R5G5B5UnormPack16);
- Add(Format.R5G6B5Unorm, VkFormat.R5G6B5UnormPack16);
- Add(Format.R10G10B10A2Unorm, VkFormat.A2B10G10R10UnormPack32);
- Add(Format.R10G10B10A2Uint, VkFormat.A2B10G10R10UintPack32);
- Add(Format.R11G11B10Float, VkFormat.B10G11R11UfloatPack32);
- Add(Format.R9G9B9E5Float, VkFormat.E5B9G9R9UfloatPack32);
- Add(Format.Bc1RgbaUnorm, VkFormat.BC1RgbaUnormBlock);
- Add(Format.Bc2Unorm, VkFormat.BC2UnormBlock);
- Add(Format.Bc3Unorm, VkFormat.BC3UnormBlock);
- Add(Format.Bc1RgbaSrgb, VkFormat.BC1RgbaSrgbBlock);
- Add(Format.Bc2Srgb, VkFormat.BC2SrgbBlock);
- Add(Format.Bc3Srgb, VkFormat.BC3SrgbBlock);
- Add(Format.Bc4Unorm, VkFormat.BC4UnormBlock);
- Add(Format.Bc4Snorm, VkFormat.BC4SNormBlock);
- Add(Format.Bc5Unorm, VkFormat.BC5UnormBlock);
- Add(Format.Bc5Snorm, VkFormat.BC5SNormBlock);
- Add(Format.Bc7Unorm, VkFormat.BC7UnormBlock);
- Add(Format.Bc7Srgb, VkFormat.BC7SrgbBlock);
- Add(Format.Bc6HSfloat, VkFormat.BC6HSfloatBlock);
- Add(Format.Bc6HUfloat, VkFormat.BC6HUfloatBlock);
- Add(Format.Etc2RgbUnorm, VkFormat.Etc2R8G8B8UnormBlock);
- Add(Format.Etc2RgbaUnorm, VkFormat.Etc2R8G8B8A8UnormBlock);
- Add(Format.Etc2RgbPtaUnorm, VkFormat.Etc2R8G8B8A1UnormBlock);
- Add(Format.Etc2RgbSrgb, VkFormat.Etc2R8G8B8SrgbBlock);
- Add(Format.Etc2RgbaSrgb, VkFormat.Etc2R8G8B8A8SrgbBlock);
- Add(Format.Etc2RgbPtaSrgb, VkFormat.Etc2R8G8B8A1SrgbBlock);
- Add(Format.R8Uscaled, VkFormat.R8Uscaled);
- Add(Format.R8Sscaled, VkFormat.R8Sscaled);
- Add(Format.R16Uscaled, VkFormat.R16Uscaled);
- Add(Format.R16Sscaled, VkFormat.R16Sscaled);
- // Add(Format.R32Uscaled, VkFormat.R32Uscaled);
- // Add(Format.R32Sscaled, VkFormat.R32Sscaled);
- Add(Format.R8G8Uscaled, VkFormat.R8G8Uscaled);
- Add(Format.R8G8Sscaled, VkFormat.R8G8Sscaled);
- Add(Format.R16G16Uscaled, VkFormat.R16G16Uscaled);
- Add(Format.R16G16Sscaled, VkFormat.R16G16Sscaled);
- // Add(Format.R32G32Uscaled, VkFormat.R32G32Uscaled);
- // Add(Format.R32G32Sscaled, VkFormat.R32G32Sscaled);
- Add(Format.R8G8B8Uscaled, VkFormat.R8G8B8Uscaled);
- Add(Format.R8G8B8Sscaled, VkFormat.R8G8B8Sscaled);
- Add(Format.R16G16B16Uscaled, VkFormat.R16G16B16Uscaled);
- Add(Format.R16G16B16Sscaled, VkFormat.R16G16B16Sscaled);
- // Add(Format.R32G32B32Uscaled, VkFormat.R32G32B32Uscaled);
- // Add(Format.R32G32B32Sscaled, VkFormat.R32G32B32Sscaled);
- Add(Format.R8G8B8A8Uscaled, VkFormat.R8G8B8A8Uscaled);
- Add(Format.R8G8B8A8Sscaled, VkFormat.R8G8B8A8Sscaled);
- Add(Format.R16G16B16A16Uscaled, VkFormat.R16G16B16A16Uscaled);
- Add(Format.R16G16B16A16Sscaled, VkFormat.R16G16B16A16Sscaled);
- // Add(Format.R32G32B32A32Uscaled, VkFormat.R32G32B32A32Uscaled);
- // Add(Format.R32G32B32A32Sscaled, VkFormat.R32G32B32A32Sscaled);
- Add(Format.R10G10B10A2Snorm, VkFormat.A2B10G10R10SNormPack32);
- Add(Format.R10G10B10A2Sint, VkFormat.A2B10G10R10SintPack32);
- Add(Format.R10G10B10A2Uscaled, VkFormat.A2B10G10R10UscaledPack32);
- Add(Format.R10G10B10A2Sscaled, VkFormat.A2B10G10R10SscaledPack32);
- Add(Format.Astc4x4Unorm, VkFormat.Astc4x4UnormBlock);
- Add(Format.Astc5x4Unorm, VkFormat.Astc5x4UnormBlock);
- Add(Format.Astc5x5Unorm, VkFormat.Astc5x5UnormBlock);
- Add(Format.Astc6x5Unorm, VkFormat.Astc6x5UnormBlock);
- Add(Format.Astc6x6Unorm, VkFormat.Astc6x6UnormBlock);
- Add(Format.Astc8x5Unorm, VkFormat.Astc8x5UnormBlock);
- Add(Format.Astc8x6Unorm, VkFormat.Astc8x6UnormBlock);
- Add(Format.Astc8x8Unorm, VkFormat.Astc8x8UnormBlock);
- Add(Format.Astc10x5Unorm, VkFormat.Astc10x5UnormBlock);
- Add(Format.Astc10x6Unorm, VkFormat.Astc10x6UnormBlock);
- Add(Format.Astc10x8Unorm, VkFormat.Astc10x8UnormBlock);
- Add(Format.Astc10x10Unorm, VkFormat.Astc10x10UnormBlock);
- Add(Format.Astc12x10Unorm, VkFormat.Astc12x10UnormBlock);
- Add(Format.Astc12x12Unorm, VkFormat.Astc12x12UnormBlock);
- Add(Format.Astc4x4Srgb, VkFormat.Astc4x4SrgbBlock);
- Add(Format.Astc5x4Srgb, VkFormat.Astc5x4SrgbBlock);
- Add(Format.Astc5x5Srgb, VkFormat.Astc5x5SrgbBlock);
- Add(Format.Astc6x5Srgb, VkFormat.Astc6x5SrgbBlock);
- Add(Format.Astc6x6Srgb, VkFormat.Astc6x6SrgbBlock);
- Add(Format.Astc8x5Srgb, VkFormat.Astc8x5SrgbBlock);
- Add(Format.Astc8x6Srgb, VkFormat.Astc8x6SrgbBlock);
- Add(Format.Astc8x8Srgb, VkFormat.Astc8x8SrgbBlock);
- Add(Format.Astc10x5Srgb, VkFormat.Astc10x5SrgbBlock);
- Add(Format.Astc10x6Srgb, VkFormat.Astc10x6SrgbBlock);
- Add(Format.Astc10x8Srgb, VkFormat.Astc10x8SrgbBlock);
- Add(Format.Astc10x10Srgb, VkFormat.Astc10x10SrgbBlock);
- Add(Format.Astc12x10Srgb, VkFormat.Astc12x10SrgbBlock);
- Add(Format.Astc12x12Srgb, VkFormat.Astc12x12SrgbBlock);
- Add(Format.B5G6R5Unorm, VkFormat.R5G6B5UnormPack16);
- Add(Format.B5G5R5A1Unorm, VkFormat.A1R5G5B5UnormPack16);
- Add(Format.A1B5G5R5Unorm, VkFormat.R5G5B5A1UnormPack16);
- Add(Format.B8G8R8A8Unorm, VkFormat.B8G8R8A8Unorm);
- Add(Format.B8G8R8A8Srgb, VkFormat.B8G8R8A8Srgb);
- }
-
- private static void Add(Format format, VkFormat vkFormat)
- {
- _table[(int)format] = vkFormat;
- }
-
- public static VkFormat GetFormat(Format format)
- {
- return _table[(int)format];
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/FramebufferParams.cs b/Ryujinx.Graphics.Vulkan/FramebufferParams.cs
deleted file mode 100644
index cde99202..00000000
--- a/Ryujinx.Graphics.Vulkan/FramebufferParams.cs
+++ /dev/null
@@ -1,240 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Linq;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class FramebufferParams
- {
- private readonly Device _device;
- private readonly Auto<DisposableImageView>[] _attachments;
- private readonly TextureView[] _colors;
- private readonly TextureView _depthStencil;
- private uint _validColorAttachments;
-
- public uint Width { get; }
- public uint Height { get; }
- public uint Layers { get; }
-
- public uint[] AttachmentSamples { get; }
- public VkFormat[] AttachmentFormats { get; }
- public int[] AttachmentIndices { get; }
-
- public int AttachmentsCount { get; }
- public int MaxColorAttachmentIndex => AttachmentIndices.Length > 0 ? AttachmentIndices[AttachmentIndices.Length - 1] : -1;
- public bool HasDepthStencil { get; }
- public int ColorAttachmentsCount => AttachmentsCount - (HasDepthStencil ? 1 : 0);
-
- public FramebufferParams(
- Device device,
- Auto<DisposableImageView> view,
- uint width,
- uint height,
- uint samples,
- bool isDepthStencil,
- VkFormat format)
- {
- _device = device;
- _attachments = new[] { view };
- _validColorAttachments = isDepthStencil ? 0u : 1u;
-
- Width = width;
- Height = height;
- Layers = 1;
-
- AttachmentSamples = new[] { samples };
- AttachmentFormats = new[] { format };
- AttachmentIndices = isDepthStencil ? Array.Empty<int>() : new[] { 0 };
-
- AttachmentsCount = 1;
-
- HasDepthStencil = isDepthStencil;
- }
-
- public FramebufferParams(Device device, ITexture[] colors, ITexture depthStencil)
- {
- _device = device;
-
- int colorsCount = colors.Count(IsValidTextureView);
-
- int count = colorsCount + (IsValidTextureView(depthStencil) ? 1 : 0);
-
- _attachments = new Auto<DisposableImageView>[count];
- _colors = new TextureView[colorsCount];
-
- AttachmentSamples = new uint[count];
- AttachmentFormats = new VkFormat[count];
- AttachmentIndices = new int[colorsCount];
-
- uint width = uint.MaxValue;
- uint height = uint.MaxValue;
- uint layers = uint.MaxValue;
-
- int index = 0;
- int bindIndex = 0;
-
- foreach (ITexture color in colors)
- {
- if (IsValidTextureView(color))
- {
- var texture = (TextureView)color;
-
- _attachments[index] = texture.GetImageViewForAttachment();
- _colors[index] = texture;
- _validColorAttachments |= 1u << bindIndex;
-
- AttachmentSamples[index] = (uint)texture.Info.Samples;
- AttachmentFormats[index] = texture.VkFormat;
- AttachmentIndices[index] = bindIndex;
-
- width = Math.Min(width, (uint)texture.Width);
- height = Math.Min(height, (uint)texture.Height);
- layers = Math.Min(layers, (uint)texture.Layers);
-
- if (++index >= colorsCount)
- {
- break;
- }
- }
-
- bindIndex++;
- }
-
- if (depthStencil is TextureView dsTexture && dsTexture.Valid)
- {
- _attachments[count - 1] = dsTexture.GetImageViewForAttachment();
- _depthStencil = dsTexture;
-
- AttachmentSamples[count - 1] = (uint)dsTexture.Info.Samples;
- AttachmentFormats[count - 1] = dsTexture.VkFormat;
-
- width = Math.Min(width, (uint)dsTexture.Width);
- height = Math.Min(height, (uint)dsTexture.Height);
- layers = Math.Min(layers, (uint)dsTexture.Layers);
-
- HasDepthStencil = true;
- }
-
- if (count == 0)
- {
- width = height = layers = 1;
- }
-
- Width = width;
- Height = height;
- Layers = layers;
-
- AttachmentsCount = count;
- }
-
- public Auto<DisposableImageView> GetAttachment(int index)
- {
- if ((uint)index >= _attachments.Length)
- {
- return null;
- }
-
- return _attachments[index];
- }
-
- public ComponentType GetAttachmentComponentType(int index)
- {
- if (_colors != null && (uint)index < _colors.Length)
- {
- var format = _colors[index].Info.Format;
-
- if (format.IsSint())
- {
- return ComponentType.SignedInteger;
- }
- else if (format.IsUint())
- {
- return ComponentType.UnsignedInteger;
- }
- }
-
- return ComponentType.Float;
- }
-
- public bool IsValidColorAttachment(int bindIndex)
- {
- return (uint)bindIndex < Constants.MaxRenderTargets && (_validColorAttachments & (1u << bindIndex)) != 0;
- }
-
- private static bool IsValidTextureView(ITexture texture)
- {
- return texture is TextureView view && view.Valid;
- }
-
- public ClearRect GetClearRect(Rectangle<int> scissor, int layer, int layerCount)
- {
- int x = scissor.X;
- int y = scissor.Y;
- int width = Math.Min((int)Width - scissor.X, scissor.Width);
- int height = Math.Min((int)Height - scissor.Y, scissor.Height);
-
- return new ClearRect(new Rect2D(new Offset2D(x, y), new Extent2D((uint)width, (uint)height)), (uint)layer, (uint)layerCount);
- }
-
- public unsafe Auto<DisposableFramebuffer> Create(Vk api, CommandBufferScoped cbs, Auto<DisposableRenderPass> renderPass)
- {
- ImageView* attachments = stackalloc ImageView[_attachments.Length];
-
- for (int i = 0; i < _attachments.Length; i++)
- {
- attachments[i] = _attachments[i].Get(cbs).Value;
- }
-
- var framebufferCreateInfo = new FramebufferCreateInfo()
- {
- SType = StructureType.FramebufferCreateInfo,
- RenderPass = renderPass.Get(cbs).Value,
- AttachmentCount = (uint)_attachments.Length,
- PAttachments = attachments,
- Width = Width,
- Height = Height,
- Layers = Layers
- };
-
- api.CreateFramebuffer(_device, framebufferCreateInfo, null, out var framebuffer).ThrowOnError();
- return new Auto<DisposableFramebuffer>(new DisposableFramebuffer(api, _device, framebuffer), null, _attachments);
- }
-
- public void UpdateModifications()
- {
- if (_colors != null)
- {
- for (int index = 0; index < _colors.Length; index++)
- {
- _colors[index].Storage.SetModification(
- AccessFlags.ColorAttachmentWriteBit,
- PipelineStageFlags.ColorAttachmentOutputBit);
- }
- }
-
- _depthStencil?.Storage.SetModification(
- AccessFlags.DepthStencilAttachmentWriteBit,
- PipelineStageFlags.ColorAttachmentOutputBit);
- }
-
- public void InsertClearBarrier(CommandBufferScoped cbs, int index)
- {
- if (_colors != null)
- {
- int realIndex = Array.IndexOf(AttachmentIndices, index);
-
- if (realIndex != -1)
- {
- _colors[realIndex].Storage?.InsertReadToWriteBarrier(cbs, AccessFlags.ColorAttachmentWriteBit, PipelineStageFlags.ColorAttachmentOutputBit);
- }
- }
- }
-
- public void InsertClearBarrierDS(CommandBufferScoped cbs)
- {
- _depthStencil?.Storage?.InsertReadToWriteBarrier(cbs, AccessFlags.DepthStencilAttachmentWriteBit, PipelineStageFlags.LateFragmentTestsBit);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/HardwareCapabilities.cs b/Ryujinx.Graphics.Vulkan/HardwareCapabilities.cs
deleted file mode 100644
index ab82d7b4..00000000
--- a/Ryujinx.Graphics.Vulkan/HardwareCapabilities.cs
+++ /dev/null
@@ -1,120 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- [Flags]
- enum PortabilitySubsetFlags
- {
- None = 0,
-
- NoTriangleFans = 1,
- NoPointMode = 1 << 1,
- No3DImageView = 1 << 2,
- NoLodBias = 1 << 3
- }
-
- readonly struct HardwareCapabilities
- {
- public readonly bool SupportsIndexTypeUint8;
- public readonly bool SupportsCustomBorderColor;
- public readonly bool SupportsBlendEquationAdvanced;
- public readonly bool SupportsBlendEquationAdvancedCorrelatedOverlap;
- public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedSrcColor;
- public readonly bool SupportsBlendEquationAdvancedNonPreMultipliedDstColor;
- public readonly bool SupportsIndirectParameters;
- public readonly bool SupportsFragmentShaderInterlock;
- public readonly bool SupportsGeometryShaderPassthrough;
- public readonly bool SupportsSubgroupSizeControl;
- public readonly bool SupportsShaderInt8;
- public readonly bool SupportsShaderStencilExport;
- public readonly bool SupportsConditionalRendering;
- public readonly bool SupportsExtendedDynamicState;
- public readonly bool SupportsMultiView;
- public readonly bool SupportsNullDescriptors;
- public readonly bool SupportsPushDescriptors;
- public readonly bool SupportsPrimitiveTopologyListRestart;
- public readonly bool SupportsPrimitiveTopologyPatchListRestart;
- public readonly bool SupportsTransformFeedback;
- public readonly bool SupportsTransformFeedbackQueries;
- public readonly bool SupportsPreciseOcclusionQueries;
- public readonly bool SupportsPipelineStatisticsQuery;
- public readonly bool SupportsGeometryShader;
- public readonly bool SupportsViewportArray2;
- public readonly uint MinSubgroupSize;
- public readonly uint MaxSubgroupSize;
- public readonly ShaderStageFlags RequiredSubgroupSizeStages;
- public readonly SampleCountFlags SupportedSampleCounts;
- public readonly PortabilitySubsetFlags PortabilitySubset;
- public readonly uint VertexBufferAlignment;
- public readonly uint SubTexelPrecisionBits;
-
- public HardwareCapabilities(
- bool supportsIndexTypeUint8,
- bool supportsCustomBorderColor,
- bool supportsBlendEquationAdvanced,
- bool supportsBlendEquationAdvancedCorrelatedOverlap,
- bool supportsBlendEquationAdvancedNonPreMultipliedSrcColor,
- bool supportsBlendEquationAdvancedNonPreMultipliedDstColor,
- bool supportsIndirectParameters,
- bool supportsFragmentShaderInterlock,
- bool supportsGeometryShaderPassthrough,
- bool supportsSubgroupSizeControl,
- bool supportsShaderInt8,
- bool supportsShaderStencilExport,
- bool supportsConditionalRendering,
- bool supportsExtendedDynamicState,
- bool supportsMultiView,
- bool supportsNullDescriptors,
- bool supportsPushDescriptors,
- bool supportsPrimitiveTopologyListRestart,
- bool supportsPrimitiveTopologyPatchListRestart,
- bool supportsTransformFeedback,
- bool supportsTransformFeedbackQueries,
- bool supportsPreciseOcclusionQueries,
- bool supportsPipelineStatisticsQuery,
- bool supportsGeometryShader,
- bool supportsViewportArray2,
- uint minSubgroupSize,
- uint maxSubgroupSize,
- ShaderStageFlags requiredSubgroupSizeStages,
- SampleCountFlags supportedSampleCounts,
- PortabilitySubsetFlags portabilitySubset,
- uint vertexBufferAlignment,
- uint subTexelPrecisionBits)
- {
- SupportsIndexTypeUint8 = supportsIndexTypeUint8;
- SupportsCustomBorderColor = supportsCustomBorderColor;
- SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced;
- SupportsBlendEquationAdvancedCorrelatedOverlap = supportsBlendEquationAdvancedCorrelatedOverlap;
- SupportsBlendEquationAdvancedNonPreMultipliedSrcColor = supportsBlendEquationAdvancedNonPreMultipliedSrcColor;
- SupportsBlendEquationAdvancedNonPreMultipliedDstColor = supportsBlendEquationAdvancedNonPreMultipliedDstColor;
- SupportsIndirectParameters = supportsIndirectParameters;
- SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
- SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
- SupportsSubgroupSizeControl = supportsSubgroupSizeControl;
- SupportsShaderInt8 = supportsShaderInt8;
- SupportsShaderStencilExport = supportsShaderStencilExport;
- SupportsConditionalRendering = supportsConditionalRendering;
- SupportsExtendedDynamicState = supportsExtendedDynamicState;
- SupportsMultiView = supportsMultiView;
- SupportsNullDescriptors = supportsNullDescriptors;
- SupportsPushDescriptors = supportsPushDescriptors;
- SupportsPrimitiveTopologyListRestart = supportsPrimitiveTopologyListRestart;
- SupportsPrimitiveTopologyPatchListRestart = supportsPrimitiveTopologyPatchListRestart;
- SupportsTransformFeedback = supportsTransformFeedback;
- SupportsTransformFeedbackQueries = supportsTransformFeedbackQueries;
- SupportsPreciseOcclusionQueries = supportsPreciseOcclusionQueries;
- SupportsPipelineStatisticsQuery = supportsPipelineStatisticsQuery;
- SupportsGeometryShader = supportsGeometryShader;
- SupportsViewportArray2 = supportsViewportArray2;
- MinSubgroupSize = minSubgroupSize;
- MaxSubgroupSize = maxSubgroupSize;
- RequiredSubgroupSizeStages = requiredSubgroupSizeStages;
- SupportedSampleCounts = supportedSampleCounts;
- PortabilitySubset = portabilitySubset;
- VertexBufferAlignment = vertexBufferAlignment;
- SubTexelPrecisionBits = subTexelPrecisionBits;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/HashTableSlim.cs b/Ryujinx.Graphics.Vulkan/HashTableSlim.cs
deleted file mode 100644
index e4ad3958..00000000
--- a/Ryujinx.Graphics.Vulkan/HashTableSlim.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- interface IRefEquatable<T>
- {
- bool Equals(ref T other);
- }
-
- class HashTableSlim<K, V> where K : IRefEquatable<K>
- {
- private const int TotalBuckets = 16; // Must be power of 2
- private const int TotalBucketsMask = TotalBuckets - 1;
-
- private struct Entry
- {
- public int Hash;
- public K Key;
- public V Value;
- }
-
- private readonly Entry[][] _hashTable = new Entry[TotalBuckets][];
-
- public IEnumerable<K> Keys
- {
- get
- {
- foreach (Entry[] bucket in _hashTable)
- {
- if (bucket != null)
- {
- foreach (Entry entry in bucket)
- {
- yield return entry.Key;
- }
- }
- }
- }
- }
-
- public IEnumerable<V> Values
- {
- get
- {
- foreach (Entry[] bucket in _hashTable)
- {
- if (bucket != null)
- {
- foreach (Entry entry in bucket)
- {
- yield return entry.Value;
- }
- }
- }
- }
- }
-
- public void Add(ref K key, V value)
- {
- var entry = new Entry()
- {
- Hash = key.GetHashCode(),
- Key = key,
- Value = value
- };
-
- int hashCode = key.GetHashCode();
- int bucketIndex = hashCode & TotalBucketsMask;
-
- var bucket = _hashTable[bucketIndex];
- if (bucket != null)
- {
- int index = bucket.Length;
-
- Array.Resize(ref _hashTable[bucketIndex], index + 1);
-
- _hashTable[bucketIndex][index] = entry;
- }
- else
- {
- _hashTable[bucketIndex] = new Entry[]
- {
- entry
- };
- }
- }
-
- public bool TryGetValue(ref K key, out V value)
- {
- int hashCode = key.GetHashCode();
-
- var bucket = _hashTable[hashCode & TotalBucketsMask];
- if (bucket != null)
- {
- for (int i = 0; i < bucket.Length; i++)
- {
- ref var entry = ref bucket[i];
-
- if (entry.Hash == hashCode && entry.Key.Equals(ref key))
- {
- value = entry.Value;
- return true;
- }
- }
- }
-
- value = default;
- return false;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/HelperShader.cs b/Ryujinx.Graphics.Vulkan/HelperShader.cs
deleted file mode 100644
index c57edaf7..00000000
--- a/Ryujinx.Graphics.Vulkan/HelperShader.cs
+++ /dev/null
@@ -1,1683 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using Ryujinx.Graphics.Vulkan.Shaders;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Numerics;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- enum ComponentType
- {
- Float,
- SignedInteger,
- UnsignedInteger
- }
-
- class HelperShader : IDisposable
- {
- private const int UniformBufferAlignment = 256;
-
- private readonly PipelineHelperShader _pipeline;
- private readonly ISampler _samplerLinear;
- private readonly ISampler _samplerNearest;
- private readonly IProgram _programColorBlit;
- private readonly IProgram _programColorBlitMs;
- private readonly IProgram _programColorBlitClearAlpha;
- private readonly IProgram _programColorClearF;
- private readonly IProgram _programColorClearSI;
- private readonly IProgram _programColorClearUI;
- private readonly IProgram _programStrideChange;
- private readonly IProgram _programConvertIndexBuffer;
- private readonly IProgram _programConvertIndirectData;
- private readonly IProgram _programColorCopyShortening;
- private readonly IProgram _programColorCopyToNonMs;
- private readonly IProgram _programColorCopyWidening;
- private readonly IProgram _programColorDrawToMs;
- private readonly IProgram _programDepthBlit;
- private readonly IProgram _programDepthBlitMs;
- private readonly IProgram _programDepthDrawToMs;
- private readonly IProgram _programDepthDrawToNonMs;
- private readonly IProgram _programStencilBlit;
- private readonly IProgram _programStencilBlitMs;
- private readonly IProgram _programStencilDrawToMs;
- private readonly IProgram _programStencilDrawToNonMs;
-
- public HelperShader(VulkanRenderer gd, Device device)
- {
- _pipeline = new PipelineHelperShader(gd, device);
- _pipeline.Initialize();
-
- _samplerLinear = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
- _samplerNearest = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
-
- var blitVertexBindings = new ShaderBindings(
- new[] { 1 },
- Array.Empty<int>(),
- Array.Empty<int>(),
- Array.Empty<int>());
-
- var blitFragmentBindings = new ShaderBindings(
- Array.Empty<int>(),
- Array.Empty<int>(),
- new[] { 0 },
- Array.Empty<int>());
-
- _programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- var colorClearFragmentBindings = new ShaderBindings(
- Array.Empty<int>(),
- Array.Empty<int>(),
- Array.Empty<int>(),
- Array.Empty<int>());
-
- _programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- var strideChangeBindings = new ShaderBindings(
- new[] { 0 },
- new[] { 1, 2 },
- Array.Empty<int>(),
- Array.Empty<int>());
-
- _programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, strideChangeBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- var colorCopyBindings = new ShaderBindings(
- new[] { 0 },
- Array.Empty<int>(),
- new[] { 0 },
- new[] { 0 });
-
- _programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- _programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- _programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- var colorDrawToMsVertexBindings = new ShaderBindings(
- Array.Empty<int>(),
- Array.Empty<int>(),
- Array.Empty<int>(),
- Array.Empty<int>());
-
- var colorDrawToMsFragmentBindings = new ShaderBindings(
- new[] { 0 },
- Array.Empty<int>(),
- new[] { 0 },
- Array.Empty<int>());
-
- _programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- var convertIndexBufferBindings = new ShaderBindings(
- new[] { 0 },
- new[] { 1, 2 },
- Array.Empty<int>(),
- Array.Empty<int>());
-
- _programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, convertIndexBufferBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- var convertIndirectDataBindings = new ShaderBindings(
- new[] { 0 },
- new[] { 1, 2, 3 },
- Array.Empty<int>(),
- Array.Empty<int>());
-
- _programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, convertIndirectDataBindings, ShaderStage.Compute, TargetLanguage.Spirv),
- });
-
- _programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- if (gd.Capabilities.SupportsShaderStencilExport)
- {
- _programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
-
- _programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
- {
- new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
- new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
- });
- }
- }
-
- public void Blit(
- VulkanRenderer gd,
- TextureView src,
- TextureView dst,
- Extents2D srcRegion,
- Extents2D dstRegion,
- int layers,
- int levels,
- bool isDepthOrStencil,
- bool linearFilter,
- bool clearAlpha = false)
- {
- gd.FlushAllCommands();
-
- using var cbs = gd.CommandBufferPool.Rent();
-
- var dstFormat = dst.VkFormat;
- var dstSamples = dst.Info.Samples;
-
- for (int l = 0; l < levels; l++)
- {
- int srcWidth = Math.Max(1, src.Width >> l);
- int srcHeight = Math.Max(1, src.Height >> l);
-
- int dstWidth = Math.Max(1, dst.Width >> l);
- int dstHeight = Math.Max(1, dst.Height >> l);
-
- var mipSrcRegion = new Extents2D(
- srcRegion.X1 >> l,
- srcRegion.Y1 >> l,
- srcRegion.X2 >> l,
- srcRegion.Y2 >> l);
-
- var mipDstRegion = new Extents2D(
- dstRegion.X1 >> l,
- dstRegion.Y1 >> l,
- dstRegion.X2 >> l,
- dstRegion.Y2 >> l);
-
- for (int z = 0; z < layers; z++)
- {
- var srcView = Create2DLayerView(src, z, l);
- var dstView = Create2DLayerView(dst, z, l);
-
- if (isDepthOrStencil)
- {
- BlitDepthStencil(
- gd,
- cbs,
- srcView,
- dst.GetImageViewForAttachment(),
- dstWidth,
- dstHeight,
- dstSamples,
- dstFormat,
- mipSrcRegion,
- mipDstRegion);
- }
- else
- {
- BlitColor(
- gd,
- cbs,
- srcView,
- dst.GetImageViewForAttachment(),
- dstWidth,
- dstHeight,
- dstSamples,
- dstFormat,
- false,
- mipSrcRegion,
- mipDstRegion,
- linearFilter,
- clearAlpha);
- }
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
- }
-
- public void CopyColor(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- TextureView src,
- TextureView dst,
- int srcLayer,
- int dstLayer,
- int srcLevel,
- int dstLevel,
- int depth,
- int levels)
- {
- for (int l = 0; l < levels; l++)
- {
- int mipSrcLevel = srcLevel + l;
- int mipDstLevel = dstLevel + l;
-
- int srcWidth = Math.Max(1, src.Width >> mipSrcLevel);
- int srcHeight = Math.Max(1, src.Height >> mipSrcLevel);
-
- int dstWidth = Math.Max(1, dst.Width >> mipDstLevel);
- int dstHeight = Math.Max(1, dst.Height >> mipDstLevel);
-
- var extents = new Extents2D(
- 0,
- 0,
- Math.Min(srcWidth, dstWidth),
- Math.Min(srcHeight, dstHeight));
-
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, mipSrcLevel);
- var dstView = Create2DLayerView(dst, dstLayer + z, mipDstLevel);
-
- BlitColor(
- gd,
- cbs,
- srcView,
- dstView.GetImageViewForAttachment(),
- dstView.Width,
- dstView.Height,
- dstView.Info.Samples,
- dstView.VkFormat,
- dstView.Info.Format.IsDepthOrStencil(),
- extents,
- extents,
- false);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
- }
-
- public void BlitColor(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- TextureView src,
- Auto<DisposableImageView> dst,
- int dstWidth,
- int dstHeight,
- int dstSamples,
- VkFormat dstFormat,
- bool dstIsDepthOrStencil,
- Extents2D srcRegion,
- Extents2D dstRegion,
- bool linearFilter,
- bool clearAlpha = false)
- {
- _pipeline.SetCommandBuffer(cbs);
-
- const int RegionBufferSize = 16;
-
- var sampler = linearFilter ? _samplerLinear : _samplerNearest;
-
- _pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
-
- Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
-
- region[0] = (float)srcRegion.X1 / src.Width;
- region[1] = (float)srcRegion.X2 / src.Width;
- region[2] = (float)srcRegion.Y1 / src.Height;
- region[3] = (float)srcRegion.Y2 / src.Height;
-
- if (dstRegion.X1 > dstRegion.X2)
- {
- (region[0], region[1]) = (region[1], region[0]);
- }
-
- if (dstRegion.Y1 > dstRegion.Y2)
- {
- (region[2], region[3]) = (region[3], region[2]);
- }
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize);
-
- gd.BufferManager.SetData<float>(bufferHandle, 0, region);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize)) });
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- var rect = new Rectangle<float>(
- MathF.Min(dstRegion.X1, dstRegion.X2),
- MathF.Min(dstRegion.Y1, dstRegion.Y2),
- MathF.Abs(dstRegion.X2 - dstRegion.X1),
- MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
-
- viewports[0] = new GAL.Viewport(
- rect,
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
-
- if (dstIsDepthOrStencil)
- {
- _pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
- _pipeline.SetDepthTest(new DepthTestDescriptor(true, true, GAL.CompareOp.Always));
- }
- else if (src.Info.Target.IsMultisample())
- {
- _pipeline.SetProgram(_programColorBlitMs);
- }
- else if (clearAlpha)
- {
- _pipeline.SetProgram(_programColorBlitClearAlpha);
- }
- else
- {
- _pipeline.SetProgram(_programColorBlit);
- }
-
- _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, dstIsDepthOrStencil, dstFormat);
- _pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
- _pipeline.SetScissors(scissors);
-
- if (clearAlpha)
- {
- _pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
- }
-
- _pipeline.SetViewports(viewports, false);
- _pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
- _pipeline.Draw(4, 1, 0, 0);
-
- if (dstIsDepthOrStencil)
- {
- _pipeline.SetDepthTest(new DepthTestDescriptor(false, false, GAL.CompareOp.Always));
- }
-
- _pipeline.Finish(gd, cbs);
-
- gd.BufferManager.Delete(bufferHandle);
- }
-
- private void BlitDepthStencil(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- TextureView src,
- Auto<DisposableImageView> dst,
- int dstWidth,
- int dstHeight,
- int dstSamples,
- VkFormat dstFormat,
- Extents2D srcRegion,
- Extents2D dstRegion)
- {
- _pipeline.SetCommandBuffer(cbs);
-
- const int RegionBufferSize = 16;
-
- Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
-
- region[0] = (float)srcRegion.X1 / src.Width;
- region[1] = (float)srcRegion.X2 / src.Width;
- region[2] = (float)srcRegion.Y1 / src.Height;
- region[3] = (float)srcRegion.Y2 / src.Height;
-
- if (dstRegion.X1 > dstRegion.X2)
- {
- (region[0], region[1]) = (region[1], region[0]);
- }
-
- if (dstRegion.Y1 > dstRegion.Y2)
- {
- (region[2], region[3]) = (region[3], region[2]);
- }
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize);
-
- gd.BufferManager.SetData<float>(bufferHandle, 0, region);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize)) });
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- var rect = new Rectangle<float>(
- MathF.Min(dstRegion.X1, dstRegion.X2),
- MathF.Min(dstRegion.Y1, dstRegion.Y2),
- MathF.Abs(dstRegion.X2 - dstRegion.X1),
- MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
-
- viewports[0] = new GAL.Viewport(
- rect,
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
-
- _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, true, dstFormat);
- _pipeline.SetScissors(scissors);
- _pipeline.SetViewports(viewports, false);
- _pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
-
- var aspectFlags = src.Info.Format.ConvertAspectFlags();
-
- if (aspectFlags.HasFlag(ImageAspectFlags.DepthBit))
- {
- var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
-
- BlitDepthStencilDraw(depthTexture, isDepth: true);
-
- if (depthTexture != src)
- {
- depthTexture.Release();
- }
- }
-
- if (aspectFlags.HasFlag(ImageAspectFlags.StencilBit) && _programStencilBlit != null)
- {
- var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
-
- BlitDepthStencilDraw(stencilTexture, isDepth: false);
-
- if (stencilTexture != src)
- {
- stencilTexture.Release();
- }
- }
-
- _pipeline.Finish(gd, cbs);
-
- gd.BufferManager.Delete(bufferHandle);
- }
-
- private static TextureView CreateDepthOrStencilView(TextureView depthStencilTexture, DepthStencilMode depthStencilMode)
- {
- if (depthStencilTexture.Info.DepthStencilMode == depthStencilMode)
- {
- return depthStencilTexture;
- }
-
- return (TextureView)depthStencilTexture.CreateView(new TextureCreateInfo(
- depthStencilTexture.Info.Width,
- depthStencilTexture.Info.Height,
- depthStencilTexture.Info.Depth,
- depthStencilTexture.Info.Levels,
- depthStencilTexture.Info.Samples,
- depthStencilTexture.Info.BlockWidth,
- depthStencilTexture.Info.BlockHeight,
- depthStencilTexture.Info.BytesPerPixel,
- depthStencilTexture.Info.Format,
- depthStencilMode,
- depthStencilTexture.Info.Target,
- SwizzleComponent.Red,
- SwizzleComponent.Green,
- SwizzleComponent.Blue,
- SwizzleComponent.Alpha), 0, 0);
- }
-
- private void BlitDepthStencilDraw(TextureView src, bool isDepth)
- {
- _pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, _samplerNearest);
-
- if (isDepth)
- {
- _pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
- _pipeline.SetDepthTest(new DepthTestDescriptor(true, true, GAL.CompareOp.Always));
- }
- else
- {
- _pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programStencilBlitMs : _programStencilBlit);
- _pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
- }
-
- _pipeline.Draw(4, 1, 0, 0);
-
- if (isDepth)
- {
- _pipeline.SetDepthTest(new DepthTestDescriptor(false, false, GAL.CompareOp.Always));
- }
- else
- {
- _pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
- }
- }
-
- private static StencilTestDescriptor CreateStencilTestDescriptor(bool enabled)
- {
- return new StencilTestDescriptor(
- enabled,
- GAL.CompareOp.Always,
- GAL.StencilOp.Replace,
- GAL.StencilOp.Replace,
- GAL.StencilOp.Replace,
- 0,
- 0xff,
- 0xff,
- GAL.CompareOp.Always,
- GAL.StencilOp.Replace,
- GAL.StencilOp.Replace,
- GAL.StencilOp.Replace,
- 0,
- 0xff,
- 0xff);
- }
-
- public void Clear(
- VulkanRenderer gd,
- Auto<DisposableImageView> dst,
- ReadOnlySpan<float> clearColor,
- uint componentMask,
- int dstWidth,
- int dstHeight,
- VkFormat dstFormat,
- ComponentType type,
- Rectangle<int> scissor)
- {
- const int ClearColorBufferSize = 16;
-
- gd.FlushAllCommands();
-
- using var cbs = gd.CommandBufferPool.Rent();
-
- _pipeline.SetCommandBuffer(cbs);
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ClearColorBufferSize);
-
- gd.BufferManager.SetData<float>(bufferHandle, 0, clearColor);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, ClearColorBufferSize)) });
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- viewports[0] = new GAL.Viewport(
- new Rectangle<float>(0, 0, dstWidth, dstHeight),
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = scissor;
-
- IProgram program;
-
- if (type == ComponentType.SignedInteger)
- {
- program = _programColorClearSI;
- }
- else if (type == ComponentType.UnsignedInteger)
- {
- program = _programColorClearUI;
- }
- else
- {
- program = _programColorClearF;
- }
-
- _pipeline.SetProgram(program);
- _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
- _pipeline.SetRenderTargetColorMasks(new uint[] { componentMask });
- _pipeline.SetViewports(viewports, false);
- _pipeline.SetScissors(scissors);
- _pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
- _pipeline.Draw(4, 1, 0, 0);
- _pipeline.Finish();
-
- gd.BufferManager.Delete(bufferHandle);
- }
-
- public void DrawTexture(
- VulkanRenderer gd,
- PipelineBase pipeline,
- TextureView src,
- ISampler srcSampler,
- Extents2DF srcRegion,
- Extents2DF dstRegion)
- {
- const int RegionBufferSize = 16;
-
- pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
-
- Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
-
- region[0] = srcRegion.X1 / src.Width;
- region[1] = srcRegion.X2 / src.Width;
- region[2] = srcRegion.Y1 / src.Height;
- region[3] = srcRegion.Y2 / src.Height;
-
- if (dstRegion.X1 > dstRegion.X2)
- {
- (region[0], region[1]) = (region[1], region[0]);
- }
-
- if (dstRegion.Y1 > dstRegion.Y2)
- {
- (region[2], region[3]) = (region[3], region[2]);
- }
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize);
-
- gd.BufferManager.SetData<float>(bufferHandle, 0, region);
-
- pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, RegionBufferSize)) });
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- var rect = new Rectangle<float>(
- MathF.Min(dstRegion.X1, dstRegion.X2),
- MathF.Min(dstRegion.Y1, dstRegion.Y2),
- MathF.Abs(dstRegion.X2 - dstRegion.X1),
- MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
-
- viewports[0] = new GAL.Viewport(
- rect,
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- pipeline.SetProgram(_programColorBlit);
- pipeline.SetViewports(viewports, false);
- pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
- pipeline.Draw(4, 1, 0, 0);
-
- gd.BufferManager.Delete(bufferHandle);
- }
-
- public unsafe void ConvertI8ToI16(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size)
- {
- ChangeStride(gd, cbs, src, dst, srcOffset, size, 1, 2);
- }
-
- public unsafe void ChangeStride(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size, int stride, int newStride)
- {
- bool supportsUint8 = gd.Capabilities.SupportsShaderInt8;
-
- int elems = size / stride;
- int newSize = elems * newStride;
-
- var srcBufferAuto = src.GetBuffer();
- var dstBufferAuto = dst.GetBuffer();
-
- var srcBuffer = srcBufferAuto.Get(cbs, srcOffset, size).Value;
- var dstBuffer = dstBufferAuto.Get(cbs, 0, newSize).Value;
-
- var access = supportsUint8 ? AccessFlags.ShaderWriteBit : AccessFlags.TransferWriteBit;
- var stage = supportsUint8 ? PipelineStageFlags.ComputeShaderBit : PipelineStageFlags.TransferBit;
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- BufferHolder.DefaultAccessFlags,
- access,
- PipelineStageFlags.AllCommandsBit,
- stage,
- 0,
- newSize);
-
- if (supportsUint8)
- {
- const int ParamsBufferSize = 16;
-
- Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
-
- shaderParams[0] = stride;
- shaderParams[1] = newStride;
- shaderParams[2] = size;
- shaderParams[3] = srcOffset;
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize);
-
- gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
-
- _pipeline.SetCommandBuffer(cbs);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
-
- Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
-
- sbRanges[0] = srcBufferAuto;
- sbRanges[1] = dstBufferAuto;
-
- _pipeline.SetStorageBuffers(1, sbRanges);
-
- _pipeline.SetProgram(_programStrideChange);
- _pipeline.DispatchCompute(1, 1, 1);
-
- gd.BufferManager.Delete(bufferHandle);
-
- _pipeline.Finish(gd, cbs);
- }
- else
- {
- gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
-
- var bufferCopy = new BufferCopy[elems];
-
- for (ulong i = 0; i < (ulong)elems; i++)
- {
- bufferCopy[i] = new BufferCopy((ulong)srcOffset + i * (ulong)stride, i * (ulong)newStride, (ulong)stride);
- }
-
- fixed (BufferCopy* pBufferCopy = bufferCopy)
- {
- gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, (uint)elems, pBufferCopy);
- }
- }
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- access,
- BufferHolder.DefaultAccessFlags,
- stage,
- PipelineStageFlags.AllCommandsBit,
- 0,
- newSize);
- }
-
- public unsafe void ConvertIndexBuffer(VulkanRenderer gd,
- CommandBufferScoped cbs,
- BufferHolder src,
- BufferHolder dst,
- IndexBufferPattern pattern,
- int indexSize,
- int srcOffset,
- int indexCount)
- {
- // TODO: Support conversion with primitive restart enabled.
- // TODO: Convert with a compute shader?
-
- int convertedCount = pattern.GetConvertedCount(indexCount);
- int outputIndexSize = 4;
-
- var srcBuffer = src.GetBuffer().Get(cbs, srcOffset, indexCount * indexSize).Value;
- var dstBuffer = dst.GetBuffer().Get(cbs, 0, convertedCount * outputIndexSize).Value;
-
- gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
-
- var bufferCopy = new List<BufferCopy>();
- int outputOffset = 0;
-
- // Try to merge copies of adjacent indices to reduce copy count.
- int sequenceStart = 0;
- int sequenceLength = 0;
-
- foreach (var index in pattern.GetIndexMapping(indexCount))
- {
- if (sequenceLength > 0)
- {
- if (index == sequenceStart + sequenceLength && indexSize == outputIndexSize)
- {
- sequenceLength++;
- continue;
- }
-
- // Commit the copy so far.
- bufferCopy.Add(new BufferCopy((ulong)(srcOffset + sequenceStart * indexSize), (ulong)outputOffset, (ulong)(indexSize * sequenceLength)));
- outputOffset += outputIndexSize * sequenceLength;
- }
-
- sequenceStart = index;
- sequenceLength = 1;
- }
-
- if (sequenceLength > 0)
- {
- // Commit final pending copy.
- bufferCopy.Add(new BufferCopy((ulong)(srcOffset + sequenceStart * indexSize), (ulong)outputOffset, (ulong)(indexSize * sequenceLength)));
- }
-
- var bufferCopyArray = bufferCopy.ToArray();
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- BufferHolder.DefaultAccessFlags,
- AccessFlags.TransferWriteBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- 0,
- convertedCount * outputIndexSize);
-
- fixed (BufferCopy* pBufferCopy = bufferCopyArray)
- {
- gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, (uint)bufferCopyArray.Length, pBufferCopy);
- }
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- AccessFlags.TransferWriteBit,
- BufferHolder.DefaultAccessFlags,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- 0,
- convertedCount * outputIndexSize);
- }
-
- public void CopyIncompatibleFormats(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- TextureView src,
- TextureView dst,
- int srcLayer,
- int dstLayer,
- int srcLevel,
- int dstLevel,
- int depth,
- int levels)
- {
- const int ParamsBufferSize = 4;
-
- Span<int> shaderParams = stackalloc int[sizeof(int)];
-
- int srcBpp = src.Info.BytesPerPixel;
- int dstBpp = dst.Info.BytesPerPixel;
-
- int ratio = srcBpp < dstBpp ? dstBpp / srcBpp : srcBpp / dstBpp;
-
- shaderParams[0] = BitOperations.Log2((uint)ratio);
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize);
-
- gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- src.GetImage().Get(cbs).Value,
- TextureStorage.DefaultAccessMask,
- AccessFlags.ShaderReadBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.ComputeShaderBit,
- ImageAspectFlags.ColorBit,
- src.FirstLayer + srcLayer,
- src.FirstLevel + srcLevel,
- depth,
- levels);
-
- _pipeline.SetCommandBuffer(cbs);
-
- _pipeline.SetProgram(srcBpp < dstBpp ? _programColorCopyWidening : _programColorCopyShortening);
-
- // Calculate ideal component size, given our constraints:
- // - Component size must not exceed bytes per pixel of source and destination image formats.
- // - Maximum component size is 4 (R32).
- int componentSize = Math.Min(Math.Min(srcBpp, dstBpp), 4);
-
- var srcFormat = GetFormat(componentSize, srcBpp / componentSize);
- var dstFormat = GetFormat(componentSize, dstBpp / componentSize);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
-
- for (int l = 0; l < levels; l++)
- {
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, srcLevel + l, srcFormat);
- var dstView = Create2DLayerView(dst, dstLayer + z, dstLevel + l);
-
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
- _pipeline.SetImage(0, dstView, dstFormat);
-
- int dispatchX = (Math.Min(srcView.Info.Width, dstView.Info.Width) + 31) / 32;
- int dispatchY = (Math.Min(srcView.Info.Height, dstView.Info.Height) + 31) / 32;
-
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
-
- gd.BufferManager.Delete(bufferHandle);
-
- _pipeline.Finish(gd, cbs);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- dst.GetImage().Get(cbs).Value,
- AccessFlags.ShaderWriteBit,
- TextureStorage.DefaultAccessMask,
- PipelineStageFlags.ComputeShaderBit,
- PipelineStageFlags.AllCommandsBit,
- ImageAspectFlags.ColorBit,
- dst.FirstLayer + dstLayer,
- dst.FirstLevel + dstLevel,
- depth,
- levels);
- }
-
- public void CopyMSToNonMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
- {
- const int ParamsBufferSize = 16;
-
- Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
-
- int samples = src.Info.Samples;
- bool isDepthOrStencil = src.Info.Format.IsDepthOrStencil();
- var aspectFlags = src.Info.Format.ConvertAspectFlags();
-
- // X and Y are the expected texture samples.
- // Z and W are the actual texture samples used.
- // They may differ if the GPU does not support the samples count requested and we had to use a lower amount.
- (shaderParams[0], shaderParams[1]) = GetSampleCountXYLog2(samples);
- (shaderParams[2], shaderParams[3]) = GetSampleCountXYLog2((int)TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)samples));
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize);
-
- gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- src.GetImage().Get(cbs).Value,
- TextureStorage.DefaultAccessMask,
- AccessFlags.ShaderReadBit,
- PipelineStageFlags.AllCommandsBit,
- isDepthOrStencil ? PipelineStageFlags.FragmentShaderBit : PipelineStageFlags.ComputeShaderBit,
- aspectFlags,
- src.FirstLayer + srcLayer,
- src.FirstLevel,
- depth,
- 1);
-
- _pipeline.SetCommandBuffer(cbs);
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
-
- if (isDepthOrStencil)
- {
- // We can't use compute for this case because compute can't modify depth textures.
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- var rect = new Rectangle<float>(0, 0, dst.Width, dst.Height);
-
- viewports[0] = new GAL.Viewport(
- rect,
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
-
- _pipeline.SetScissors(scissors);
- _pipeline.SetViewports(viewports, false);
- _pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
-
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, 0);
- var dstView = Create2DLayerView(dst, dstLayer + z, 0);
-
- _pipeline.SetRenderTarget(
- ((TextureView)dstView).GetImageViewForAttachment(),
- (uint)dst.Width,
- (uint)dst.Height,
- true,
- dst.VkFormat);
-
- CopyMSDraw(srcView, aspectFlags, fromMS: true);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
- else
- {
- var format = GetFormat(src.Info.BytesPerPixel);
-
- int dispatchX = (dst.Info.Width + 31) / 32;
- int dispatchY = (dst.Info.Height + 31) / 32;
-
- _pipeline.SetProgram(_programColorCopyToNonMs);
-
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
- var dstView = Create2DLayerView(dst, dstLayer + z, 0);
-
- _pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
- _pipeline.SetImage(0, dstView, format);
-
- _pipeline.DispatchCompute(dispatchX, dispatchY, 1);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
-
- gd.BufferManager.Delete(bufferHandle);
-
- _pipeline.Finish(gd, cbs);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- dst.GetImage().Get(cbs).Value,
- isDepthOrStencil ? AccessFlags.DepthStencilAttachmentWriteBit : AccessFlags.ShaderWriteBit,
- TextureStorage.DefaultAccessMask,
- isDepthOrStencil ? PipelineStageFlags.LateFragmentTestsBit : PipelineStageFlags.ComputeShaderBit,
- PipelineStageFlags.AllCommandsBit,
- aspectFlags,
- dst.FirstLayer + dstLayer,
- dst.FirstLevel,
- depth,
- 1);
- }
-
- public void CopyNonMSToMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
- {
- const int ParamsBufferSize = 16;
-
- Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
-
- int samples = dst.Info.Samples;
- bool isDepthOrStencil = src.Info.Format.IsDepthOrStencil();
- var aspectFlags = src.Info.Format.ConvertAspectFlags();
-
- // X and Y are the expected texture samples.
- // Z and W are the actual texture samples used.
- // They may differ if the GPU does not support the samples count requested and we had to use a lower amount.
- (shaderParams[0], shaderParams[1]) = GetSampleCountXYLog2(samples);
- (shaderParams[2], shaderParams[3]) = GetSampleCountXYLog2((int)TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)samples));
-
- var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize);
-
- gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- src.GetImage().Get(cbs).Value,
- TextureStorage.DefaultAccessMask,
- AccessFlags.ShaderReadBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.FragmentShaderBit,
- aspectFlags,
- src.FirstLayer + srcLayer,
- src.FirstLevel,
- depth,
- 1);
-
- _pipeline.SetCommandBuffer(cbs);
-
- Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
-
- var rect = new Rectangle<float>(0, 0, dst.Width, dst.Height);
-
- viewports[0] = new GAL.Viewport(
- rect,
- ViewportSwizzle.PositiveX,
- ViewportSwizzle.PositiveY,
- ViewportSwizzle.PositiveZ,
- ViewportSwizzle.PositiveW,
- 0f,
- 1f);
-
- Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
-
- scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
-
- _pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
- _pipeline.SetScissors(scissors);
- _pipeline.SetViewports(viewports, false);
- _pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
-
- if (isDepthOrStencil)
- {
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, 0);
- var dstView = Create2DLayerView(dst, dstLayer + z, 0);
-
- _pipeline.SetRenderTarget(
- ((TextureView)dstView).GetImageViewForAttachment(),
- (uint)dst.Width,
- (uint)dst.Height,
- (uint)samples,
- true,
- dst.VkFormat);
-
- CopyMSDraw(srcView, aspectFlags, fromMS: false);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
- else
- {
- _pipeline.SetProgram(_programColorDrawToMs);
-
- var format = GetFormat(src.Info.BytesPerPixel);
- var vkFormat = FormatTable.GetFormat(format);
-
- for (int z = 0; z < depth; z++)
- {
- var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
- var dstView = Create2DLayerView(dst, dstLayer + z, 0);
-
- _pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, srcView, null);
- _pipeline.SetRenderTarget(
- ((TextureView)dstView).GetView(format).GetImageViewForAttachment(),
- (uint)dst.Width,
- (uint)dst.Height,
- (uint)samples,
- false,
- vkFormat);
-
- _pipeline.Draw(4, 1, 0, 0);
-
- if (srcView != src)
- {
- srcView.Release();
- }
-
- if (dstView != dst)
- {
- dstView.Release();
- }
- }
- }
-
- gd.BufferManager.Delete(bufferHandle);
-
- _pipeline.Finish(gd, cbs);
-
- TextureView.InsertImageBarrier(
- gd.Api,
- cbs.CommandBuffer,
- dst.GetImage().Get(cbs).Value,
- isDepthOrStencil ? AccessFlags.DepthStencilAttachmentWriteBit : AccessFlags.ColorAttachmentWriteBit,
- TextureStorage.DefaultAccessMask,
- isDepthOrStencil ? PipelineStageFlags.LateFragmentTestsBit : PipelineStageFlags.ColorAttachmentOutputBit,
- PipelineStageFlags.AllCommandsBit,
- aspectFlags,
- dst.FirstLayer + dstLayer,
- dst.FirstLevel,
- depth,
- 1);
- }
-
- private void CopyMSDraw(TextureView src, ImageAspectFlags aspectFlags, bool fromMS)
- {
- if (aspectFlags.HasFlag(ImageAspectFlags.DepthBit))
- {
- var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
-
- CopyMSAspectDraw(depthTexture, fromMS, isDepth: true);
-
- if (depthTexture != src)
- {
- depthTexture.Release();
- }
- }
-
- if (aspectFlags.HasFlag(ImageAspectFlags.StencilBit) && _programStencilDrawToMs != null)
- {
- var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
-
- CopyMSAspectDraw(stencilTexture, fromMS, isDepth: false);
-
- if (stencilTexture != src)
- {
- stencilTexture.Release();
- }
- }
- }
-
- private void CopyMSAspectDraw(TextureView src, bool fromMS, bool isDepth)
- {
- _pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, _samplerNearest);
-
- if (isDepth)
- {
- _pipeline.SetProgram(fromMS ? _programDepthDrawToNonMs : _programDepthDrawToMs);
- _pipeline.SetDepthTest(new DepthTestDescriptor(true, true, GAL.CompareOp.Always));
- }
- else
- {
- _pipeline.SetProgram(fromMS ? _programStencilDrawToNonMs : _programStencilDrawToMs);
- _pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
- }
-
- _pipeline.Draw(4, 1, 0, 0);
-
- if (isDepth)
- {
- _pipeline.SetDepthTest(new DepthTestDescriptor(false, false, GAL.CompareOp.Always));
- }
- else
- {
- _pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
- }
- }
-
- private static (int, int) GetSampleCountXYLog2(int samples)
- {
- int samplesInXLog2 = 0;
- int samplesInYLog2 = 0;
-
- switch (samples)
- {
- case 2: // 2x1
- samplesInXLog2 = 1;
- break;
- case 4: // 2x2
- samplesInXLog2 = 1;
- samplesInYLog2 = 1;
- break;
- case 8: // 4x2
- samplesInXLog2 = 2;
- samplesInYLog2 = 1;
- break;
- case 16: // 4x4
- samplesInXLog2 = 2;
- samplesInYLog2 = 2;
- break;
- case 32: // 8x4
- samplesInXLog2 = 3;
- samplesInYLog2 = 2;
- break;
- case 64: // 8x8
- samplesInXLog2 = 3;
- samplesInYLog2 = 3;
- break;
- }
-
- return (samplesInXLog2, samplesInYLog2);
- }
-
- private static TextureView Create2DLayerView(TextureView from, int layer, int level, GAL.Format? format = null)
- {
- if (from.Info.Target == Target.Texture2D && level == 0 && (format == null || format.Value == from.Info.Format))
- {
- return from;
- }
-
- var target = from.Info.Target switch
- {
- Target.Texture1DArray => Target.Texture1D,
- Target.Texture2DMultisampleArray => Target.Texture2DMultisample,
- _ => Target.Texture2D
- };
-
- var info = new TextureCreateInfo(
- from.Info.Width,
- from.Info.Height,
- from.Info.Depth,
- 1,
- from.Info.Samples,
- from.Info.BlockWidth,
- from.Info.BlockHeight,
- from.Info.BytesPerPixel,
- format ?? from.Info.Format,
- from.Info.DepthStencilMode,
- target,
- from.Info.SwizzleR,
- from.Info.SwizzleG,
- from.Info.SwizzleB,
- from.Info.SwizzleA);
-
- return from.CreateViewImpl(info, layer, level);
- }
-
- private static GAL.Format GetFormat(int bytesPerPixel)
- {
- return bytesPerPixel switch
- {
- 1 => GAL.Format.R8Uint,
- 2 => GAL.Format.R16Uint,
- 4 => GAL.Format.R32Uint,
- 8 => GAL.Format.R32G32Uint,
- 16 => GAL.Format.R32G32B32A32Uint,
- _ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
- };
- }
-
- private static GAL.Format GetFormat(int componentSize, int componentsCount)
- {
- if (componentSize == 1)
- {
- return componentsCount switch
- {
- 1 => GAL.Format.R8Uint,
- 2 => GAL.Format.R8G8Uint,
- 4 => GAL.Format.R8G8B8A8Uint,
- _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
- };
- }
- else if (componentSize == 2)
- {
- return componentsCount switch
- {
- 1 => GAL.Format.R16Uint,
- 2 => GAL.Format.R16G16Uint,
- 4 => GAL.Format.R16G16B16A16Uint,
- _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
- };
- }
- else if (componentSize == 4)
- {
- return componentsCount switch
- {
- 1 => GAL.Format.R32Uint,
- 2 => GAL.Format.R32G32Uint,
- 4 => GAL.Format.R32G32B32A32Uint,
- _ => throw new ArgumentException($"Invalid components count {componentsCount}.")
- };
- }
- else
- {
- throw new ArgumentException($"Invalid component size {componentSize}.");
- }
- }
-
- public void ConvertIndexBufferIndirect(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- BufferHolder srcIndirectBuffer,
- BufferHolder dstIndirectBuffer,
- BufferRange drawCountBuffer,
- BufferHolder srcIndexBuffer,
- BufferHolder dstIndexBuffer,
- IndexBufferPattern pattern,
- int indexSize,
- int srcIndexBufferOffset,
- int srcIndexBufferSize,
- int srcIndirectBufferOffset,
- bool hasDrawCount,
- int maxDrawCount,
- int indirectDataStride)
- {
- // TODO: Support conversion with primitive restart enabled.
-
- BufferRange drawCountBufferAligned = new BufferRange(
- drawCountBuffer.Handle,
- drawCountBuffer.Offset & ~(UniformBufferAlignment - 1),
- UniformBufferAlignment);
-
- int indirectDataSize = maxDrawCount * indirectDataStride;
-
- int indexCount = srcIndexBufferSize / indexSize;
- int primitivesCount = pattern.GetPrimitiveCount(indexCount);
- int convertedCount = pattern.GetConvertedCount(indexCount);
- int outputIndexSize = 4;
-
- var srcBuffer = srcIndexBuffer.GetBuffer().Get(cbs, srcIndexBufferOffset, indexCount * indexSize).Value;
- var dstBuffer = dstIndexBuffer.GetBuffer().Get(cbs, 0, convertedCount * outputIndexSize).Value;
-
- const int ParamsBufferSize = 24 * sizeof(int);
- const int ParamsIndirectDispatchOffset = 16 * sizeof(int);
- const int ParamsIndirectDispatchSize = 3 * sizeof(int);
-
- Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
-
- shaderParams[8] = pattern.PrimitiveVertices;
- shaderParams[9] = pattern.PrimitiveVerticesOut;
- shaderParams[10] = indexSize;
- shaderParams[11] = outputIndexSize;
- shaderParams[12] = pattern.BaseIndex;
- shaderParams[13] = pattern.IndexStride;
- shaderParams[14] = srcIndexBufferOffset;
- shaderParams[15] = primitivesCount;
- shaderParams[16] = 1;
- shaderParams[17] = 1;
- shaderParams[18] = 1;
- shaderParams[19] = hasDrawCount ? 1 : 0;
- shaderParams[20] = maxDrawCount;
- shaderParams[21] = (drawCountBuffer.Offset & (UniformBufferAlignment - 1)) / 4;
- shaderParams[22] = indirectDataStride / 4;
- shaderParams[23] = srcIndirectBufferOffset / 4;
-
- pattern.OffsetIndex.CopyTo(shaderParams.Slice(0, pattern.OffsetIndex.Length));
-
- var patternBufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize, out var patternBuffer);
- var patternBufferAuto = patternBuffer.GetBuffer();
-
- gd.BufferManager.SetData<int>(patternBufferHandle, 0, shaderParams);
-
- _pipeline.SetCommandBuffer(cbs);
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- srcIndirectBuffer.GetBuffer().Get(cbs, srcIndirectBufferOffset, indirectDataSize).Value,
- BufferHolder.DefaultAccessFlags,
- AccessFlags.ShaderReadBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.ComputeShaderBit,
- srcIndirectBufferOffset,
- indirectDataSize);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, drawCountBufferAligned) });
- _pipeline.SetStorageBuffers(1, new[] { srcIndirectBuffer.GetBuffer(), dstIndirectBuffer.GetBuffer(), patternBuffer.GetBuffer() });
-
- _pipeline.SetProgram(_programConvertIndirectData);
- _pipeline.DispatchCompute(1, 1, 1);
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- patternBufferAuto.Get(cbs, ParamsIndirectDispatchOffset, ParamsIndirectDispatchSize).Value,
- AccessFlags.ShaderWriteBit,
- AccessFlags.IndirectCommandReadBit,
- PipelineStageFlags.ComputeShaderBit,
- PipelineStageFlags.DrawIndirectBit,
- ParamsIndirectDispatchOffset,
- ParamsIndirectDispatchSize);
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- BufferHolder.DefaultAccessFlags,
- AccessFlags.TransferWriteBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- 0,
- convertedCount * outputIndexSize);
-
- _pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(patternBufferHandle, 0, ParamsBufferSize)) });
- _pipeline.SetStorageBuffers(1, new[] { srcIndexBuffer.GetBuffer(), dstIndexBuffer.GetBuffer() });
-
- _pipeline.SetProgram(_programConvertIndexBuffer);
- _pipeline.DispatchComputeIndirect(patternBufferAuto, ParamsIndirectDispatchOffset);
-
- BufferHolder.InsertBufferBarrier(
- gd,
- cbs.CommandBuffer,
- dstBuffer,
- AccessFlags.TransferWriteBit,
- BufferHolder.DefaultAccessFlags,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- 0,
- convertedCount * outputIndexSize);
-
- gd.BufferManager.Delete(patternBufferHandle);
-
- _pipeline.Finish(gd, cbs);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- _programColorBlitClearAlpha.Dispose();
- _programColorBlit.Dispose();
- _programColorBlitMs.Dispose();
- _programColorClearF.Dispose();
- _programColorClearSI.Dispose();
- _programColorClearUI.Dispose();
- _programStrideChange.Dispose();
- _programConvertIndexBuffer.Dispose();
- _programConvertIndirectData.Dispose();
- _programColorCopyShortening.Dispose();
- _programColorCopyToNonMs.Dispose();
- _programColorCopyWidening.Dispose();
- _programColorDrawToMs.Dispose();
- _programDepthBlit.Dispose();
- _programDepthBlitMs.Dispose();
- _programDepthDrawToMs.Dispose();
- _programDepthDrawToNonMs.Dispose();
- _programStencilBlit?.Dispose();
- _programStencilBlitMs?.Dispose();
- _programStencilDrawToMs?.Dispose();
- _programStencilDrawToNonMs?.Dispose();
- _samplerNearest.Dispose();
- _samplerLinear.Dispose();
- _pipeline.Dispose();
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/IdList.cs b/Ryujinx.Graphics.Vulkan/IdList.cs
deleted file mode 100644
index 9fba9fe9..00000000
--- a/Ryujinx.Graphics.Vulkan/IdList.cs
+++ /dev/null
@@ -1,123 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class IdList<T> where T : class
- {
- private readonly List<T> _list;
- private int _freeMin;
-
- public IdList()
- {
- _list = new List<T>();
- _freeMin = 0;
- }
-
- public int Add(T value)
- {
- int id;
- int count = _list.Count;
- id = _list.IndexOf(null, _freeMin);
-
- if ((uint)id < (uint)count)
- {
- _list[id] = value;
- }
- else
- {
- id = count;
- _freeMin = id + 1;
-
- _list.Add(value);
- }
-
- return id + 1;
- }
-
- public void Remove(int id)
- {
- id--;
-
- int count = _list.Count;
-
- if ((uint)id >= (uint)count)
- {
- return;
- }
-
- if (id + 1 == count)
- {
- // Trim unused items.
- int removeIndex = id;
-
- while (removeIndex > 0 && _list[removeIndex - 1] == null)
- {
- removeIndex--;
- }
-
- _list.RemoveRange(removeIndex, count - removeIndex);
-
- if (_freeMin > removeIndex)
- {
- _freeMin = removeIndex;
- }
- }
- else
- {
- _list[id] = null;
-
- if (_freeMin > id)
- {
- _freeMin = id;
- }
- }
- }
-
- public bool TryGetValue(int id, out T value)
- {
- id--;
-
- try
- {
- if ((uint)id < (uint)_list.Count)
- {
- value = _list[id];
- return value != null;
- }
- else
- {
- value = null;
- return false;
- }
- }
- catch (ArgumentOutOfRangeException)
- {
- value = null;
- return false;
- }
- catch (IndexOutOfRangeException)
- {
- value = null;
- return false;
- }
- }
-
- public void Clear()
- {
- _list.Clear();
- _freeMin = 0;
- }
-
- public IEnumerator<T> GetEnumerator()
- {
- for (int i = 0; i < _list.Count; i++)
- {
- if (_list[i] != null)
- {
- yield return _list[i];
- }
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/IndexBufferPattern.cs b/Ryujinx.Graphics.Vulkan/IndexBufferPattern.cs
deleted file mode 100644
index 11f4ec33..00000000
--- a/Ryujinx.Graphics.Vulkan/IndexBufferPattern.cs
+++ /dev/null
@@ -1,139 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal class IndexBufferPattern : IDisposable
- {
- public int PrimitiveVertices { get; }
- public int PrimitiveVerticesOut { get; }
- public int BaseIndex { get; }
- public int[] OffsetIndex { get; }
- public int IndexStride { get; }
- public bool RepeatStart { get; }
-
- private VulkanRenderer _gd;
- private int _currentSize;
- private BufferHandle _repeatingBuffer;
-
- public IndexBufferPattern(VulkanRenderer gd,
- int primitiveVertices,
- int primitiveVerticesOut,
- int baseIndex,
- int[] offsetIndex,
- int indexStride,
- bool repeatStart)
- {
- PrimitiveVertices = primitiveVertices;
- PrimitiveVerticesOut = primitiveVerticesOut;
- BaseIndex = baseIndex;
- OffsetIndex = offsetIndex;
- IndexStride = indexStride;
- RepeatStart = repeatStart;
-
- _gd = gd;
- }
-
- public int GetPrimitiveCount(int vertexCount)
- {
- return Math.Max(0, (vertexCount - BaseIndex) / IndexStride);
- }
-
- public int GetConvertedCount(int indexCount)
- {
- int primitiveCount = GetPrimitiveCount(indexCount);
- return primitiveCount * OffsetIndex.Length;
- }
-
- public IEnumerable<int> GetIndexMapping(int indexCount)
- {
- int primitiveCount = GetPrimitiveCount(indexCount);
- int index = BaseIndex;
-
- for (int i = 0; i < primitiveCount; i++)
- {
- if (RepeatStart)
- {
- // Used for triangle fan
- yield return 0;
- }
-
- for (int j = RepeatStart ? 1 : 0; j < OffsetIndex.Length; j++)
- {
- yield return index + OffsetIndex[j];
- }
-
- index += IndexStride;
- }
- }
-
- public BufferHandle GetRepeatingBuffer(int vertexCount, out int indexCount)
- {
- int primitiveCount = GetPrimitiveCount(vertexCount);
- indexCount = primitiveCount * PrimitiveVerticesOut;
-
- int expectedSize = primitiveCount * OffsetIndex.Length;
-
- if (expectedSize <= _currentSize && _repeatingBuffer != BufferHandle.Null)
- {
- return _repeatingBuffer;
- }
-
- // Expand the repeating pattern to the number of requested primitives.
- BufferHandle newBuffer = _gd.BufferManager.CreateWithHandle(_gd, expectedSize * sizeof(int));
-
- // Copy the old data to the new one.
- if (_repeatingBuffer != BufferHandle.Null)
- {
- _gd.Pipeline.CopyBuffer(_repeatingBuffer, newBuffer, 0, 0, _currentSize * sizeof(int));
- _gd.DeleteBuffer(_repeatingBuffer);
- }
-
- _repeatingBuffer = newBuffer;
-
- // Add the additional repeats on top.
- int newPrimitives = primitiveCount;
- int oldPrimitives = (_currentSize) / OffsetIndex.Length;
-
- int[] newData;
-
- newPrimitives -= oldPrimitives;
- newData = new int[expectedSize - _currentSize];
-
- int outOffset = 0;
- int index = oldPrimitives * IndexStride + BaseIndex;
-
- for (int i = 0; i < newPrimitives; i++)
- {
- if (RepeatStart)
- {
- // Used for triangle fan
- newData[outOffset++] = 0;
- }
-
- for (int j = RepeatStart ? 1 : 0; j < OffsetIndex.Length; j++)
- {
- newData[outOffset++] = index + OffsetIndex[j];
- }
-
- index += IndexStride;
- }
-
- _gd.SetBufferData(newBuffer, _currentSize * sizeof(int), MemoryMarshal.Cast<int, byte>(newData));
- _currentSize = expectedSize;
-
- return newBuffer;
- }
-
- public void Dispose()
- {
- if (_repeatingBuffer != BufferHandle.Null)
- {
- _gd.DeleteBuffer(_repeatingBuffer);
- _repeatingBuffer = BufferHandle.Null;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/IndexBufferState.cs b/Ryujinx.Graphics.Vulkan/IndexBufferState.cs
deleted file mode 100644
index 75b18456..00000000
--- a/Ryujinx.Graphics.Vulkan/IndexBufferState.cs
+++ /dev/null
@@ -1,161 +0,0 @@
-using Silk.NET.Vulkan;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal struct IndexBufferState
- {
- public static IndexBufferState Null => new IndexBufferState(GAL.BufferHandle.Null, 0, 0);
-
- private readonly int _offset;
- private readonly int _size;
- private readonly IndexType _type;
-
- private readonly GAL.BufferHandle _handle;
- private Auto<DisposableBuffer> _buffer;
-
- public IndexBufferState(GAL.BufferHandle handle, int offset, int size, IndexType type)
- {
- _handle = handle;
- _offset = offset;
- _size = size;
- _type = type;
- _buffer = null;
- }
-
- public IndexBufferState(GAL.BufferHandle handle, int offset, int size)
- {
- _handle = handle;
- _offset = offset;
- _size = size;
- _type = IndexType.Uint16;
- _buffer = null;
- }
-
- public void BindIndexBuffer(VulkanRenderer gd, CommandBufferScoped cbs)
- {
- Auto<DisposableBuffer> autoBuffer;
- int offset, size;
- IndexType type = _type;
-
- if (_type == IndexType.Uint8Ext && !gd.Capabilities.SupportsIndexTypeUint8)
- {
- // Index type is not supported. Convert to I16.
- autoBuffer = gd.BufferManager.GetBufferI8ToI16(cbs, _handle, _offset, _size);
-
- type = IndexType.Uint16;
- offset = 0;
- size = _size * 2;
- }
- else
- {
- autoBuffer = gd.BufferManager.GetBuffer(cbs.CommandBuffer, _handle, false, out int bufferSize);
-
- if (_offset >= bufferSize)
- {
- autoBuffer = null;
- }
-
- offset = _offset;
- size = _size;
- }
-
- _buffer = autoBuffer;
-
- if (autoBuffer != null)
- {
- gd.Api.CmdBindIndexBuffer(cbs.CommandBuffer, autoBuffer.Get(cbs, offset, size).Value, (ulong)offset, type);
- }
- }
-
- public void BindConvertedIndexBuffer(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- int firstIndex,
- int indexCount,
- int convertedCount,
- IndexBufferPattern pattern)
- {
- Auto<DisposableBuffer> autoBuffer;
-
- // Convert the index buffer using the given pattern.
- int indexSize = GetIndexSize();
-
- int firstIndexOffset = firstIndex * indexSize;
-
- autoBuffer = gd.BufferManager.GetBufferTopologyConversion(cbs, _handle, _offset + firstIndexOffset, indexCount * indexSize, pattern, indexSize);
-
- int size = convertedCount * 4;
-
- _buffer = autoBuffer;
-
- if (autoBuffer != null)
- {
- gd.Api.CmdBindIndexBuffer(cbs.CommandBuffer, autoBuffer.Get(cbs, 0, size).Value, 0, IndexType.Uint32);
- }
- }
-
- public Auto<DisposableBuffer> BindConvertedIndexBufferIndirect(
- VulkanRenderer gd,
- CommandBufferScoped cbs,
- GAL.BufferRange indirectBuffer,
- GAL.BufferRange drawCountBuffer,
- IndexBufferPattern pattern,
- bool hasDrawCount,
- int maxDrawCount,
- int indirectDataStride)
- {
- // Convert the index buffer using the given pattern.
- int indexSize = GetIndexSize();
-
- (var indexBufferAuto, var indirectBufferAuto) = gd.BufferManager.GetBufferTopologyConversionIndirect(
- gd,
- cbs,
- new GAL.BufferRange(_handle, _offset, _size),
- indirectBuffer,
- drawCountBuffer,
- pattern,
- indexSize,
- hasDrawCount,
- maxDrawCount,
- indirectDataStride);
-
- int convertedCount = pattern.GetConvertedCount(_size / indexSize);
- int size = convertedCount * 4;
-
- _buffer = indexBufferAuto;
-
- if (indexBufferAuto != null)
- {
- gd.Api.CmdBindIndexBuffer(cbs.CommandBuffer, indexBufferAuto.Get(cbs, 0, size).Value, 0, IndexType.Uint32);
- }
-
- return indirectBufferAuto;
- }
-
- private int GetIndexSize()
- {
- return _type switch
- {
- IndexType.Uint32 => 4,
- IndexType.Uint16 => 2,
- _ => 1,
- };
- }
-
- public bool BoundEquals(Auto<DisposableBuffer> buffer)
- {
- return _buffer == buffer;
- }
-
- public void Swap(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- if (_buffer == from)
- {
- _buffer.DecrementReferenceCount();
- to.IncrementReferenceCount();
-
- _buffer = to;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/MemoryAllocation.cs b/Ryujinx.Graphics.Vulkan/MemoryAllocation.cs
deleted file mode 100644
index 76de1296..00000000
--- a/Ryujinx.Graphics.Vulkan/MemoryAllocation.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct MemoryAllocation : IDisposable
- {
- private readonly MemoryAllocatorBlockList _owner;
- private readonly MemoryAllocatorBlockList.Block _block;
-
- public DeviceMemory Memory { get; }
- public IntPtr HostPointer { get;}
- public ulong Offset { get; }
- public ulong Size { get; }
-
- public MemoryAllocation(
- MemoryAllocatorBlockList owner,
- MemoryAllocatorBlockList.Block block,
- DeviceMemory memory,
- IntPtr hostPointer,
- ulong offset,
- ulong size)
- {
- _owner = owner;
- _block = block;
- Memory = memory;
- HostPointer = hostPointer;
- Offset = offset;
- Size = size;
- }
-
- public void Dispose()
- {
- _owner.Free(_block, Offset, Size);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/MemoryAllocator.cs b/Ryujinx.Graphics.Vulkan/MemoryAllocator.cs
deleted file mode 100644
index 3139e209..00000000
--- a/Ryujinx.Graphics.Vulkan/MemoryAllocator.cs
+++ /dev/null
@@ -1,101 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class MemoryAllocator : IDisposable
- {
- private ulong MaxDeviceMemoryUsageEstimate = 16UL * 1024 * 1024 * 1024;
-
- private readonly Vk _api;
- private readonly VulkanPhysicalDevice _physicalDevice;
- private readonly Device _device;
- private readonly List<MemoryAllocatorBlockList> _blockLists;
- private readonly int _blockAlignment;
-
- public MemoryAllocator(Vk api, VulkanPhysicalDevice physicalDevice, Device device)
- {
- _api = api;
- _physicalDevice = physicalDevice;
- _device = device;
- _blockLists = new List<MemoryAllocatorBlockList>();
- _blockAlignment = (int)Math.Min(int.MaxValue, MaxDeviceMemoryUsageEstimate / (ulong)_physicalDevice.PhysicalDeviceProperties.Limits.MaxMemoryAllocationCount);
- }
-
- public MemoryAllocation AllocateDeviceMemory(
- MemoryRequirements requirements,
- MemoryPropertyFlags flags = 0,
- bool isBuffer = false)
- {
- int memoryTypeIndex = FindSuitableMemoryTypeIndex(requirements.MemoryTypeBits, flags);
- if (memoryTypeIndex < 0)
- {
- return default;
- }
-
- bool map = flags.HasFlag(MemoryPropertyFlags.HostVisibleBit);
- return Allocate(memoryTypeIndex, requirements.Size, requirements.Alignment, map, isBuffer);
- }
-
- private MemoryAllocation Allocate(int memoryTypeIndex, ulong size, ulong alignment, bool map, bool isBuffer)
- {
- for (int i = 0; i < _blockLists.Count; i++)
- {
- var bl = _blockLists[i];
- if (bl.MemoryTypeIndex == memoryTypeIndex && bl.ForBuffer == isBuffer)
- {
- lock (bl)
- {
- return bl.Allocate(size, alignment, map);
- }
- }
- }
-
- var newBl = new MemoryAllocatorBlockList(_api, _device, memoryTypeIndex, _blockAlignment, isBuffer);
- _blockLists.Add(newBl);
- return newBl.Allocate(size, alignment, map);
- }
-
- private int FindSuitableMemoryTypeIndex(
- uint memoryTypeBits,
- MemoryPropertyFlags flags)
- {
- for (int i = 0; i < _physicalDevice.PhysicalDeviceMemoryProperties.MemoryTypeCount; i++)
- {
- var type = _physicalDevice.PhysicalDeviceMemoryProperties.MemoryTypes[i];
-
- if ((memoryTypeBits & (1 << i)) != 0)
- {
- if (type.PropertyFlags.HasFlag(flags))
- {
- return i;
- }
- }
- }
-
- return -1;
- }
-
- public static bool IsDeviceMemoryShared(VulkanPhysicalDevice physicalDevice)
- {
- for (int i = 0; i < physicalDevice.PhysicalDeviceMemoryProperties.MemoryHeapCount; i++)
- {
- if (!physicalDevice.PhysicalDeviceMemoryProperties.MemoryHeaps[i].Flags.HasFlag(MemoryHeapFlags.DeviceLocalBit))
- {
- return false;
- }
- }
-
- return true;
- }
-
- public void Dispose()
- {
- for (int i = 0; i < _blockLists.Count; i++)
- {
- _blockLists[i].Dispose();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/MemoryAllocatorBlockList.cs b/Ryujinx.Graphics.Vulkan/MemoryAllocatorBlockList.cs
deleted file mode 100644
index e564cb26..00000000
--- a/Ryujinx.Graphics.Vulkan/MemoryAllocatorBlockList.cs
+++ /dev/null
@@ -1,282 +0,0 @@
-using Ryujinx.Common;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class MemoryAllocatorBlockList : IDisposable
- {
- private const ulong InvalidOffset = ulong.MaxValue;
-
- public class Block : IComparable<Block>
- {
- public DeviceMemory Memory { get; private set; }
- public IntPtr HostPointer { get; private set; }
- public ulong Size { get; }
- public bool Mapped => HostPointer != IntPtr.Zero;
-
- private readonly struct Range : IComparable<Range>
- {
- public ulong Offset { get; }
- public ulong Size { get; }
-
- public Range(ulong offset, ulong size)
- {
- Offset = offset;
- Size = size;
- }
-
- public int CompareTo(Range other)
- {
- return Offset.CompareTo(other.Offset);
- }
- }
-
- private readonly List<Range> _freeRanges;
-
- public Block(DeviceMemory memory, IntPtr hostPointer, ulong size)
- {
- Memory = memory;
- HostPointer = hostPointer;
- Size = size;
- _freeRanges = new List<Range>
- {
- new Range(0, size)
- };
- }
-
- public ulong Allocate(ulong size, ulong alignment)
- {
- for (int i = 0; i < _freeRanges.Count; i++)
- {
- var range = _freeRanges[i];
-
- ulong alignedOffset = BitUtils.AlignUp<ulong>(range.Offset, alignment);
- ulong sizeDelta = alignedOffset - range.Offset;
- ulong usableSize = range.Size - sizeDelta;
-
- if (sizeDelta < range.Size && usableSize >= size)
- {
- _freeRanges.RemoveAt(i);
-
- if (sizeDelta != 0)
- {
- InsertFreeRange(range.Offset, sizeDelta);
- }
-
- ulong endOffset = range.Offset + range.Size;
- ulong remainingSize = endOffset - (alignedOffset + size);
- if (remainingSize != 0)
- {
- InsertFreeRange(endOffset - remainingSize, remainingSize);
- }
-
- return alignedOffset;
- }
- }
-
- return InvalidOffset;
- }
-
- public void Free(ulong offset, ulong size)
- {
- InsertFreeRangeComingled(offset, size);
- }
-
- private void InsertFreeRange(ulong offset, ulong size)
- {
- var range = new Range(offset, size);
- int index = _freeRanges.BinarySearch(range);
- if (index < 0)
- {
- index = ~index;
- }
-
- _freeRanges.Insert(index, range);
- }
-
- private void InsertFreeRangeComingled(ulong offset, ulong size)
- {
- ulong endOffset = offset + size;
- var range = new Range(offset, size);
- int index = _freeRanges.BinarySearch(range);
- if (index < 0)
- {
- index = ~index;
- }
-
- if (index < _freeRanges.Count && _freeRanges[index].Offset == endOffset)
- {
- endOffset = _freeRanges[index].Offset + _freeRanges[index].Size;
- _freeRanges.RemoveAt(index);
- }
-
- if (index > 0 && _freeRanges[index - 1].Offset + _freeRanges[index - 1].Size == offset)
- {
- offset = _freeRanges[index - 1].Offset;
- _freeRanges.RemoveAt(--index);
- }
-
- range = new Range(offset, endOffset - offset);
-
- _freeRanges.Insert(index, range);
- }
-
- public bool IsTotallyFree()
- {
- if (_freeRanges.Count == 1 && _freeRanges[0].Size == Size)
- {
- Debug.Assert(_freeRanges[0].Offset == 0);
- return true;
- }
-
- return false;
- }
-
- public int CompareTo(Block other)
- {
- return Size.CompareTo(other.Size);
- }
-
- public unsafe void Destroy(Vk api, Device device)
- {
- if (Mapped)
- {
- api.UnmapMemory(device, Memory);
- HostPointer = IntPtr.Zero;
- }
-
- if (Memory.Handle != 0)
- {
- api.FreeMemory(device, Memory, null);
- Memory = default;
- }
- }
- }
-
- private readonly List<Block> _blocks;
-
- private readonly Vk _api;
- private readonly Device _device;
-
- public int MemoryTypeIndex { get; }
- public bool ForBuffer { get; }
-
- private readonly int _blockAlignment;
-
- public MemoryAllocatorBlockList(Vk api, Device device, int memoryTypeIndex, int blockAlignment, bool forBuffer)
- {
- _blocks = new List<Block>();
- _api = api;
- _device = device;
- MemoryTypeIndex = memoryTypeIndex;
- ForBuffer = forBuffer;
- _blockAlignment = blockAlignment;
- }
-
- public unsafe MemoryAllocation Allocate(ulong size, ulong alignment, bool map)
- {
- // Ensure we have a sane alignment value.
- if ((ulong)(int)alignment != alignment || (int)alignment <= 0)
- {
- throw new ArgumentOutOfRangeException(nameof(alignment), $"Invalid alignment 0x{alignment:X}.");
- }
-
- for (int i = 0; i < _blocks.Count; i++)
- {
- var block = _blocks[i];
-
- if (block.Mapped == map && block.Size >= size)
- {
- ulong offset = block.Allocate(size, alignment);
- if (offset != InvalidOffset)
- {
- return new MemoryAllocation(this, block, block.Memory, GetHostPointer(block, offset), offset, size);
- }
- }
- }
-
- ulong blockAlignedSize = BitUtils.AlignUp<ulong>(size, (ulong)_blockAlignment);
-
- var memoryAllocateInfo = new MemoryAllocateInfo()
- {
- SType = StructureType.MemoryAllocateInfo,
- AllocationSize = blockAlignedSize,
- MemoryTypeIndex = (uint)MemoryTypeIndex
- };
-
- _api.AllocateMemory(_device, memoryAllocateInfo, null, out var deviceMemory).ThrowOnError();
-
- IntPtr hostPointer = IntPtr.Zero;
-
- if (map)
- {
- unsafe
- {
- void* pointer = null;
- _api.MapMemory(_device, deviceMemory, 0, blockAlignedSize, 0, ref pointer).ThrowOnError();
- hostPointer = (IntPtr)pointer;
- }
- }
-
- var newBlock = new Block(deviceMemory, hostPointer, blockAlignedSize);
-
- InsertBlock(newBlock);
-
- ulong newBlockOffset = newBlock.Allocate(size, alignment);
- Debug.Assert(newBlockOffset != InvalidOffset);
-
- return new MemoryAllocation(this, newBlock, deviceMemory, GetHostPointer(newBlock, newBlockOffset), newBlockOffset, size);
- }
-
- private static IntPtr GetHostPointer(Block block, ulong offset)
- {
- if (block.HostPointer == IntPtr.Zero)
- {
- return IntPtr.Zero;
- }
-
- return (IntPtr)((nuint)(nint)block.HostPointer + offset);
- }
-
- public unsafe void Free(Block block, ulong offset, ulong size)
- {
- block.Free(offset, size);
-
- if (block.IsTotallyFree())
- {
- for (int i = 0; i < _blocks.Count; i++)
- {
- if (_blocks[i] == block)
- {
- _blocks.RemoveAt(i);
- break;
- }
- }
-
- block.Destroy(_api, _device);
- }
- }
-
- private void InsertBlock(Block block)
- {
- int index = _blocks.BinarySearch(block);
- if (index < 0)
- {
- index = ~index;
- }
-
- _blocks.Insert(index, block);
- }
-
- public unsafe void Dispose()
- {
- for (int i = 0; i < _blocks.Count; i++)
- {
- _blocks[i].Destroy(_api, _device);
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/MoltenVK/MVKConfiguration.cs b/Ryujinx.Graphics.Vulkan/MoltenVK/MVKConfiguration.cs
deleted file mode 100644
index 4fbae86e..00000000
--- a/Ryujinx.Graphics.Vulkan/MoltenVK/MVKConfiguration.cs
+++ /dev/null
@@ -1,104 +0,0 @@
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan.MoltenVK
-{
- enum MVKConfigLogLevel : int
- {
- None = 0,
- Error = 1,
- Warning = 2,
- Info = 3,
- Debug = 4
- }
-
- enum MVKConfigTraceVulkanCalls : int
- {
- None = 0,
- Enter = 1,
- EnterExit = 2,
- Duration = 3
- }
-
- enum MVKConfigAutoGPUCaptureScope : int
- {
- None = 0,
- Device = 1,
- Frame = 2
- }
-
- [Flags]
- enum MVKConfigAdvertiseExtensions : int
- {
- All = 0x00000001,
- MoltenVK = 0x00000002,
- WSI = 0x00000004,
- Portability = 0x00000008
- }
-
- enum MVKVkSemaphoreSupportStyle : int
- {
- MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_SINGLE_QUEUE = 0,
- MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_METAL_EVENTS_WHERE_SAFE = 1,
- MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_METAL_EVENTS = 2,
- MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_CALLBACK = 3,
- MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_MAX_ENUM = 0x7FFFFFFF
- }
-
- readonly struct Bool32
- {
- uint Value { get; }
-
- public Bool32(uint value)
- {
- Value = value;
- }
-
- public Bool32(bool value)
- {
- Value = value ? 1u : 0u;
- }
-
- public static implicit operator bool(Bool32 val) => val.Value == 1;
- public static implicit operator Bool32(bool val) => new Bool32(val);
- }
-
- [StructLayout(LayoutKind.Sequential)]
- struct MVKConfiguration
- {
- public Bool32 DebugMode;
- public Bool32 ShaderConversionFlipVertexY;
- public Bool32 SynchronousQueueSubmits;
- public Bool32 PrefillMetalCommandBuffers;
- public uint MaxActiveMetalCommandBuffersPerQueue;
- public Bool32 SupportLargeQueryPools;
- public Bool32 PresentWithCommandBuffer;
- public Bool32 SwapchainMagFilterUseNearest;
- public ulong MetalCompileTimeout;
- public Bool32 PerformanceTracking;
- public uint PerformanceLoggingFrameCount;
- public Bool32 DisplayWatermark;
- public Bool32 SpecializedQueueFamilies;
- public Bool32 SwitchSystemGPU;
- public Bool32 FullImageViewSwizzle;
- public uint DefaultGPUCaptureScopeQueueFamilyIndex;
- public uint DefaultGPUCaptureScopeQueueIndex;
- public Bool32 FastMathEnabled;
- public MVKConfigLogLevel LogLevel;
- public MVKConfigTraceVulkanCalls TraceVulkanCalls;
- public Bool32 ForceLowPowerGPU;
- public Bool32 SemaphoreUseMTLFence;
- public MVKVkSemaphoreSupportStyle SemaphoreSupportStyle;
- public MVKConfigAutoGPUCaptureScope AutoGPUCaptureScope;
- public IntPtr AutoGPUCaptureOutputFilepath;
- public Bool32 Texture1DAs2D;
- public Bool32 PreallocateDescriptors;
- public Bool32 UseCommandPooling;
- public Bool32 UseMTLHeap;
- public Bool32 LogActivityPerformanceInline;
- public uint ApiVersionToAdvertise;
- public MVKConfigAdvertiseExtensions AdvertiseExtensions;
- public Bool32 ResumeLostDevice;
- public Bool32 UseMetalArgumentBuffers;
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/MoltenVK/MVKInitialization.cs b/Ryujinx.Graphics.Vulkan/MoltenVK/MVKInitialization.cs
deleted file mode 100644
index 5910d1aa..00000000
--- a/Ryujinx.Graphics.Vulkan/MoltenVK/MVKInitialization.cs
+++ /dev/null
@@ -1,31 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.InteropServices;
-using System.Runtime.Versioning;
-
-namespace Ryujinx.Graphics.Vulkan.MoltenVK
-{
- [SupportedOSPlatform("macos")]
- public static partial class MVKInitialization
- {
- [LibraryImport("libMoltenVK.dylib")]
- private static partial Result vkGetMoltenVKConfigurationMVK(IntPtr unusedInstance, out MVKConfiguration config, in IntPtr configSize);
-
- [LibraryImport("libMoltenVK.dylib")]
- private static partial Result vkSetMoltenVKConfigurationMVK(IntPtr unusedInstance, in MVKConfiguration config, in IntPtr configSize);
-
- public static void Initialize()
- {
- var configSize = (IntPtr)Marshal.SizeOf<MVKConfiguration>();
-
- vkGetMoltenVKConfigurationMVK(IntPtr.Zero, out MVKConfiguration config, configSize);
-
- config.UseMetalArgumentBuffers = true;
-
- config.SemaphoreSupportStyle = MVKVkSemaphoreSupportStyle.MVK_CONFIG_VK_SEMAPHORE_SUPPORT_STYLE_SINGLE_QUEUE;
- config.SynchronousQueueSubmits = false;
-
- vkSetMoltenVKConfigurationMVK(IntPtr.Zero, config, configSize);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs b/Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs
deleted file mode 100644
index 9a9a3626..00000000
--- a/Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs
+++ /dev/null
@@ -1,212 +0,0 @@
-using Silk.NET.Vulkan;
-using System.Collections.Generic;
-using System.Linq;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- /// <summary>
- /// Holder for multiple host GPU fences.
- /// </summary>
- class MultiFenceHolder
- {
- private static int BufferUsageTrackingGranularity = 4096;
-
- private readonly Dictionary<FenceHolder, int> _fences;
- private BufferUsageBitmap _bufferUsageBitmap;
-
- /// <summary>
- /// Creates a new instance of the multiple fence holder.
- /// </summary>
- public MultiFenceHolder()
- {
- _fences = new Dictionary<FenceHolder, int>();
- }
-
- /// <summary>
- /// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
- /// </summary>
- /// <param name="size">Size of the buffer</param>
- public MultiFenceHolder(int size)
- {
- _fences = new Dictionary<FenceHolder, int>();
- _bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
- }
-
- /// <summary>
- /// Adds buffer usage information to the uses list.
- /// </summary>
- /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
- /// <param name="offset">Offset of the buffer being used</param>
- /// <param name="size">Size of the buffer region being used, in bytes</param>
- public void AddBufferUse(int cbIndex, int offset, int size)
- {
- _bufferUsageBitmap.Add(cbIndex, offset, size);
- }
-
- /// <summary>
- /// Removes all buffer usage information for a given command buffer.
- /// </summary>
- /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
- public void RemoveBufferUses(int cbIndex)
- {
- _bufferUsageBitmap?.Clear(cbIndex);
- }
-
- /// <summary>
- /// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
- /// </summary>
- /// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
- /// <param name="offset">Offset of the buffer being used</param>
- /// <param name="size">Size of the buffer region being used, in bytes</param>
- /// <returns>True if in use, false otherwise</returns>
- public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
- {
- return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
- }
-
- /// <summary>
- /// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
- /// </summary>
- /// <param name="offset">Offset of the buffer being used</param>
- /// <param name="size">Size of the buffer region being used, in bytes</param>
- /// <returns>True if in use, false otherwise</returns>
- public bool IsBufferRangeInUse(int offset, int size)
- {
- return _bufferUsageBitmap.OverlapsWith(offset, size);
- }
-
- /// <summary>
- /// Adds a fence to the holder.
- /// </summary>
- /// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
- /// <param name="fence">Fence to be added</param>
- public void AddFence(int cbIndex, FenceHolder fence)
- {
- lock (_fences)
- {
- _fences.TryAdd(fence, cbIndex);
- }
- }
-
- /// <summary>
- /// Removes a fence from the holder.
- /// </summary>
- /// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
- /// <param name="fence">Fence to be removed</param>
- public void RemoveFence(int cbIndex, FenceHolder fence)
- {
- lock (_fences)
- {
- _fences.Remove(fence);
- }
- }
-
- /// <summary>
- /// Wait until all the fences on the holder are signaled.
- /// </summary>
- /// <param name="api">Vulkan API instance</param>
- /// <param name="device">GPU device that the fences belongs to</param>
- public void WaitForFences(Vk api, Device device)
- {
- WaitForFencesImpl(api, device, 0, 0, false, 0UL);
- }
-
- /// <summary>
- /// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
- /// </summary>
- /// <param name="api">Vulkan API instance</param>
- /// <param name="device">GPU device that the fences belongs to</param>
- /// <param name="offset">Start offset of the buffer range</param>
- /// <param name="size">Size of the buffer range in bytes</param>
- public void WaitForFences(Vk api, Device device, int offset, int size)
- {
- WaitForFencesImpl(api, device, offset, size, false, 0UL);
- }
-
- /// <summary>
- /// Wait until all the fences on the holder are signaled, or the timeout expires.
- /// </summary>
- /// <param name="api">Vulkan API instance</param>
- /// <param name="device">GPU device that the fences belongs to</param>
- /// <param name="timeout">Timeout in nanoseconds</param>
- /// <returns>True if all fences were signaled, false otherwise</returns>
- public bool WaitForFences(Vk api, Device device, ulong timeout)
- {
- return WaitForFencesImpl(api, device, 0, 0, true, timeout);
- }
-
- /// <summary>
- /// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
- /// </summary>
- /// <param name="api">Vulkan API instance</param>
- /// <param name="device">GPU device that the fences belongs to</param>
- /// <param name="offset">Start offset of the buffer range</param>
- /// <param name="size">Size of the buffer range in bytes</param>
- /// <param name="hasTimeout">Indicates if <paramref name="timeout"/> should be used</param>
- /// <param name="timeout">Timeout in nanoseconds</param>
- /// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
- private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
- {
- FenceHolder[] fenceHolders;
- Fence[] fences;
-
- lock (_fences)
- {
- fenceHolders = size != 0 ? GetOverlappingFences(offset, size) : _fences.Keys.ToArray();
- fences = new Fence[fenceHolders.Length];
-
- for (int i = 0; i < fenceHolders.Length; i++)
- {
- fences[i] = fenceHolders[i].Get();
- }
- }
-
- if (fences.Length == 0)
- {
- return true;
- }
-
- bool signaled = true;
-
- if (hasTimeout)
- {
- signaled = FenceHelper.AllSignaled(api, device, fences, timeout);
- }
- else
- {
- FenceHelper.WaitAllIndefinitely(api, device, fences);
- }
-
- for (int i = 0; i < fenceHolders.Length; i++)
- {
- fenceHolders[i].Put();
- }
-
- return signaled;
- }
-
- /// <summary>
- /// Gets fences to wait for use of a given buffer region.
- /// </summary>
- /// <param name="offset">Offset of the range</param>
- /// <param name="size">Size of the range in bytes</param>
- /// <returns>Fences for the specified region</returns>
- private FenceHolder[] GetOverlappingFences(int offset, int size)
- {
- List<FenceHolder> overlapping = new List<FenceHolder>();
-
- foreach (var kv in _fences)
- {
- var fence = kv.Key;
- var ownerCbIndex = kv.Value;
-
- if (_bufferUsageBitmap.OverlapsWith(ownerCbIndex, offset, size))
- {
- overlapping.Add(fence);
- }
- }
-
- return overlapping.ToArray();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/NativeArray.cs b/Ryujinx.Graphics.Vulkan/NativeArray.cs
deleted file mode 100644
index 3a851287..00000000
--- a/Ryujinx.Graphics.Vulkan/NativeArray.cs
+++ /dev/null
@@ -1,48 +0,0 @@
-using System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- unsafe class NativeArray<T> : IDisposable where T : unmanaged
- {
- public T* Pointer { get; private set; }
- public int Length { get; }
-
- public ref T this[int index]
- {
- get => ref Pointer[Checked(index)];
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private int Checked(int index)
- {
- if ((uint)index >= (uint)Length)
- {
- throw new IndexOutOfRangeException();
- }
-
- return index;
- }
-
- public NativeArray(int length)
- {
- Pointer = (T*)Marshal.AllocHGlobal(checked(length * Unsafe.SizeOf<T>()));
- Length = length;
- }
-
- public Span<T> AsSpan()
- {
- return new Span<T>(Pointer, Length);
- }
-
- public void Dispose()
- {
- if (Pointer != null)
- {
- Marshal.FreeHGlobal((IntPtr)Pointer);
- Pointer = null;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PersistentFlushBuffer.cs b/Ryujinx.Graphics.Vulkan/PersistentFlushBuffer.cs
deleted file mode 100644
index fca13c31..00000000
--- a/Ryujinx.Graphics.Vulkan/PersistentFlushBuffer.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal class PersistentFlushBuffer : IDisposable
- {
- private VulkanRenderer _gd;
-
- private BufferHolder _flushStorage;
-
- public PersistentFlushBuffer(VulkanRenderer gd)
- {
- _gd = gd;
- }
-
- private BufferHolder ResizeIfNeeded(int size)
- {
- var flushStorage = _flushStorage;
-
- if (flushStorage == null || size > _flushStorage.Size)
- {
- if (flushStorage != null)
- {
- flushStorage.Dispose();
- }
-
- flushStorage = _gd.BufferManager.Create(_gd, size);
- _flushStorage = flushStorage;
- }
-
- return flushStorage;
- }
-
- public Span<byte> GetBufferData(CommandBufferPool cbp, BufferHolder buffer, int offset, int size)
- {
- var flushStorage = ResizeIfNeeded(size);
-
- using (var cbs = cbp.Rent())
- {
- var srcBuffer = buffer.GetBuffer(cbs.CommandBuffer);
- var dstBuffer = flushStorage.GetBuffer(cbs.CommandBuffer);
-
- BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, 0, size);
- }
-
- flushStorage.WaitForFences();
- return flushStorage.GetDataStorage(0, size);
- }
-
- public Span<byte> GetTextureData(CommandBufferPool cbp, TextureView view, int size)
- {
- GAL.TextureCreateInfo info = view.Info;
-
- var flushStorage = ResizeIfNeeded(size);
-
- using (var cbs = cbp.Rent())
- {
- var buffer = flushStorage.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
- var image = view.GetImage().Get(cbs).Value;
-
- view.CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, 0, 0, info.GetLayers(), info.Levels, singleSlice: false);
- }
-
- flushStorage.WaitForFences();
- return flushStorage.GetDataStorage(0, size);
- }
-
- public Span<byte> GetTextureData(CommandBufferPool cbp, TextureView view, int size, int layer, int level)
- {
- var flushStorage = ResizeIfNeeded(size);
-
- using (var cbs = cbp.Rent())
- {
- var buffer = flushStorage.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
- var image = view.GetImage().Get(cbs).Value;
-
- view.CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, layer, level, 1, 1, singleSlice: true);
- }
-
- flushStorage.WaitForFences();
- return flushStorage.GetDataStorage(0, size);
- }
-
- public void Dispose()
- {
- _flushStorage.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineBase.cs b/Ryujinx.Graphics.Vulkan/PipelineBase.cs
deleted file mode 100644
index c54d7980..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineBase.cs
+++ /dev/null
@@ -1,1742 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Silk.NET.Vulkan;
-using System;
-using System.Linq;
-using System.Numerics;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class PipelineBase : IDisposable
- {
- public const int DescriptorSetLayouts = 4;
-
- public const int UniformSetIndex = 0;
- public const int StorageSetIndex = 1;
- public const int TextureSetIndex = 2;
- public const int ImageSetIndex = 3;
-
- protected readonly VulkanRenderer Gd;
- protected readonly Device Device;
- public readonly PipelineCache PipelineCache;
-
- public readonly AutoFlushCounter AutoFlush;
-
- protected PipelineDynamicState DynamicState;
- private PipelineState _newState;
- private bool _stateDirty;
- private GAL.PrimitiveTopology _topology;
-
- private ulong _currentPipelineHandle;
-
- protected Auto<DisposablePipeline> Pipeline;
-
- protected PipelineBindPoint Pbp;
-
- protected CommandBufferScoped Cbs;
- protected CommandBufferScoped? PreloadCbs;
- protected CommandBuffer CommandBuffer;
-
- public CommandBufferScoped CurrentCommandBuffer => Cbs;
-
- private ShaderCollection _program;
-
- private Vector4<float>[] _renderScale = new Vector4<float>[73];
- private int _fragmentScaleCount;
-
- protected FramebufferParams FramebufferParams;
- private Auto<DisposableFramebuffer> _framebuffer;
- private Auto<DisposableRenderPass> _renderPass;
- private int _writtenAttachmentCount;
-
- private bool _framebufferUsingColorWriteMask;
-
- private ITexture[] _preMaskColors;
- private ITexture _preMaskDepthStencil;
-
- private readonly DescriptorSetUpdater _descriptorSetUpdater;
-
- private IndexBufferState _indexBuffer;
- private IndexBufferPattern _indexBufferPattern;
- private readonly BufferState[] _transformFeedbackBuffers;
- private readonly VertexBufferState[] _vertexBuffers;
- private ulong _vertexBuffersDirty;
- protected Rectangle<int> ClearScissor;
-
- public SupportBufferUpdater SupportBufferUpdater;
- public IndexBufferPattern QuadsToTrisPattern;
- public IndexBufferPattern TriFanToTrisPattern;
-
- private bool _needsIndexBufferRebind;
- private bool _needsTransformFeedbackBuffersRebind;
-
- private bool _tfEnabled;
- private bool _tfActive;
-
- private PipelineColorBlendAttachmentState[] _storedBlend;
-
- public ulong DrawCount { get; private set; }
- public bool RenderPassActive { get; private set; }
-
- public unsafe PipelineBase(VulkanRenderer gd, Device device)
- {
- Gd = gd;
- Device = device;
-
- AutoFlush = new AutoFlushCounter(gd);
-
- var pipelineCacheCreateInfo = new PipelineCacheCreateInfo()
- {
- SType = StructureType.PipelineCacheCreateInfo
- };
-
- gd.Api.CreatePipelineCache(device, pipelineCacheCreateInfo, null, out PipelineCache).ThrowOnError();
-
- _descriptorSetUpdater = new DescriptorSetUpdater(gd, this);
-
- _transformFeedbackBuffers = new BufferState[Constants.MaxTransformFeedbackBuffers];
- _vertexBuffers = new VertexBufferState[Constants.MaxVertexBuffers + 1];
-
- const int EmptyVbSize = 16;
-
- using var emptyVb = gd.BufferManager.Create(gd, EmptyVbSize);
- emptyVb.SetData(0, new byte[EmptyVbSize]);
- _vertexBuffers[0] = new VertexBufferState(emptyVb.GetBuffer(), 0, 0, EmptyVbSize, 0);
- _vertexBuffersDirty = ulong.MaxValue >> (64 - _vertexBuffers.Length);
-
- ClearScissor = new Rectangle<int>(0, 0, 0xffff, 0xffff);
-
- var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
- new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
-
- _storedBlend = new PipelineColorBlendAttachmentState[Constants.MaxRenderTargets];
-
- _newState.Initialize();
- }
-
- public void Initialize()
- {
- _descriptorSetUpdater.Initialize();
-
- SupportBufferUpdater = new SupportBufferUpdater(Gd);
- SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
-
- QuadsToTrisPattern = new IndexBufferPattern(Gd, 4, 6, 0, new[] { 0, 1, 2, 0, 2, 3 }, 4, false);
- TriFanToTrisPattern = new IndexBufferPattern(Gd, 3, 3, 2, new[] { int.MinValue, -1, 0 }, 1, true);
- }
-
- public unsafe void Barrier()
- {
- MemoryBarrier memoryBarrier = new MemoryBarrier()
- {
- SType = StructureType.MemoryBarrier,
- SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
- DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit
- };
-
- Gd.Api.CmdPipelineBarrier(
- CommandBuffer,
- PipelineStageFlags.FragmentShaderBit,
- PipelineStageFlags.FragmentShaderBit,
- 0,
- 1,
- memoryBarrier,
- 0,
- null,
- 0,
- null);
- }
-
- public void ComputeBarrier()
- {
- MemoryBarrier memoryBarrier = new MemoryBarrier()
- {
- SType = StructureType.MemoryBarrier,
- SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
- DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit
- };
-
- Gd.Api.CmdPipelineBarrier(
- CommandBuffer,
- PipelineStageFlags.ComputeShaderBit,
- PipelineStageFlags.AllCommandsBit,
- 0,
- 1,
- new ReadOnlySpan<MemoryBarrier>(memoryBarrier),
- 0,
- ReadOnlySpan<BufferMemoryBarrier>.Empty,
- 0,
- ReadOnlySpan<ImageMemoryBarrier>.Empty);
- }
-
- public void BeginTransformFeedback(GAL.PrimitiveTopology topology)
- {
- _tfEnabled = true;
- }
-
- public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
- {
- EndRenderPass();
-
- var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, offset, size, true).Get(Cbs, offset, size).Value;
-
- BufferHolder.InsertBufferBarrier(
- Gd,
- Cbs.CommandBuffer,
- dst,
- BufferHolder.DefaultAccessFlags,
- AccessFlags.TransferWriteBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- offset,
- size);
-
- Gd.Api.CmdFillBuffer(CommandBuffer, dst, (ulong)offset, (ulong)size, value);
-
- BufferHolder.InsertBufferBarrier(
- Gd,
- Cbs.CommandBuffer,
- dst,
- AccessFlags.TransferWriteBit,
- BufferHolder.DefaultAccessFlags,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- offset,
- size);
- }
-
- public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, ColorF color)
- {
- if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
- {
- return;
- }
-
- if (_renderPass == null)
- {
- CreateRenderPass();
- }
-
- BeginRenderPass();
-
- var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
- var attachment = new ClearAttachment(ImageAspectFlags.ColorBit, (uint)index, clearValue);
- var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
-
- FramebufferParams.InsertClearBarrier(Cbs, index);
-
- Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
- }
-
- public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
- {
- // TODO: Use stencilMask (fully)
-
- if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
- {
- return;
- }
-
- if (_renderPass == null)
- {
- CreateRenderPass();
- }
-
- BeginRenderPass();
-
- var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
- var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
-
- if (stencilMask != 0)
- {
- flags |= ImageAspectFlags.StencilBit;
- }
-
- var attachment = new ClearAttachment(flags, 0, clearValue);
- var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
-
- FramebufferParams.InsertClearBarrierDS(Cbs);
-
- Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
- }
-
- public unsafe void CommandBufferBarrier()
- {
- MemoryBarrier memoryBarrier = new MemoryBarrier()
- {
- SType = StructureType.MemoryBarrier,
- SrcAccessMask = BufferHolder.DefaultAccessFlags,
- DstAccessMask = AccessFlags.IndirectCommandReadBit
- };
-
- Gd.Api.CmdPipelineBarrier(
- CommandBuffer,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.DrawIndirectBit,
- 0,
- 1,
- memoryBarrier,
- 0,
- null,
- 0,
- null);
- }
-
- public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
- {
- EndRenderPass();
-
- var src = Gd.BufferManager.GetBuffer(CommandBuffer, source, srcOffset, size, false);
- var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, dstOffset, size, true);
-
- BufferHolder.Copy(Gd, Cbs, src, dst, srcOffset, dstOffset, size);
- }
-
- public void DirtyVertexBuffer(Auto<DisposableBuffer> buffer)
- {
- for (int i = 0; i < _vertexBuffers.Length; i++)
- {
- if (_vertexBuffers[i].BoundEquals(buffer))
- {
- _vertexBuffersDirty |= 1UL << i;
- }
- }
- }
-
- public void DirtyIndexBuffer(Auto<DisposableBuffer> buffer)
- {
- if (_indexBuffer.BoundEquals(buffer))
- {
- _needsIndexBufferRebind = true;
- }
- }
-
- public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- EndRenderPass();
- RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
-
- Gd.Api.CmdDispatch(CommandBuffer, (uint)groupsX, (uint)groupsY, (uint)groupsZ);
- }
-
- public void DispatchComputeIndirect(Auto<DisposableBuffer> indirectBuffer, int indirectBufferOffset)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- EndRenderPass();
- RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
-
- Gd.Api.CmdDispatchIndirect(CommandBuffer, indirectBuffer.Get(Cbs, indirectBufferOffset, 12).Value, (ulong)indirectBufferOffset);
- }
-
- public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- DrawCount++;
-
- if (Gd.TopologyUnsupported(_topology))
- {
- // Temporarily bind a conversion pattern as an index buffer.
- _needsIndexBufferRebind = true;
-
- IndexBufferPattern pattern = _topology switch
- {
- GAL.PrimitiveTopology.Quads => QuadsToTrisPattern,
- GAL.PrimitiveTopology.TriangleFan or
- GAL.PrimitiveTopology.Polygon => TriFanToTrisPattern,
- _ => throw new NotSupportedException($"Unsupported topology: {_topology}")
- };
-
- BufferHandle handle = pattern.GetRepeatingBuffer(vertexCount, out int indexCount);
- var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, handle, false);
-
- Gd.Api.CmdBindIndexBuffer(CommandBuffer, buffer.Get(Cbs, 0, indexCount * sizeof(int)).Value, 0, Silk.NET.Vulkan.IndexType.Uint32);
-
- BeginRenderPass(); // May have been interrupted to set buffer data.
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, 0, firstVertex, (uint)firstInstance);
- }
- else
- {
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDraw(CommandBuffer, (uint)vertexCount, (uint)instanceCount, (uint)firstVertex, (uint)firstInstance);
- }
- }
-
- private void UpdateIndexBufferPattern()
- {
- IndexBufferPattern pattern = null;
-
- if (Gd.TopologyUnsupported(_topology))
- {
- pattern = _topology switch
- {
- GAL.PrimitiveTopology.Quads => QuadsToTrisPattern,
- GAL.PrimitiveTopology.TriangleFan or
- GAL.PrimitiveTopology.Polygon => TriFanToTrisPattern,
- _ => throw new NotSupportedException($"Unsupported topology: {_topology}")
- };
- }
-
- if (_indexBufferPattern != pattern)
- {
- _indexBufferPattern = pattern;
- _needsIndexBufferRebind = true;
- }
- }
-
- public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- UpdateIndexBufferPattern();
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- DrawCount++;
-
- if (_indexBufferPattern != null)
- {
- // Convert the index buffer into a supported topology.
- IndexBufferPattern pattern = _indexBufferPattern;
-
- int convertedCount = pattern.GetConvertedCount(indexCount);
-
- if (_needsIndexBufferRebind)
- {
- _indexBuffer.BindConvertedIndexBuffer(Gd, Cbs, firstIndex, indexCount, convertedCount, pattern);
-
- _needsIndexBufferRebind = false;
- }
-
- BeginRenderPass(); // May have been interrupted to set buffer data.
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)convertedCount, (uint)instanceCount, 0, firstVertex, (uint)firstInstance);
- }
- else
- {
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, (uint)firstIndex, firstVertex, (uint)firstInstance);
- }
- }
-
- public void DrawIndexedIndirect(BufferRange indirectBuffer)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- UpdateIndexBufferPattern();
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- DrawCount++;
-
- if (_indexBufferPattern != null)
- {
- // Convert the index buffer into a supported topology.
- IndexBufferPattern pattern = _indexBufferPattern;
-
- Auto<DisposableBuffer> indirectBufferAuto = _indexBuffer.BindConvertedIndexBufferIndirect(
- Gd,
- Cbs,
- indirectBuffer,
- BufferRange.Empty,
- pattern,
- false,
- 1,
- indirectBuffer.Size);
-
- _needsIndexBufferRebind = false;
-
- BeginRenderPass(); // May have been interrupted to set buffer data.
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDrawIndexedIndirect(CommandBuffer, indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value, 0, 1, (uint)indirectBuffer.Size);
- }
- else
- {
- var buffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
- .Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
-
- ResumeTransformFeedbackInternal();
-
- Gd.Api.CmdDrawIndexedIndirect(CommandBuffer, buffer, (ulong)indirectBuffer.Offset, 1, (uint)indirectBuffer.Size);
- }
- }
-
- public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- UpdateIndexBufferPattern();
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- DrawCount++;
-
- var countBuffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, parameterBuffer.Handle, parameterBuffer.Offset, parameterBuffer.Size, false)
- .Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
-
- if (_indexBufferPattern != null)
- {
- // Convert the index buffer into a supported topology.
- IndexBufferPattern pattern = _indexBufferPattern;
-
- Auto<DisposableBuffer> indirectBufferAuto = _indexBuffer.BindConvertedIndexBufferIndirect(
- Gd,
- Cbs,
- indirectBuffer,
- parameterBuffer,
- pattern,
- true,
- maxDrawCount,
- stride);
-
- _needsIndexBufferRebind = false;
-
- BeginRenderPass(); // May have been interrupted to set buffer data.
- ResumeTransformFeedbackInternal();
-
- if (Gd.Capabilities.SupportsIndirectParameters)
- {
- Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
- CommandBuffer,
- indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value,
- 0,
- countBuffer,
- (ulong)parameterBuffer.Offset,
- (uint)maxDrawCount,
- (uint)stride);
- }
- else
- {
- // This is also fine because the indirect data conversion always zeros
- // the entries that are past the current draw count.
-
- Gd.Api.CmdDrawIndexedIndirect(
- CommandBuffer,
- indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value,
- 0,
- (uint)maxDrawCount,
- (uint)stride);
- }
-
- }
- else
- {
- var buffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
- .Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
-
- ResumeTransformFeedbackInternal();
-
- if (Gd.Capabilities.SupportsIndirectParameters)
- {
- Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
- CommandBuffer,
- buffer,
- (ulong)indirectBuffer.Offset,
- countBuffer,
- (ulong)parameterBuffer.Offset,
- (uint)maxDrawCount,
- (uint)stride);
- }
- else
- {
- // Not fully correct, but we can't do much better if the host does not support indirect count.
- Gd.Api.CmdDrawIndexedIndirect(
- CommandBuffer,
- buffer,
- (ulong)indirectBuffer.Offset,
- (uint)maxDrawCount,
- (uint)stride);
- }
- }
- }
-
- public void DrawIndirect(BufferRange indirectBuffer)
- {
- if (!_program.IsLinked)
- {
- return;
- }
-
- // TODO: Support quads and other unsupported topologies.
-
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- ResumeTransformFeedbackInternal();
- DrawCount++;
-
- var buffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
- .Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
-
- Gd.Api.CmdDrawIndirect(CommandBuffer, buffer, (ulong)indirectBuffer.Offset, 1, (uint)indirectBuffer.Size);
- }
-
- public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
- {
- if (!Gd.Capabilities.SupportsIndirectParameters)
- {
- // TODO: Fallback for when this is not supported.
- throw new NotSupportedException();
- }
-
- if (!_program.IsLinked)
- {
- return;
- }
-
- // TODO: Support quads and other unsupported topologies.
-
- RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
- BeginRenderPass();
- ResumeTransformFeedbackInternal();
- DrawCount++;
-
- var buffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
- .Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
-
- var countBuffer = Gd.BufferManager
- .GetBuffer(CommandBuffer, parameterBuffer.Handle, parameterBuffer.Offset, parameterBuffer.Size, false)
- .Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
-
- Gd.DrawIndirectCountApi.CmdDrawIndirectCount(
- CommandBuffer,
- buffer,
- (ulong)indirectBuffer.Offset,
- countBuffer,
- (ulong)parameterBuffer.Offset,
- (uint)maxDrawCount,
- (uint)stride);
- }
-
- public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
- {
- if (texture is TextureView srcTexture)
- {
- SupportBufferUpdater.Commit();
-
- var oldCullMode = _newState.CullMode;
- var oldStencilTestEnable = _newState.StencilTestEnable;
- var oldDepthTestEnable = _newState.DepthTestEnable;
- var oldDepthWriteEnable = _newState.DepthWriteEnable;
- var oldTopology = _newState.Topology;
- var oldViewports = DynamicState.Viewports;
- var oldViewportsCount = _newState.ViewportsCount;
-
- _newState.CullMode = CullModeFlags.None;
- _newState.StencilTestEnable = false;
- _newState.DepthTestEnable = false;
- _newState.DepthWriteEnable = false;
- SignalStateChange();
-
- Gd.HelperShader.DrawTexture(
- Gd,
- this,
- srcTexture,
- sampler,
- srcRegion,
- dstRegion);
-
- _newState.CullMode = oldCullMode;
- _newState.StencilTestEnable = oldStencilTestEnable;
- _newState.DepthTestEnable = oldDepthTestEnable;
- _newState.DepthWriteEnable = oldDepthWriteEnable;
- _newState.Topology = oldTopology;
-
- DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
-
- _newState.ViewportsCount = oldViewportsCount;
- SignalStateChange();
- }
- }
-
- public void EndTransformFeedback()
- {
- PauseTransformFeedbackInternal();
- _tfEnabled = false;
- }
-
- public double GetCounterDivisor(CounterType type)
- {
- if (type == CounterType.SamplesPassed)
- {
- return _renderScale[0].X * _renderScale[0].X;
- }
-
- return 1;
- }
-
- public bool IsCommandBufferActive(CommandBuffer cb)
- {
- return CommandBuffer.Handle == cb.Handle;
- }
-
- public void SetAlphaTest(bool enable, float reference, GAL.CompareOp op)
- {
- // This is currently handled using shader specialization, as Vulkan does not support alpha test.
- // In the future, we may want to use this to write the reference value into the support buffer,
- // to avoid creating one version of the shader per reference value used.
- }
-
- public void SetBlendState(AdvancedBlendDescriptor blend)
- {
- for (int index = 0; index < Constants.MaxRenderTargets; index++)
- {
- ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
-
- if (index == 0)
- {
- var blendOp = blend.Op.Convert();
-
- vkBlend = new PipelineColorBlendAttachmentState(
- blendEnable: true,
- colorBlendOp: blendOp,
- alphaBlendOp: blendOp,
- colorWriteMask: vkBlend.ColorWriteMask);
-
- if (Gd.Capabilities.SupportsBlendEquationAdvancedNonPreMultipliedSrcColor)
- {
- _newState.AdvancedBlendSrcPreMultiplied = blend.SrcPreMultiplied;
- }
-
- if (Gd.Capabilities.SupportsBlendEquationAdvancedCorrelatedOverlap)
- {
- _newState.AdvancedBlendOverlap = blend.Overlap.Convert();
- }
- }
- else
- {
- vkBlend = new PipelineColorBlendAttachmentState(
- colorWriteMask: vkBlend.ColorWriteMask);
- }
-
- if (vkBlend.ColorWriteMask == 0)
- {
- _storedBlend[index] = vkBlend;
-
- vkBlend = new PipelineColorBlendAttachmentState();
- }
- }
-
- SignalStateChange();
- }
-
- public void SetBlendState(int index, BlendDescriptor blend)
- {
- ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
-
- if (blend.Enable)
- {
- vkBlend.BlendEnable = blend.Enable;
- vkBlend.SrcColorBlendFactor = blend.ColorSrcFactor.Convert();
- vkBlend.DstColorBlendFactor = blend.ColorDstFactor.Convert();
- vkBlend.ColorBlendOp = blend.ColorOp.Convert();
- vkBlend.SrcAlphaBlendFactor = blend.AlphaSrcFactor.Convert();
- vkBlend.DstAlphaBlendFactor = blend.AlphaDstFactor.Convert();
- vkBlend.AlphaBlendOp = blend.AlphaOp.Convert();
- }
- else
- {
- vkBlend = new PipelineColorBlendAttachmentState(
- colorWriteMask: vkBlend.ColorWriteMask);
- }
-
- if (vkBlend.ColorWriteMask == 0)
- {
- _storedBlend[index] = vkBlend;
-
- vkBlend = new PipelineColorBlendAttachmentState();
- }
-
- DynamicState.SetBlendConstants(
- blend.BlendConstant.Red,
- blend.BlendConstant.Green,
- blend.BlendConstant.Blue,
- blend.BlendConstant.Alpha);
-
- // Reset advanced blend state back defaults to the cache to help the pipeline cache.
- _newState.AdvancedBlendSrcPreMultiplied = true;
- _newState.AdvancedBlendDstPreMultiplied = true;
- _newState.AdvancedBlendOverlap = BlendOverlapEXT.UncorrelatedExt;
-
- SignalStateChange();
- }
-
- public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
- {
- DynamicState.SetDepthBias(factor, units, clamp);
-
- _newState.DepthBiasEnable = enables != 0;
- SignalStateChange();
- }
-
- public void SetDepthClamp(bool clamp)
- {
- _newState.DepthClampEnable = clamp;
- SignalStateChange();
- }
-
- public void SetDepthMode(DepthMode mode)
- {
- // Currently this is emulated on the shader, because Vulkan had no support for changing the depth mode.
- // In the future, we may want to use the VK_EXT_depth_clip_control extension to change it here.
- }
-
- public void SetDepthTest(DepthTestDescriptor depthTest)
- {
- _newState.DepthTestEnable = depthTest.TestEnable;
- _newState.DepthWriteEnable = depthTest.WriteEnable;
- _newState.DepthCompareOp = depthTest.Func.Convert();
- SignalStateChange();
- }
-
- public void SetFaceCulling(bool enable, Face face)
- {
- _newState.CullMode = enable ? face.Convert() : CullModeFlags.None;
- SignalStateChange();
- }
-
- public void SetFrontFace(GAL.FrontFace frontFace)
- {
- _newState.FrontFace = frontFace.Convert();
- SignalStateChange();
- }
-
- public void SetImage(int binding, ITexture image, GAL.Format imageFormat)
- {
- _descriptorSetUpdater.SetImage(binding, image, imageFormat);
- }
-
- public void SetImage(int binding, Auto<DisposableImageView> image)
- {
- _descriptorSetUpdater.SetImage(binding, image);
- }
-
- public void SetIndexBuffer(BufferRange buffer, GAL.IndexType type)
- {
- if (buffer.Handle != BufferHandle.Null)
- {
- _indexBuffer = new IndexBufferState(buffer.Handle, buffer.Offset, buffer.Size, type.Convert());
- }
- else
- {
- _indexBuffer = IndexBufferState.Null;
- }
-
- _needsIndexBufferRebind = true;
- }
-
- public void SetLineParameters(float width, bool smooth)
- {
- _newState.LineWidth = width;
- SignalStateChange();
- }
-
- public void SetLogicOpState(bool enable, LogicalOp op)
- {
- _newState.LogicOpEnable = enable;
- _newState.LogicOp = op.Convert();
- SignalStateChange();
- }
-
- public void SetMultisampleState(MultisampleDescriptor multisample)
- {
- _newState.AlphaToCoverageEnable = multisample.AlphaToCoverageEnable;
- _newState.AlphaToOneEnable = multisample.AlphaToOneEnable;
- SignalStateChange();
- }
-
- public void SetOrigin(Origin origin)
- {
- // TODO.
- }
-
- public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
- {
- _newState.PatchControlPoints = (uint)vertices;
- SignalStateChange();
-
- // TODO: Default levels (likely needs emulation on shaders?)
- }
-
- public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
- {
- // TODO.
- }
-
- public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
- {
- // TODO.
- }
-
- public void SetPrimitiveRestart(bool enable, int index)
- {
- _newState.PrimitiveRestartEnable = enable;
- // TODO: What to do about the index?
- SignalStateChange();
- }
-
- public void SetPrimitiveTopology(GAL.PrimitiveTopology topology)
- {
- _topology = topology;
-
- var vkTopology = Gd.TopologyRemap(topology).Convert();
-
- _newState.Topology = vkTopology;
-
- SignalStateChange();
- }
-
- public void SetProgram(IProgram program)
- {
- var internalProgram = (ShaderCollection)program;
- var stages = internalProgram.GetInfos();
-
- _program = internalProgram;
-
- _descriptorSetUpdater.SetProgram(internalProgram);
-
- _newState.PipelineLayout = internalProgram.PipelineLayout;
- _newState.StagesCount = (uint)stages.Length;
-
- stages.CopyTo(_newState.Stages.AsSpan().Slice(0, stages.Length));
-
- SignalStateChange();
-
- if (_program.IsCompute)
- {
- EndRenderPass();
- }
- }
-
- public void Specialize<T>(in T data) where T : unmanaged
- {
- var dataSpan = MemoryMarshal.AsBytes(MemoryMarshal.CreateReadOnlySpan(ref Unsafe.AsRef(in data), 1));
-
- if (!dataSpan.SequenceEqual(_newState.SpecializationData.Span))
- {
- _newState.SpecializationData = new SpecData(dataSpan);
-
- SignalStateChange();
- }
- }
-
- protected virtual void SignalAttachmentChange()
- {
- }
-
- public void SetRasterizerDiscard(bool discard)
- {
- _newState.RasterizerDiscardEnable = discard;
- SignalStateChange();
- }
-
- public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
- {
- int count = Math.Min(Constants.MaxRenderTargets, componentMask.Length);
- int writtenAttachments = 0;
-
- for (int i = 0; i < count; i++)
- {
- ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
- var newMask = (ColorComponentFlags)componentMask[i];
-
- // When color write mask is 0, remove all blend state to help the pipeline cache.
- // Restore it when the mask becomes non-zero.
- if (vkBlend.ColorWriteMask != newMask)
- {
- if (newMask == 0)
- {
- _storedBlend[i] = vkBlend;
-
- vkBlend = new PipelineColorBlendAttachmentState();
- }
- else if (vkBlend.ColorWriteMask == 0)
- {
- vkBlend = _storedBlend[i];
- }
- }
-
- vkBlend.ColorWriteMask = newMask;
-
- if (componentMask[i] != 0)
- {
- writtenAttachments++;
- }
- }
-
- if (_framebufferUsingColorWriteMask)
- {
- SetRenderTargetsInternal(_preMaskColors, _preMaskDepthStencil, true);
- }
- else
- {
- SignalStateChange();
-
- if (writtenAttachments != _writtenAttachmentCount)
- {
- SignalAttachmentChange();
- _writtenAttachmentCount = writtenAttachments;
- }
- }
- }
-
- private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
- {
- FramebufferParams?.UpdateModifications();
- CreateFramebuffer(colors, depthStencil, filterWriteMasked);
- CreateRenderPass();
- SignalStateChange();
- SignalAttachmentChange();
- }
-
- public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
- {
- _framebufferUsingColorWriteMask = false;
- SetRenderTargetsInternal(colors, depthStencil, Gd.IsTBDR);
- }
-
- public void SetRenderTargetScale(float scale)
- {
- _renderScale[0].X = scale;
- SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
- }
-
- public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
- {
- int maxScissors = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
- int count = Math.Min(maxScissors, regions.Length);
- if (count > 0)
- {
- ClearScissor = regions[0];
- }
-
- for (int i = 0; i < count; i++)
- {
- var region = regions[i];
- var offset = new Offset2D(region.X, region.Y);
- var extent = new Extent2D((uint)region.Width, (uint)region.Height);
-
- DynamicState.SetScissor(i, new Rect2D(offset, extent));
- }
-
- DynamicState.ScissorsCount = count;
-
- _newState.ScissorsCount = (uint)count;
- SignalStateChange();
- }
-
- public void SetStencilTest(StencilTestDescriptor stencilTest)
- {
- DynamicState.SetStencilMasks(
- (uint)stencilTest.BackFuncMask,
- (uint)stencilTest.BackMask,
- (uint)stencilTest.BackFuncRef,
- (uint)stencilTest.FrontFuncMask,
- (uint)stencilTest.FrontMask,
- (uint)stencilTest.FrontFuncRef);
-
- _newState.StencilTestEnable = stencilTest.TestEnable;
- _newState.StencilBackFailOp = stencilTest.BackSFail.Convert();
- _newState.StencilBackPassOp = stencilTest.BackDpPass.Convert();
- _newState.StencilBackDepthFailOp = stencilTest.BackDpFail.Convert();
- _newState.StencilBackCompareOp = stencilTest.BackFunc.Convert();
- _newState.StencilFrontFailOp = stencilTest.FrontSFail.Convert();
- _newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
- _newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
- _newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
- SignalStateChange();
- }
-
- public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
- {
- _descriptorSetUpdater.SetStorageBuffers(CommandBuffer, buffers);
- }
-
- public void SetStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
- {
- _descriptorSetUpdater.SetStorageBuffers(CommandBuffer, first, buffers);
- }
-
- public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
- {
- _descriptorSetUpdater.SetTextureAndSampler(Cbs, stage, binding, texture, sampler);
- }
-
- public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
- {
- PauseTransformFeedbackInternal();
-
- int count = Math.Min(Constants.MaxTransformFeedbackBuffers, buffers.Length);
-
- for (int i = 0; i < count; i++)
- {
- var range = buffers[i];
-
- _transformFeedbackBuffers[i].Dispose();
-
- if (range.Handle != BufferHandle.Null)
- {
- _transformFeedbackBuffers[i] =
- new BufferState(Gd.BufferManager.GetBuffer(CommandBuffer, range.Handle, range.Offset, range.Size, true), range.Offset, range.Size);
- _transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
- }
- else
- {
- _transformFeedbackBuffers[i] = BufferState.Null;
- }
- }
- }
-
- public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
- {
- _descriptorSetUpdater.SetUniformBuffers(CommandBuffer, buffers);
- }
-
- public void SetUserClipDistance(int index, bool enableClip)
- {
- // TODO.
- }
-
- public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
- {
- var formatCapabilities = Gd.FormatCapabilities;
-
- Span<int> newVbScalarSizes = stackalloc int[Constants.MaxVertexBuffers];
-
- int count = Math.Min(Constants.MaxVertexAttributes, vertexAttribs.Length);
- uint dirtyVbSizes = 0;
-
- for (int i = 0; i < count; i++)
- {
- var attribute = vertexAttribs[i];
- var rawIndex = attribute.BufferIndex;
- var bufferIndex = attribute.IsZero ? 0 : rawIndex + 1;
-
- if (!attribute.IsZero)
- {
- newVbScalarSizes[rawIndex] = Math.Max(newVbScalarSizes[rawIndex], attribute.Format.GetScalarSize());
- dirtyVbSizes |= 1u << rawIndex;
- }
-
- _newState.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
- (uint)i,
- (uint)bufferIndex,
- formatCapabilities.ConvertToVertexVkFormat(attribute.Format),
- (uint)attribute.Offset);
- }
-
- while (dirtyVbSizes != 0)
- {
- int dirtyBit = BitOperations.TrailingZeroCount(dirtyVbSizes);
-
- ref var buffer = ref _vertexBuffers[dirtyBit + 1];
-
- if (buffer.AttributeScalarAlignment != newVbScalarSizes[dirtyBit])
- {
- _vertexBuffersDirty |= 1UL << (dirtyBit + 1);
- buffer.AttributeScalarAlignment = newVbScalarSizes[dirtyBit];
- }
-
- dirtyVbSizes &= ~(1u << dirtyBit);
- }
-
- _newState.VertexAttributeDescriptionsCount = (uint)count;
- SignalStateChange();
- }
-
- public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
- {
- int count = Math.Min(Constants.MaxVertexBuffers, vertexBuffers.Length);
-
- _newState.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
-
- int validCount = 1;
-
- for (int i = 0; i < count; i++)
- {
- var vertexBuffer = vertexBuffers[i];
-
- // TODO: Support divisor > 1
- var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
-
- if (vertexBuffer.Buffer.Handle != BufferHandle.Null)
- {
- var vb = Gd.BufferManager.GetBuffer(CommandBuffer, vertexBuffer.Buffer.Handle, false);
- if (vb != null)
- {
- int binding = i + 1;
- int descriptorIndex = validCount++;
-
- _newState.Internal.VertexBindingDescriptions[descriptorIndex] = new VertexInputBindingDescription(
- (uint)binding,
- (uint)vertexBuffer.Stride,
- inputRate);
-
- int vbSize = vertexBuffer.Buffer.Size;
-
- if (Gd.Vendor == Vendor.Amd && !Gd.IsMoltenVk && vertexBuffer.Stride > 0)
- {
- // AMD has a bug where if offset + stride * count is greater than
- // the size, then the last attribute will have the wrong value.
- // As a workaround, simply use the full buffer size.
- int remainder = vbSize % vertexBuffer.Stride;
- if (remainder != 0)
- {
- vbSize += vertexBuffer.Stride - remainder;
- }
- }
-
- ref var buffer = ref _vertexBuffers[binding];
- int oldScalarAlign = buffer.AttributeScalarAlignment;
-
- buffer.Dispose();
-
- if (Gd.Capabilities.VertexBufferAlignment < 2 &&
- (vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
- {
- buffer = new VertexBufferState(
- vb,
- descriptorIndex,
- vertexBuffer.Buffer.Offset,
- vbSize,
- vertexBuffer.Stride);
-
- buffer.BindVertexBuffer(Gd, Cbs, (uint)binding, ref _newState);
- }
- else
- {
- // May need to be rewritten. Bind this buffer before draw.
-
- buffer = new VertexBufferState(
- vertexBuffer.Buffer.Handle,
- descriptorIndex,
- vertexBuffer.Buffer.Offset,
- vbSize,
- vertexBuffer.Stride);
-
- _vertexBuffersDirty |= 1UL << binding;
- }
-
- buffer.AttributeScalarAlignment = oldScalarAlign;
- }
- }
- }
-
- _newState.VertexBindingDescriptionsCount = (uint)validCount;
- SignalStateChange();
- }
-
- public void SetViewports(ReadOnlySpan<GAL.Viewport> viewports, bool disableTransform)
- {
- int maxViewports = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
- int count = Math.Min(maxViewports, viewports.Length);
-
- static float Clamp(float value)
- {
- return Math.Clamp(value, 0f, 1f);
- }
-
- DynamicState.ViewportsCount = (uint)count;
-
- for (int i = 0; i < count; i++)
- {
- var viewport = viewports[i];
-
- DynamicState.SetViewport(i, new Silk.NET.Vulkan.Viewport(
- viewport.Region.X,
- viewport.Region.Y,
- viewport.Region.Width == 0f ? 1f : viewport.Region.Width,
- viewport.Region.Height == 0f ? 1f : viewport.Region.Height,
- Clamp(viewport.DepthNear),
- Clamp(viewport.DepthFar)));
- }
-
- float disableTransformF = disableTransform ? 1.0f : 0.0f;
- if (SupportBufferUpdater.Data.ViewportInverse.W != disableTransformF || disableTransform)
- {
- float scale = _renderScale[0].X;
- SupportBufferUpdater.UpdateViewportInverse(new Vector4<float>
- {
- X = scale * 2f / viewports[0].Region.Width,
- Y = scale * 2f / viewports[0].Region.Height,
- Z = 1,
- W = disableTransformF
- });
- }
-
- _newState.ViewportsCount = (uint)count;
- SignalStateChange();
- }
-
- public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- _indexBuffer.Swap(from, to);
-
- for (int i = 0; i < _vertexBuffers.Length; i++)
- {
- _vertexBuffers[i].Swap(from, to);
- }
-
- for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
- {
- _transformFeedbackBuffers[i].Swap(from, to);
- }
-
- _descriptorSetUpdater.SwapBuffer(from, to);
-
- SignalCommandBufferChange();
- }
-
- public unsafe void TextureBarrier()
- {
- MemoryBarrier memoryBarrier = new MemoryBarrier()
- {
- SType = StructureType.MemoryBarrier,
- SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
- DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit
- };
-
- Gd.Api.CmdPipelineBarrier(
- CommandBuffer,
- PipelineStageFlags.FragmentShaderBit,
- PipelineStageFlags.FragmentShaderBit,
- 0,
- 1,
- memoryBarrier,
- 0,
- null,
- 0,
- null);
- }
-
- public void TextureBarrierTiled()
- {
- TextureBarrier();
- }
-
- public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
- {
- bool changed = false;
-
- for (int index = 0; index < totalCount; index++)
- {
- if (_renderScale[1 + index].X != scales[index])
- {
- _renderScale[1 + index].X = scales[index];
- changed = true;
- }
- }
-
- // Only update fragment count if there are scales after it for the vertex stage.
- if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
- {
- _fragmentScaleCount = fragmentCount;
- SupportBufferUpdater.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
- }
-
- if (changed)
- {
- SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
- }
- }
-
- protected void SignalCommandBufferChange()
- {
- _needsIndexBufferRebind = true;
- _needsTransformFeedbackBuffersRebind = true;
- _vertexBuffersDirty = ulong.MaxValue >> (64 - _vertexBuffers.Length);
-
- _descriptorSetUpdater.SignalCommandBufferChange();
- DynamicState.ForceAllDirty();
- _currentPipelineHandle = 0;
- }
-
- private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
- {
- if (filterWriteMasked)
- {
- // TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
- // due to each attachment being a copy of the real attachment, rather than a direct write.
-
- // Just try to remove duplicate attachments.
- // Save a copy of the array to rebind when mask changes.
-
- void maskOut()
- {
- if (!_framebufferUsingColorWriteMask)
- {
- _preMaskColors = colors.ToArray();
- _preMaskDepthStencil = depthStencil;
- }
-
- // If true, then the framebuffer must be recreated when the mask changes.
- _framebufferUsingColorWriteMask = true;
- }
-
- // Look for textures that are masked out.
-
- for (int i = 0; i < colors.Length; i++)
- {
- if (colors[i] == null)
- {
- continue;
- }
-
- ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
-
- for (int j = 0; j < i; j++)
- {
- // Check each binding for a duplicate binding before it.
-
- if (colors[i] == colors[j])
- {
- // Prefer the binding with no write mask.
- ref var vkBlend2 = ref _newState.Internal.ColorBlendAttachmentState[j];
- if (vkBlend.ColorWriteMask == 0)
- {
- colors[i] = null;
- maskOut();
- }
- else if (vkBlend2.ColorWriteMask == 0)
- {
- colors[j] = null;
- maskOut();
- }
- }
- }
- }
- }
-
- FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
- UpdatePipelineAttachmentFormats();
- }
-
- protected void UpdatePipelineAttachmentFormats()
- {
- var dstAttachmentFormats = _newState.Internal.AttachmentFormats.AsSpan();
- FramebufferParams.AttachmentFormats.CopyTo(dstAttachmentFormats);
-
- for (int i = FramebufferParams.AttachmentFormats.Length; i < dstAttachmentFormats.Length; i++)
- {
- dstAttachmentFormats[i] = 0;
- }
-
- _newState.ColorBlendAttachmentStateCount = (uint)(FramebufferParams.MaxColorAttachmentIndex + 1);
- _newState.HasDepthStencil = FramebufferParams.HasDepthStencil;
- _newState.SamplesCount = FramebufferParams.AttachmentSamples.Length != 0 ? FramebufferParams.AttachmentSamples[0] : 1;
- }
-
- protected unsafe void CreateRenderPass()
- {
- const int MaxAttachments = Constants.MaxRenderTargets + 1;
-
- AttachmentDescription[] attachmentDescs = null;
-
- var subpass = new SubpassDescription()
- {
- PipelineBindPoint = PipelineBindPoint.Graphics
- };
-
- AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
-
- var hasFramebuffer = FramebufferParams != null;
-
- if (hasFramebuffer && FramebufferParams.AttachmentsCount != 0)
- {
- attachmentDescs = new AttachmentDescription[FramebufferParams.AttachmentsCount];
-
- for (int i = 0; i < FramebufferParams.AttachmentsCount; i++)
- {
- attachmentDescs[i] = new AttachmentDescription(
- 0,
- FramebufferParams.AttachmentFormats[i],
- TextureStorage.ConvertToSampleCountFlags(Gd.Capabilities.SupportedSampleCounts, FramebufferParams.AttachmentSamples[i]),
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- ImageLayout.General,
- ImageLayout.General);
- }
-
- int colorAttachmentsCount = FramebufferParams.ColorAttachmentsCount;
-
- if (colorAttachmentsCount > MaxAttachments - 1)
- {
- colorAttachmentsCount = MaxAttachments - 1;
- }
-
- if (colorAttachmentsCount != 0)
- {
- int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex;
- subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
- subpass.PColorAttachments = &attachmentReferences[0];
-
- // Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
- for (int i = 0; i <= maxAttachmentIndex; i++)
- {
- subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
- }
-
- for (int i = 0; i < colorAttachmentsCount; i++)
- {
- int bindIndex = FramebufferParams.AttachmentIndices[i];
-
- subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
- }
- }
-
- if (FramebufferParams.HasDepthStencil)
- {
- uint dsIndex = (uint)FramebufferParams.AttachmentsCount - 1;
-
- subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
- *subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
- }
- }
-
- var subpassDependency = PipelineConverter.CreateSubpassDependency();
-
- fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
- {
- var renderPassCreateInfo = new RenderPassCreateInfo()
- {
- SType = StructureType.RenderPassCreateInfo,
- PAttachments = pAttachmentDescs,
- AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
- PSubpasses = &subpass,
- SubpassCount = 1,
- PDependencies = &subpassDependency,
- DependencyCount = 1
- };
-
- Gd.Api.CreateRenderPass(Device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
-
- _renderPass?.Dispose();
- _renderPass = new Auto<DisposableRenderPass>(new DisposableRenderPass(Gd.Api, Device, renderPass));
- }
-
- EndRenderPass();
-
- _framebuffer?.Dispose();
- _framebuffer = hasFramebuffer ? FramebufferParams.Create(Gd.Api, Cbs, _renderPass) : null;
- }
-
- protected void SignalStateChange()
- {
- _stateDirty = true;
- }
-
- private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
- {
- if (AutoFlush.ShouldFlushDraw(DrawCount))
- {
- Gd.FlushAllCommands();
- }
-
- DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
-
- // Commit changes to the support buffer before drawing.
- SupportBufferUpdater.Commit();
-
- if (_needsIndexBufferRebind && _indexBufferPattern == null)
- {
- _indexBuffer.BindIndexBuffer(Gd, Cbs);
- _needsIndexBufferRebind = false;
- }
-
- if (_needsTransformFeedbackBuffersRebind)
- {
- PauseTransformFeedbackInternal();
-
- for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
- {
- _transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
- }
-
- _needsTransformFeedbackBuffersRebind = false;
- }
-
- if (_vertexBuffersDirty != 0)
- {
- while (_vertexBuffersDirty != 0)
- {
- int i = BitOperations.TrailingZeroCount(_vertexBuffersDirty);
-
- _vertexBuffers[i].BindVertexBuffer(Gd, Cbs, (uint)i, ref _newState);
-
- _vertexBuffersDirty &= ~(1UL << i);
- }
- }
-
- if (_stateDirty || Pbp != pbp)
- {
- CreatePipeline(pbp);
- _stateDirty = false;
- Pbp = pbp;
- }
-
- _descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, pbp);
- }
-
- private void CreatePipeline(PipelineBindPoint pbp)
- {
- // We can only create a pipeline if the have the shader stages set.
- if (_newState.Stages != null)
- {
- if (pbp == PipelineBindPoint.Graphics && _renderPass == null)
- {
- CreateRenderPass();
- }
-
- var pipeline = pbp == PipelineBindPoint.Compute
- ? _newState.CreateComputePipeline(Gd, Device, _program, PipelineCache)
- : _newState.CreateGraphicsPipeline(Gd, Device, _program, PipelineCache, _renderPass.Get(Cbs).Value);
-
- ulong pipelineHandle = pipeline.GetUnsafe().Value.Handle;
-
- if (_currentPipelineHandle != pipelineHandle)
- {
- _currentPipelineHandle = pipelineHandle;
- Pipeline = pipeline;
-
- PauseTransformFeedbackInternal();
- Gd.Api.CmdBindPipeline(CommandBuffer, pbp, Pipeline.Get(Cbs).Value);
- }
- }
- }
-
- private unsafe void BeginRenderPass()
- {
- if (!RenderPassActive)
- {
- var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
- var clearValue = new ClearValue();
-
- var renderPassBeginInfo = new RenderPassBeginInfo()
- {
- SType = StructureType.RenderPassBeginInfo,
- RenderPass = _renderPass.Get(Cbs).Value,
- Framebuffer = _framebuffer.Get(Cbs).Value,
- RenderArea = renderArea,
- PClearValues = &clearValue,
- ClearValueCount = 1
- };
-
- Gd.Api.CmdBeginRenderPass(CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
- RenderPassActive = true;
- }
- }
-
- public void EndRenderPass()
- {
- if (RenderPassActive)
- {
- PauseTransformFeedbackInternal();
- Gd.Api.CmdEndRenderPass(CommandBuffer);
- SignalRenderPassEnd();
- RenderPassActive = false;
- }
- }
-
- protected virtual void SignalRenderPassEnd()
- {
- }
-
- private void PauseTransformFeedbackInternal()
- {
- if (_tfEnabled && _tfActive)
- {
- EndTransformFeedbackInternal();
- _tfActive = false;
- }
- }
-
- private void ResumeTransformFeedbackInternal()
- {
- if (_tfEnabled && !_tfActive)
- {
- BeginTransformFeedbackInternal();
- _tfActive = true;
- }
- }
-
- private unsafe void BeginTransformFeedbackInternal()
- {
- Gd.TransformFeedbackApi.CmdBeginTransformFeedback(CommandBuffer, 0, 0, null, null);
- }
-
- private unsafe void EndTransformFeedbackInternal()
- {
- Gd.TransformFeedbackApi.CmdEndTransformFeedback(CommandBuffer, 0, 0, null, null);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- _renderPass?.Dispose();
- _framebuffer?.Dispose();
- _newState.Dispose();
- _descriptorSetUpdater.Dispose();
-
- for (int i = 0; i < _vertexBuffers.Length; i++)
- {
- _vertexBuffers[i].Dispose();
- }
-
- for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
- {
- _transformFeedbackBuffers[i].Dispose();
- }
-
- Pipeline?.Dispose();
-
- unsafe
- {
- Gd.Api.DestroyPipelineCache(Device, PipelineCache, null);
- }
-
- SupportBufferUpdater.Dispose();
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineConverter.cs b/Ryujinx.Graphics.Vulkan/PipelineConverter.cs
deleted file mode 100644
index da480d9f..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineConverter.cs
+++ /dev/null
@@ -1,318 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class PipelineConverter
- {
- private const AccessFlags SubpassSrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit | AccessFlags.ColorAttachmentWriteBit;
- private const AccessFlags SubpassDstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit | AccessFlags.ShaderReadBit;
-
- public static unsafe DisposableRenderPass ToRenderPass(this ProgramPipelineState state, VulkanRenderer gd, Device device)
- {
- const int MaxAttachments = Constants.MaxRenderTargets + 1;
-
- AttachmentDescription[] attachmentDescs = null;
-
- var subpass = new SubpassDescription()
- {
- PipelineBindPoint = PipelineBindPoint.Graphics
- };
-
- AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
-
- Span<int> attachmentIndices = stackalloc int[MaxAttachments];
- Span<Silk.NET.Vulkan.Format> attachmentFormats = stackalloc Silk.NET.Vulkan.Format[MaxAttachments];
-
- int attachmentCount = 0;
- int colorCount = 0;
- int maxColorAttachmentIndex = -1;
-
- for (int i = 0; i < state.AttachmentEnable.Length; i++)
- {
- if (state.AttachmentEnable[i])
- {
- attachmentFormats[attachmentCount] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
-
- attachmentIndices[attachmentCount++] = i;
- colorCount++;
- maxColorAttachmentIndex = i;
- }
- }
-
- if (state.DepthStencilEnable)
- {
- attachmentFormats[attachmentCount++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
- }
-
- if (attachmentCount != 0)
- {
- attachmentDescs = new AttachmentDescription[attachmentCount];
-
- for (int i = 0; i < attachmentCount; i++)
- {
- int bindIndex = attachmentIndices[i];
-
- attachmentDescs[i] = new AttachmentDescription(
- 0,
- attachmentFormats[i],
- TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)state.SamplesCount),
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- ImageLayout.General,
- ImageLayout.General);
- }
-
- int colorAttachmentsCount = colorCount;
-
- if (colorAttachmentsCount > MaxAttachments - 1)
- {
- colorAttachmentsCount = MaxAttachments - 1;
- }
-
- if (colorAttachmentsCount != 0)
- {
- subpass.ColorAttachmentCount = (uint)maxColorAttachmentIndex + 1;
- subpass.PColorAttachments = &attachmentReferences[0];
-
- // Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
- for (int i = 0; i <= maxColorAttachmentIndex; i++)
- {
- subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
- }
-
- for (int i = 0; i < colorAttachmentsCount; i++)
- {
- int bindIndex = attachmentIndices[i];
-
- subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
- }
- }
-
- if (state.DepthStencilEnable)
- {
- uint dsIndex = (uint)attachmentCount - 1;
-
- subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
- *subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
- }
- }
-
- var subpassDependency = CreateSubpassDependency();
-
- fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
- {
- var renderPassCreateInfo = new RenderPassCreateInfo()
- {
- SType = StructureType.RenderPassCreateInfo,
- PAttachments = pAttachmentDescs,
- AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
- PSubpasses = &subpass,
- SubpassCount = 1,
- PDependencies = &subpassDependency,
- DependencyCount = 1
- };
-
- gd.Api.CreateRenderPass(device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
-
- return new DisposableRenderPass(gd.Api, device, renderPass);
- }
- }
-
- public static SubpassDependency CreateSubpassDependency()
- {
- return new SubpassDependency(
- 0,
- 0,
- PipelineStageFlags.AllGraphicsBit,
- PipelineStageFlags.AllGraphicsBit,
- SubpassSrcAccessMask,
- SubpassDstAccessMask,
- 0);
- }
-
- public unsafe static SubpassDependency2 CreateSubpassDependency2()
- {
- return new SubpassDependency2(
- StructureType.SubpassDependency2,
- null,
- 0,
- 0,
- PipelineStageFlags.AllGraphicsBit,
- PipelineStageFlags.AllGraphicsBit,
- SubpassSrcAccessMask,
- SubpassDstAccessMask,
- 0);
- }
-
- public static PipelineState ToVulkanPipelineState(this ProgramPipelineState state, VulkanRenderer gd)
- {
- PipelineState pipeline = new PipelineState();
- pipeline.Initialize();
-
- // It is assumed that Dynamic State is enabled when this conversion is used.
-
- pipeline.CullMode = state.CullEnable ? state.CullMode.Convert() : CullModeFlags.None;
-
- pipeline.DepthBoundsTestEnable = false; // Not implemented.
-
- pipeline.DepthClampEnable = state.DepthClampEnable;
-
- pipeline.DepthTestEnable = state.DepthTest.TestEnable;
- pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
- pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
-
- pipeline.FrontFace = state.FrontFace.Convert();
-
- pipeline.HasDepthStencil = state.DepthStencilEnable;
- pipeline.LineWidth = state.LineWidth;
- pipeline.LogicOpEnable = state.LogicOpEnable;
- pipeline.LogicOp = state.LogicOp.Convert();
-
- pipeline.MinDepthBounds = 0f; // Not implemented.
- pipeline.MaxDepthBounds = 0f; // Not implemented.
-
- pipeline.PatchControlPoints = state.PatchControlPoints;
- pipeline.PolygonMode = Silk.NET.Vulkan.PolygonMode.Fill; // Not implemented.
- pipeline.PrimitiveRestartEnable = state.PrimitiveRestartEnable;
- pipeline.RasterizerDiscardEnable = state.RasterizerDiscard;
- pipeline.SamplesCount = (uint)state.SamplesCount;
-
- if (gd.Capabilities.SupportsMultiView)
- {
- pipeline.ScissorsCount = Constants.MaxViewports;
- pipeline.ViewportsCount = Constants.MaxViewports;
- }
- else
- {
- pipeline.ScissorsCount = 1;
- pipeline.ViewportsCount = 1;
- }
-
- pipeline.DepthBiasEnable = state.BiasEnable != 0;
-
- // Stencil masks and ref are dynamic, so are 0 in the Vulkan pipeline.
-
- pipeline.StencilFrontFailOp = state.StencilTest.FrontSFail.Convert();
- pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
- pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
- pipeline.StencilFrontCompareOp = state.StencilTest.FrontFunc.Convert();
- pipeline.StencilFrontCompareMask = 0;
- pipeline.StencilFrontWriteMask = 0;
- pipeline.StencilFrontReference = 0;
-
- pipeline.StencilBackFailOp = state.StencilTest.BackSFail.Convert();
- pipeline.StencilBackPassOp = state.StencilTest.BackDpPass.Convert();
- pipeline.StencilBackDepthFailOp = state.StencilTest.BackDpFail.Convert();
- pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
- pipeline.StencilBackCompareMask = 0;
- pipeline.StencilBackWriteMask = 0;
- pipeline.StencilBackReference = 0;
-
- pipeline.StencilTestEnable = state.StencilTest.TestEnable;
-
- pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
-
- int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
- int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
-
- Span<int> vbScalarSizes = stackalloc int[vbCount];
-
- for (int i = 0; i < vaCount; i++)
- {
- var attribute = state.VertexAttribs[i];
- var bufferIndex = attribute.IsZero ? 0 : attribute.BufferIndex + 1;
-
- pipeline.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
- (uint)i,
- (uint)bufferIndex,
- gd.FormatCapabilities.ConvertToVertexVkFormat(attribute.Format),
- (uint)attribute.Offset);
-
- if (!attribute.IsZero && bufferIndex < vbCount)
- {
- vbScalarSizes[bufferIndex - 1] = Math.Max(attribute.Format.GetScalarSize(), vbScalarSizes[bufferIndex - 1]);
- }
- }
-
- int descriptorIndex = 1;
- pipeline.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
-
- for (int i = 0; i < vbCount; i++)
- {
- var vertexBuffer = state.VertexBuffers[i];
-
- if (vertexBuffer.Enable)
- {
- var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
-
- int alignedStride = vertexBuffer.Stride;
-
- if (gd.NeedsVertexBufferAlignment(vbScalarSizes[i], out int alignment))
- {
- alignedStride = BitUtils.AlignUp(vertexBuffer.Stride, alignment);
- }
-
- // TODO: Support divisor > 1
- pipeline.Internal.VertexBindingDescriptions[descriptorIndex++] = new VertexInputBindingDescription(
- (uint)i + 1,
- (uint)alignedStride,
- inputRate);
- }
- }
-
- pipeline.VertexBindingDescriptionsCount = (uint)descriptorIndex;
-
- // NOTE: Viewports, Scissors are dynamic.
-
- for (int i = 0; i < Constants.MaxRenderTargets; i++)
- {
- var blend = state.BlendDescriptors[i];
-
- if (blend.Enable && state.ColorWriteMask[i] != 0)
- {
- pipeline.Internal.ColorBlendAttachmentState[i] = new PipelineColorBlendAttachmentState(
- blend.Enable,
- blend.ColorSrcFactor.Convert(),
- blend.ColorDstFactor.Convert(),
- blend.ColorOp.Convert(),
- blend.AlphaSrcFactor.Convert(),
- blend.AlphaDstFactor.Convert(),
- blend.AlphaOp.Convert(),
- (ColorComponentFlags)state.ColorWriteMask[i]);
- }
- else
- {
- pipeline.Internal.ColorBlendAttachmentState[i] = new PipelineColorBlendAttachmentState(
- colorWriteMask: (ColorComponentFlags)state.ColorWriteMask[i]);
- }
- }
-
- int attachmentCount = 0;
- int maxColorAttachmentIndex = -1;
-
- for (int i = 0; i < Constants.MaxRenderTargets; i++)
- {
- if (state.AttachmentEnable[i])
- {
- pipeline.Internal.AttachmentFormats[attachmentCount++] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
- maxColorAttachmentIndex = i;
- }
- }
-
- if (state.DepthStencilEnable)
- {
- pipeline.Internal.AttachmentFormats[attachmentCount++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
- }
-
- pipeline.ColorBlendAttachmentStateCount = (uint)(maxColorAttachmentIndex + 1);
- pipeline.VertexAttributeDescriptionsCount = (uint)Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
-
- return pipeline;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineDynamicState.cs b/Ryujinx.Graphics.Vulkan/PipelineDynamicState.cs
deleted file mode 100644
index 42ea022a..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineDynamicState.cs
+++ /dev/null
@@ -1,170 +0,0 @@
-using Ryujinx.Common.Memory;
-using Silk.NET.Vulkan;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- struct PipelineDynamicState
- {
- private float _depthBiasSlopeFactor;
- private float _depthBiasConstantFactor;
- private float _depthBiasClamp;
-
- public int ScissorsCount;
- private Array16<Rect2D> _scissors;
-
- private uint _backCompareMask;
- private uint _backWriteMask;
- private uint _backReference;
- private uint _frontCompareMask;
- private uint _frontWriteMask;
- private uint _frontReference;
-
- private Array4<float> _blendConstants;
-
- public uint ViewportsCount;
- public Array16<Viewport> Viewports;
-
- private enum DirtyFlags
- {
- None = 0,
- Blend = 1 << 0,
- DepthBias = 1 << 1,
- Scissor = 1 << 2,
- Stencil = 1 << 3,
- Viewport = 1 << 4,
- All = Blend | DepthBias | Scissor | Stencil | Viewport
- }
-
- private DirtyFlags _dirty;
-
- public void SetBlendConstants(float r, float g, float b, float a)
- {
- _blendConstants[0] = r;
- _blendConstants[1] = g;
- _blendConstants[2] = b;
- _blendConstants[3] = a;
-
- _dirty |= DirtyFlags.Blend;
- }
-
- public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
- {
- _depthBiasSlopeFactor = slopeFactor;
- _depthBiasConstantFactor = constantFactor;
- _depthBiasClamp = clamp;
-
- _dirty |= DirtyFlags.DepthBias;
- }
-
- public void SetScissor(int index, Rect2D scissor)
- {
- _scissors[index] = scissor;
-
- _dirty |= DirtyFlags.Scissor;
- }
-
- public void SetStencilMasks(
- uint backCompareMask,
- uint backWriteMask,
- uint backReference,
- uint frontCompareMask,
- uint frontWriteMask,
- uint frontReference)
- {
- _backCompareMask = backCompareMask;
- _backWriteMask = backWriteMask;
- _backReference = backReference;
- _frontCompareMask = frontCompareMask;
- _frontWriteMask = frontWriteMask;
- _frontReference = frontReference;
-
- _dirty |= DirtyFlags.Stencil;
- }
-
- public void SetViewport(int index, Viewport viewport)
- {
- Viewports[index] = viewport;
-
- _dirty |= DirtyFlags.Viewport;
- }
-
- public void SetViewports(ref Array16<Viewport> viewports, uint viewportsCount)
- {
- Viewports = viewports;
- ViewportsCount = viewportsCount;
-
- if (ViewportsCount != 0)
- {
- _dirty |= DirtyFlags.Viewport;
- }
- }
-
- public void ForceAllDirty()
- {
- _dirty = DirtyFlags.All;
- }
-
- public void ReplayIfDirty(Vk api, CommandBuffer commandBuffer)
- {
- if (_dirty.HasFlag(DirtyFlags.Blend))
- {
- RecordBlend(api, commandBuffer);
- }
-
- if (_dirty.HasFlag(DirtyFlags.DepthBias))
- {
- RecordDepthBias(api, commandBuffer);
- }
-
- if (_dirty.HasFlag(DirtyFlags.Scissor))
- {
- RecordScissor(api, commandBuffer);
- }
-
- if (_dirty.HasFlag(DirtyFlags.Stencil))
- {
- RecordStencilMasks(api, commandBuffer);
- }
-
- if (_dirty.HasFlag(DirtyFlags.Viewport))
- {
- RecordViewport(api, commandBuffer);
- }
-
- _dirty = DirtyFlags.None;
- }
-
- private void RecordBlend(Vk api, CommandBuffer commandBuffer)
- {
- api.CmdSetBlendConstants(commandBuffer, _blendConstants.AsSpan());
- }
-
- private void RecordDepthBias(Vk api, CommandBuffer commandBuffer)
- {
- api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
- }
-
- private void RecordScissor(Vk api, CommandBuffer commandBuffer)
- {
- api.CmdSetScissor(commandBuffer, 0, (uint)ScissorsCount, _scissors.AsSpan());
- }
-
- private void RecordStencilMasks(Vk api, CommandBuffer commandBuffer)
- {
- api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backCompareMask);
- api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backWriteMask);
- api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceBackBit, _backReference);
- api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontCompareMask);
- api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontWriteMask);
- api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontReference);
- }
-
- private void RecordViewport(Vk api, CommandBuffer commandBuffer)
- {
- if (ViewportsCount != 0)
- {
- api.CmdSetViewport(commandBuffer, 0, ViewportsCount, Viewports.AsSpan());
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineFull.cs b/Ryujinx.Graphics.Vulkan/PipelineFull.cs
deleted file mode 100644
index 8026103e..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineFull.cs
+++ /dev/null
@@ -1,314 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Vulkan.Queries;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class PipelineFull : PipelineBase, IPipeline
- {
- private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB
-
- private readonly List<(QueryPool, bool)> _activeQueries;
- private CounterQueueEvent _activeConditionalRender;
-
- private readonly List<BufferedQuery> _pendingQueryCopies;
-
- private ulong _byteWeight;
-
- private List<BufferHolder> _backingSwaps;
-
- public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device)
- {
- _activeQueries = new List<(QueryPool, bool)>();
- _pendingQueryCopies = new();
- _backingSwaps = new();
-
- CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
- }
-
- private void CopyPendingQuery()
- {
- foreach (var query in _pendingQueryCopies)
- {
- query.PoolCopy(Cbs);
- }
-
- _pendingQueryCopies.Clear();
- }
-
- public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
- {
- if (FramebufferParams == null)
- {
- return;
- }
-
- if (componentMask != 0xf)
- {
- // We can't use CmdClearAttachments if not writing all components,
- // because on Vulkan, the pipeline state does not affect clears.
- var dstTexture = FramebufferParams.GetAttachment(index);
- if (dstTexture == null)
- {
- return;
- }
-
- Span<float> clearColor = stackalloc float[4];
- clearColor[0] = color.Red;
- clearColor[1] = color.Green;
- clearColor[2] = color.Blue;
- clearColor[3] = color.Alpha;
-
- // TODO: Clear only the specified layer.
- Gd.HelperShader.Clear(
- Gd,
- dstTexture,
- clearColor,
- componentMask,
- (int)FramebufferParams.Width,
- (int)FramebufferParams.Height,
- FramebufferParams.AttachmentFormats[index],
- FramebufferParams.GetAttachmentComponentType(index),
- ClearScissor);
- }
- else
- {
- ClearRenderTargetColor(index, layer, layerCount, color);
- }
- }
-
- public void EndHostConditionalRendering()
- {
- if (Gd.Capabilities.SupportsConditionalRendering)
- {
- // Gd.ConditionalRenderingApi.CmdEndConditionalRendering(CommandBuffer);
- }
- else
- {
- // throw new NotSupportedException();
- }
-
- _activeConditionalRender?.ReleaseHostAccess();
- _activeConditionalRender = null;
- }
-
- public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
- {
- // Compare an event and a constant value.
- if (value is CounterQueueEvent evt)
- {
- // Easy host conditional rendering when the check matches what GL can do:
- // - Event is of type samples passed.
- // - Result is not a combination of multiple queries.
- // - Comparing against 0.
- // - Event has not already been flushed.
-
- if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
- {
- if (!value.ReserveForHostAccess())
- {
- // If the event has been flushed, then just use the values on the CPU.
- // The query object may already be repurposed for another draw (eg. begin + end).
- return false;
- }
-
- if (Gd.Capabilities.SupportsConditionalRendering)
- {
- var buffer = evt.GetBuffer().Get(Cbs, 0, sizeof(long)).Value;
- var flags = isEqual ? ConditionalRenderingFlagsEXT.InvertedBitExt : 0;
-
- var conditionalRenderingBeginInfo = new ConditionalRenderingBeginInfoEXT()
- {
- SType = StructureType.ConditionalRenderingBeginInfoExt,
- Buffer = buffer,
- Flags = flags
- };
-
- // Gd.ConditionalRenderingApi.CmdBeginConditionalRendering(CommandBuffer, conditionalRenderingBeginInfo);
- }
-
- _activeConditionalRender = evt;
- return true;
- }
- }
-
- // The GPU will flush the queries to CPU and evaluate the condition there instead.
-
- FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
- return false;
- }
-
- public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
- {
- FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
- return false;
- }
-
- private void FlushPendingQuery()
- {
- if (AutoFlush.ShouldFlushQuery())
- {
- FlushCommandsImpl();
- }
- }
-
- public CommandBufferScoped GetPreloadCommandBuffer()
- {
- if (PreloadCbs == null)
- {
- PreloadCbs = Gd.CommandBufferPool.Rent();
- }
-
- return PreloadCbs.Value;
- }
-
- public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
- {
- bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
-
- if (PreloadCbs != null && !usedByCurrentCb)
- {
- usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value);
- }
-
- if (usedByCurrentCb)
- {
- // Since we can only free memory after the command buffer that uses a given resource was executed,
- // keeping the command buffer might cause a high amount of memory to be in use.
- // To prevent that, we force submit command buffers if the memory usage by resources
- // in use by the current command buffer is above a given limit, and those resources were disposed.
- _byteWeight += byteWeight;
-
- if (_byteWeight >= MinByteWeightForFlush)
- {
- FlushCommandsImpl();
- }
- }
- }
-
- private void TryBackingSwaps()
- {
- CommandBufferScoped? cbs = null;
-
- _backingSwaps.RemoveAll((holder) => holder.TryBackingSwap(ref cbs));
-
- cbs?.Dispose();
- }
-
- public void AddBackingSwap(BufferHolder holder)
- {
- _backingSwaps.Add(holder);
- }
-
- public void Restore()
- {
- if (Pipeline != null)
- {
- Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(Cbs).Value);
- }
-
- SignalCommandBufferChange();
-
- DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
- }
-
- public void FlushCommandsImpl()
- {
- AutoFlush.RegisterFlush(DrawCount);
- EndRenderPass();
-
- foreach ((var queryPool, _) in _activeQueries)
- {
- Gd.Api.CmdEndQuery(CommandBuffer, queryPool, 0);
- }
-
- _byteWeight = 0;
-
- if (PreloadCbs != null)
- {
- PreloadCbs.Value.Dispose();
- PreloadCbs = null;
- }
-
- CommandBuffer = (Cbs = Gd.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
- Gd.RegisterFlush();
-
- // Restore per-command buffer state.
-
- foreach ((var queryPool, var isOcclusion) in _activeQueries)
- {
- bool isPrecise = Gd.Capabilities.SupportsPreciseOcclusionQueries && isOcclusion;
-
- Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1);
- Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, isPrecise ? QueryControlFlags.PreciseBit : 0);
- }
-
- Gd.ResetCounterPool();
-
- TryBackingSwaps();
-
- Restore();
- }
-
- public void BeginQuery(BufferedQuery query, QueryPool pool, bool needsReset, bool isOcclusion, bool fromSamplePool)
- {
- if (needsReset)
- {
- EndRenderPass();
-
- Gd.Api.CmdResetQueryPool(CommandBuffer, pool, 0, 1);
-
- if (fromSamplePool)
- {
- // Try reset some additional queries in advance.
-
- Gd.ResetFutureCounters(CommandBuffer, AutoFlush.GetRemainingQueries());
- }
- }
-
- bool isPrecise = Gd.Capabilities.SupportsPreciseOcclusionQueries && isOcclusion;
- Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, isPrecise ? QueryControlFlags.PreciseBit : 0);
-
- _activeQueries.Add((pool, isOcclusion));
- }
-
- public void EndQuery(QueryPool pool)
- {
- Gd.Api.CmdEndQuery(CommandBuffer, pool, 0);
-
- for (int i = 0; i < _activeQueries.Count; i++)
- {
- if (_activeQueries[i].Item1.Handle == pool.Handle)
- {
- _activeQueries.RemoveAt(i);
- break;
- }
- }
- }
-
- public void CopyQueryResults(BufferedQuery query)
- {
- _pendingQueryCopies.Add(query);
-
- if (AutoFlush.RegisterPendingQuery())
- {
- FlushCommandsImpl();
- }
- }
-
- protected override void SignalAttachmentChange()
- {
- if (AutoFlush.ShouldFlushAttachmentChange(DrawCount))
- {
- FlushCommandsImpl();
- }
- }
-
- protected override void SignalRenderPassEnd()
- {
- CopyPendingQuery();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineHelperShader.cs b/Ryujinx.Graphics.Vulkan/PipelineHelperShader.cs
deleted file mode 100644
index b31b72a1..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineHelperShader.cs
+++ /dev/null
@@ -1,59 +0,0 @@
-using Silk.NET.Vulkan;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class PipelineHelperShader : PipelineBase
- {
- public PipelineHelperShader(VulkanRenderer gd, Device device) : base(gd, device)
- {
- }
-
- public void SetRenderTarget(Auto<DisposableImageView> view, uint width, uint height, bool isDepthStencil, VkFormat format)
- {
- SetRenderTarget(view, width, height, 1u, isDepthStencil, format);
- }
-
- public void SetRenderTarget(Auto<DisposableImageView> view, uint width, uint height, uint samples, bool isDepthStencil, VkFormat format)
- {
- CreateFramebuffer(view, width, height, samples, isDepthStencil, format);
- CreateRenderPass();
- SignalStateChange();
- }
-
- private void CreateFramebuffer(Auto<DisposableImageView> view, uint width, uint height, uint samples, bool isDepthStencil, VkFormat format)
- {
- FramebufferParams = new FramebufferParams(Device, view, width, height, samples, isDepthStencil, format);
- UpdatePipelineAttachmentFormats();
- }
-
- public void SetCommandBuffer(CommandBufferScoped cbs)
- {
- CommandBuffer = (Cbs = cbs).CommandBuffer;
-
- // Restore per-command buffer state.
-
- if (Pipeline != null)
- {
- Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(CurrentCommandBuffer).Value);
- }
-
- SignalCommandBufferChange();
- }
-
- public void Finish()
- {
- EndRenderPass();
- }
-
- public void Finish(VulkanRenderer gd, CommandBufferScoped cbs)
- {
- Finish();
-
- if (gd.PipelineInternal.IsCommandBufferActive(cbs.CommandBuffer))
- {
- gd.PipelineInternal.Restore();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineLayoutCache.cs b/Ryujinx.Graphics.Vulkan/PipelineLayoutCache.cs
deleted file mode 100644
index c834fa62..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineLayoutCache.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class PipelineLayoutCache
- {
- private readonly PipelineLayoutCacheEntry[] _plce;
- private readonly List<PipelineLayoutCacheEntry> _plceMinimal;
-
- public PipelineLayoutCache()
- {
- _plce = new PipelineLayoutCacheEntry[1 << Constants.MaxShaderStages];
- _plceMinimal = new List<PipelineLayoutCacheEntry>();
- }
-
- public PipelineLayoutCacheEntry Create(VulkanRenderer gd, Device device, ShaderSource[] shaders)
- {
- var plce = new PipelineLayoutCacheEntry(gd, device, shaders);
- _plceMinimal.Add(plce);
- return plce;
- }
-
- public PipelineLayoutCacheEntry GetOrCreate(VulkanRenderer gd, Device device, uint stages, bool usePd)
- {
- if (_plce[stages] == null)
- {
- _plce[stages] = new PipelineLayoutCacheEntry(gd, device, stages, usePd);
- }
-
- return _plce[stages];
- }
-
- protected virtual unsafe void Dispose(bool disposing)
- {
- if (disposing)
- {
- for (int i = 0; i < _plce.Length; i++)
- {
- _plce[i]?.Dispose();
- }
-
- foreach (var plce in _plceMinimal)
- {
- plce.Dispose();
- }
-
- _plceMinimal.Clear();
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineLayoutCacheEntry.cs b/Ryujinx.Graphics.Vulkan/PipelineLayoutCacheEntry.cs
deleted file mode 100644
index 2c966115..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineLayoutCacheEntry.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class PipelineLayoutCacheEntry
- {
- private readonly VulkanRenderer _gd;
- private readonly Device _device;
-
- public DescriptorSetLayout[] DescriptorSetLayouts { get; }
- public PipelineLayout PipelineLayout { get; }
-
- private readonly List<Auto<DescriptorSetCollection>>[][] _dsCache;
- private readonly int[] _dsCacheCursor;
- private int _dsLastCbIndex;
-
- private PipelineLayoutCacheEntry(VulkanRenderer gd, Device device)
- {
- _gd = gd;
- _device = device;
-
- _dsCache = new List<Auto<DescriptorSetCollection>>[CommandBufferPool.MaxCommandBuffers][];
-
- for (int i = 0; i < CommandBufferPool.MaxCommandBuffers; i++)
- {
- _dsCache[i] = new List<Auto<DescriptorSetCollection>>[PipelineBase.DescriptorSetLayouts];
-
- for (int j = 0; j < PipelineBase.DescriptorSetLayouts; j++)
- {
- _dsCache[i][j] = new List<Auto<DescriptorSetCollection>>();
- }
- }
-
- _dsCacheCursor = new int[PipelineBase.DescriptorSetLayouts];
- }
-
- public PipelineLayoutCacheEntry(VulkanRenderer gd, Device device, uint stages, bool usePd) : this(gd, device)
- {
- DescriptorSetLayouts = PipelineLayoutFactory.Create(gd, device, stages, usePd, out var pipelineLayout);
- PipelineLayout = pipelineLayout;
- }
-
- public PipelineLayoutCacheEntry(VulkanRenderer gd, Device device, ShaderSource[] shaders) : this(gd, device)
- {
- DescriptorSetLayouts = PipelineLayoutFactory.CreateMinimal(gd, device, shaders, out var pipelineLayout);
- PipelineLayout = pipelineLayout;
- }
-
- public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
- VulkanRenderer gd,
- int commandBufferIndex,
- int setIndex,
- out bool isNew)
- {
- if (_dsLastCbIndex != commandBufferIndex)
- {
- _dsLastCbIndex = commandBufferIndex;
-
- for (int i = 0; i < PipelineBase.DescriptorSetLayouts; i++)
- {
- _dsCacheCursor[i] = 0;
- }
- }
-
- var list = _dsCache[commandBufferIndex][setIndex];
- int index = _dsCacheCursor[setIndex]++;
- if (index == list.Count)
- {
- var dsc = gd.DescriptorSetManager.AllocateDescriptorSet(gd.Api, DescriptorSetLayouts[setIndex]);
- list.Add(dsc);
- isNew = true;
- return dsc;
- }
-
- isNew = false;
- return list[index];
- }
-
- protected virtual unsafe void Dispose(bool disposing)
- {
- if (disposing)
- {
- for (int i = 0; i < _dsCache.Length; i++)
- {
- for (int j = 0; j < _dsCache[i].Length; j++)
- {
- for (int k = 0; k < _dsCache[i][j].Count; k++)
- {
- _dsCache[i][j][k].Dispose();
- }
-
- _dsCache[i][j].Clear();
- }
- }
-
- _gd.Api.DestroyPipelineLayout(_device, PipelineLayout, null);
-
- for (int i = 0; i < DescriptorSetLayouts.Length; i++)
- {
- _gd.Api.DestroyDescriptorSetLayout(_device, DescriptorSetLayouts[i], null);
- }
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineLayoutFactory.cs b/Ryujinx.Graphics.Vulkan/PipelineLayoutFactory.cs
deleted file mode 100644
index 96b3b3b1..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineLayoutFactory.cs
+++ /dev/null
@@ -1,244 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System.Collections.Generic;
-using System.Numerics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class PipelineLayoutFactory
- {
- private const ShaderStageFlags SupportBufferStages =
- ShaderStageFlags.VertexBit |
- ShaderStageFlags.FragmentBit |
- ShaderStageFlags.ComputeBit;
-
- public static unsafe DescriptorSetLayout[] Create(VulkanRenderer gd, Device device, uint stages, bool usePd, out PipelineLayout layout)
- {
- int stagesCount = BitOperations.PopCount(stages);
-
- int uCount = Constants.MaxUniformBuffersPerStage * stagesCount + 1;
- int tCount = Constants.MaxTexturesPerStage * 2 * stagesCount;
- int iCount = Constants.MaxImagesPerStage * 2 * stagesCount;
-
- DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
- DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[stagesCount];
- DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
- DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
-
- uLayoutBindings[0] = new DescriptorSetLayoutBinding
- {
- Binding = 0,
- DescriptorType = DescriptorType.UniformBuffer,
- DescriptorCount = 1,
- StageFlags = SupportBufferStages
- };
-
- int iter = 0;
-
- while (stages != 0)
- {
- int stage = BitOperations.TrailingZeroCount(stages);
- stages &= ~(1u << stage);
-
- var stageFlags = stage switch
- {
- 1 => ShaderStageFlags.FragmentBit,
- 2 => ShaderStageFlags.GeometryBit,
- 3 => ShaderStageFlags.TessellationControlBit,
- 4 => ShaderStageFlags.TessellationEvaluationBit,
- _ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
- };
-
- void Set(DescriptorSetLayoutBinding* bindings, int maxPerStage, DescriptorType type, int start, int skip)
- {
- int totalPerStage = maxPerStage * skip;
-
- for (int i = 0; i < maxPerStage; i++)
- {
- bindings[start + iter * totalPerStage + i] = new DescriptorSetLayoutBinding
- {
- Binding = (uint)(start + stage * totalPerStage + i),
- DescriptorType = type,
- DescriptorCount = 1,
- StageFlags = stageFlags
- };
- }
- }
-
- void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
- {
- bindings[start + iter] = new DescriptorSetLayoutBinding
- {
- Binding = (uint)(start + stage * maxPerStage),
- DescriptorType = DescriptorType.StorageBuffer,
- DescriptorCount = (uint)maxPerStage,
- StageFlags = stageFlags
- };
- }
-
- Set(uLayoutBindings, Constants.MaxUniformBuffersPerStage, DescriptorType.UniformBuffer, 1, 1);
- SetStorage(sLayoutBindings, Constants.MaxStorageBuffersPerStage);
- Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.CombinedImageSampler, 0, 2);
- Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.UniformTexelBuffer, Constants.MaxTexturesPerStage, 2);
- Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageImage, 0, 2);
- Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageTexelBuffer, Constants.MaxImagesPerStage, 2);
-
- iter++;
- }
-
- DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
-
- var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = uLayoutBindings,
- BindingCount = (uint)uCount,
- Flags = usePd ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : 0
- };
-
- var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = sLayoutBindings,
- BindingCount = (uint)stagesCount
- };
-
- var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = tLayoutBindings,
- BindingCount = (uint)tCount
- };
-
- var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = iLayoutBindings,
- BindingCount = (uint)iCount
- };
-
- gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
-
- fixed (DescriptorSetLayout* pLayouts = layouts)
- {
- var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
- {
- SType = StructureType.PipelineLayoutCreateInfo,
- PSetLayouts = pLayouts,
- SetLayoutCount = PipelineBase.DescriptorSetLayouts
- };
-
- gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
- }
-
- return layouts;
- }
-
- public static unsafe DescriptorSetLayout[] CreateMinimal(VulkanRenderer gd, Device device, ShaderSource[] shaders, out PipelineLayout layout)
- {
- int stagesCount = shaders.Length;
-
- int uCount = 0;
- int sCount = 0;
- int tCount = 0;
- int iCount = 0;
-
- foreach (var shader in shaders)
- {
- uCount += shader.Bindings.UniformBufferBindings.Count;
- sCount += shader.Bindings.StorageBufferBindings.Count;
- tCount += shader.Bindings.TextureBindings.Count;
- iCount += shader.Bindings.ImageBindings.Count;
- }
-
- DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
- DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[sCount];
- DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
- DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
-
- int uIndex = 0;
- int sIndex = 0;
- int tIndex = 0;
- int iIndex = 0;
-
- foreach (var shader in shaders)
- {
- var stageFlags = shader.Stage.Convert();
-
- void Set(DescriptorSetLayoutBinding* bindings, DescriptorType type, ref int start, IEnumerable<int> bds)
- {
- foreach (var b in bds)
- {
- bindings[start++] = new DescriptorSetLayoutBinding
- {
- Binding = (uint)b,
- DescriptorType = type,
- DescriptorCount = 1,
- StageFlags = stageFlags
- };
- }
- }
-
- // TODO: Support buffer textures and images here.
- // This is only used for the helper shaders on the backend, and we don't use buffer textures on them
- // so far, so it's not really necessary right now.
- Set(uLayoutBindings, DescriptorType.UniformBuffer, ref uIndex, shader.Bindings.UniformBufferBindings);
- Set(sLayoutBindings, DescriptorType.StorageBuffer, ref sIndex, shader.Bindings.StorageBufferBindings);
- Set(tLayoutBindings, DescriptorType.CombinedImageSampler, ref tIndex, shader.Bindings.TextureBindings);
- Set(iLayoutBindings, DescriptorType.StorageImage, ref iIndex, shader.Bindings.ImageBindings);
- }
-
- DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
-
- var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = uLayoutBindings,
- BindingCount = (uint)uCount
- };
-
- var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = sLayoutBindings,
- BindingCount = (uint)sCount
- };
-
- var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = tLayoutBindings,
- BindingCount = (uint)tCount
- };
-
- var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
- {
- SType = StructureType.DescriptorSetLayoutCreateInfo,
- PBindings = iLayoutBindings,
- BindingCount = (uint)iCount
- };
-
- gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
- gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
-
- fixed (DescriptorSetLayout* pLayouts = layouts)
- {
- var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
- {
- SType = StructureType.PipelineLayoutCreateInfo,
- PSetLayouts = pLayouts,
- SetLayoutCount = PipelineBase.DescriptorSetLayouts
- };
-
- gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
- }
-
- return layouts;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineState.cs b/Ryujinx.Graphics.Vulkan/PipelineState.cs
deleted file mode 100644
index dccc8ce6..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineState.cs
+++ /dev/null
@@ -1,621 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- struct PipelineState : IDisposable
- {
- private const int RequiredSubgroupSize = 32;
-
- public PipelineUid Internal;
-
- public float LineWidth
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id0 >> 0) & 0xFFFFFFFF));
- set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFF00000000) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 0);
- }
-
- public float DepthBiasClamp
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id0 >> 32) & 0xFFFFFFFF));
- set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFF) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 32);
- }
-
- public float DepthBiasConstantFactor
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id1 >> 0) & 0xFFFFFFFF));
- set => Internal.Id1 = (Internal.Id1 & 0xFFFFFFFF00000000) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 0);
- }
-
- public float DepthBiasSlopeFactor
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id1 >> 32) & 0xFFFFFFFF));
- set => Internal.Id1 = (Internal.Id1 & 0xFFFFFFFF) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 32);
- }
-
- public uint StencilFrontCompareMask
- {
- get => (uint)((Internal.Id2 >> 0) & 0xFFFFFFFF);
- set => Internal.Id2 = (Internal.Id2 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
- }
-
- public uint StencilFrontWriteMask
- {
- get => (uint)((Internal.Id2 >> 32) & 0xFFFFFFFF);
- set => Internal.Id2 = (Internal.Id2 & 0xFFFFFFFF) | ((ulong)value << 32);
- }
-
- public uint StencilFrontReference
- {
- get => (uint)((Internal.Id3 >> 0) & 0xFFFFFFFF);
- set => Internal.Id3 = (Internal.Id3 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
- }
-
- public uint StencilBackCompareMask
- {
- get => (uint)((Internal.Id3 >> 32) & 0xFFFFFFFF);
- set => Internal.Id3 = (Internal.Id3 & 0xFFFFFFFF) | ((ulong)value << 32);
- }
-
- public uint StencilBackWriteMask
- {
- get => (uint)((Internal.Id4 >> 0) & 0xFFFFFFFF);
- set => Internal.Id4 = (Internal.Id4 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
- }
-
- public uint StencilBackReference
- {
- get => (uint)((Internal.Id4 >> 32) & 0xFFFFFFFF);
- set => Internal.Id4 = (Internal.Id4 & 0xFFFFFFFF) | ((ulong)value << 32);
- }
-
- public float MinDepthBounds
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id5 >> 0) & 0xFFFFFFFF));
- set => Internal.Id5 = (Internal.Id5 & 0xFFFFFFFF00000000) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 0);
- }
-
- public float MaxDepthBounds
- {
- get => BitConverter.Int32BitsToSingle((int)((Internal.Id5 >> 32) & 0xFFFFFFFF));
- set => Internal.Id5 = (Internal.Id5 & 0xFFFFFFFF) | ((ulong)(uint)BitConverter.SingleToInt32Bits(value) << 32);
- }
-
- public PolygonMode PolygonMode
- {
- get => (PolygonMode)((Internal.Id6 >> 0) & 0x3FFFFFFF);
- set => Internal.Id6 = (Internal.Id6 & 0xFFFFFFFFC0000000) | ((ulong)value << 0);
- }
-
- public uint StagesCount
- {
- get => (byte)((Internal.Id6 >> 30) & 0xFF);
- set => Internal.Id6 = (Internal.Id6 & 0xFFFFFFC03FFFFFFF) | ((ulong)value << 30);
- }
-
- public uint VertexAttributeDescriptionsCount
- {
- get => (byte)((Internal.Id6 >> 38) & 0xFF);
- set => Internal.Id6 = (Internal.Id6 & 0xFFFFC03FFFFFFFFF) | ((ulong)value << 38);
- }
-
- public uint VertexBindingDescriptionsCount
- {
- get => (byte)((Internal.Id6 >> 46) & 0xFF);
- set => Internal.Id6 = (Internal.Id6 & 0xFFC03FFFFFFFFFFF) | ((ulong)value << 46);
- }
-
- public uint ViewportsCount
- {
- get => (byte)((Internal.Id6 >> 54) & 0xFF);
- set => Internal.Id6 = (Internal.Id6 & 0xC03FFFFFFFFFFFFF) | ((ulong)value << 54);
- }
-
- public uint ScissorsCount
- {
- get => (byte)((Internal.Id7 >> 0) & 0xFF);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFFFFFFF00) | ((ulong)value << 0);
- }
-
- public uint ColorBlendAttachmentStateCount
- {
- get => (byte)((Internal.Id7 >> 8) & 0xFF);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFFFFF00FF) | ((ulong)value << 8);
- }
-
- public PrimitiveTopology Topology
- {
- get => (PrimitiveTopology)((Internal.Id7 >> 16) & 0xF);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFFFF0FFFF) | ((ulong)value << 16);
- }
-
- public LogicOp LogicOp
- {
- get => (LogicOp)((Internal.Id7 >> 20) & 0xF);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFFF0FFFFF) | ((ulong)value << 20);
- }
-
- public CompareOp DepthCompareOp
- {
- get => (CompareOp)((Internal.Id7 >> 24) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFF8FFFFFF) | ((ulong)value << 24);
- }
-
- public StencilOp StencilFrontFailOp
- {
- get => (StencilOp)((Internal.Id7 >> 27) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFFC7FFFFFF) | ((ulong)value << 27);
- }
-
- public StencilOp StencilFrontPassOp
- {
- get => (StencilOp)((Internal.Id7 >> 30) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFFE3FFFFFFF) | ((ulong)value << 30);
- }
-
- public StencilOp StencilFrontDepthFailOp
- {
- get => (StencilOp)((Internal.Id7 >> 33) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFFF1FFFFFFFF) | ((ulong)value << 33);
- }
-
- public CompareOp StencilFrontCompareOp
- {
- get => (CompareOp)((Internal.Id7 >> 36) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFF8FFFFFFFFF) | ((ulong)value << 36);
- }
-
- public StencilOp StencilBackFailOp
- {
- get => (StencilOp)((Internal.Id7 >> 39) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFFC7FFFFFFFFF) | ((ulong)value << 39);
- }
-
- public StencilOp StencilBackPassOp
- {
- get => (StencilOp)((Internal.Id7 >> 42) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFFE3FFFFFFFFFF) | ((ulong)value << 42);
- }
-
- public StencilOp StencilBackDepthFailOp
- {
- get => (StencilOp)((Internal.Id7 >> 45) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFFF1FFFFFFFFFFF) | ((ulong)value << 45);
- }
-
- public CompareOp StencilBackCompareOp
- {
- get => (CompareOp)((Internal.Id7 >> 48) & 0x7);
- set => Internal.Id7 = (Internal.Id7 & 0xFFF8FFFFFFFFFFFF) | ((ulong)value << 48);
- }
-
- public CullModeFlags CullMode
- {
- get => (CullModeFlags)((Internal.Id7 >> 51) & 0x3);
- set => Internal.Id7 = (Internal.Id7 & 0xFFE7FFFFFFFFFFFF) | ((ulong)value << 51);
- }
-
- public bool PrimitiveRestartEnable
- {
- get => ((Internal.Id7 >> 53) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xFFDFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 53);
- }
-
- public bool DepthClampEnable
- {
- get => ((Internal.Id7 >> 54) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xFFBFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 54);
- }
-
- public bool RasterizerDiscardEnable
- {
- get => ((Internal.Id7 >> 55) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xFF7FFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 55);
- }
-
- public FrontFace FrontFace
- {
- get => (FrontFace)((Internal.Id7 >> 56) & 0x1);
- set => Internal.Id7 = (Internal.Id7 & 0xFEFFFFFFFFFFFFFF) | ((ulong)value << 56);
- }
-
- public bool DepthBiasEnable
- {
- get => ((Internal.Id7 >> 57) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xFDFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 57);
- }
-
- public bool DepthTestEnable
- {
- get => ((Internal.Id7 >> 58) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xFBFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 58);
- }
-
- public bool DepthWriteEnable
- {
- get => ((Internal.Id7 >> 59) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xF7FFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 59);
- }
-
- public bool DepthBoundsTestEnable
- {
- get => ((Internal.Id7 >> 60) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xEFFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 60);
- }
-
- public bool StencilTestEnable
- {
- get => ((Internal.Id7 >> 61) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xDFFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 61);
- }
-
- public bool LogicOpEnable
- {
- get => ((Internal.Id7 >> 62) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0xBFFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 62);
- }
-
- public bool HasDepthStencil
- {
- get => ((Internal.Id7 >> 63) & 0x1) != 0UL;
- set => Internal.Id7 = (Internal.Id7 & 0x7FFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 63);
- }
-
- public uint PatchControlPoints
- {
- get => (uint)((Internal.Id8 >> 0) & 0xFFFFFFFF);
- set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
- }
-
- public uint SamplesCount
- {
- get => (uint)((Internal.Id8 >> 32) & 0xFFFFFFFF);
- set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFF) | ((ulong)value << 32);
- }
-
- public bool AlphaToCoverageEnable
- {
- get => ((Internal.Id9 >> 0) & 0x1) != 0UL;
- set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFFE) | ((value ? 1UL : 0UL) << 0);
- }
-
- public bool AlphaToOneEnable
- {
- get => ((Internal.Id9 >> 1) & 0x1) != 0UL;
- set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFFD) | ((value ? 1UL : 0UL) << 1);
- }
-
- public bool AdvancedBlendSrcPreMultiplied
- {
- get => ((Internal.Id9 >> 2) & 0x1) != 0UL;
- set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFFB) | ((value ? 1UL : 0UL) << 2);
- }
-
- public bool AdvancedBlendDstPreMultiplied
- {
- get => ((Internal.Id9 >> 3) & 0x1) != 0UL;
- set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFF7) | ((value ? 1UL : 0UL) << 3);
- }
-
- public BlendOverlapEXT AdvancedBlendOverlap
- {
- get => (BlendOverlapEXT)((Internal.Id9 >> 4) & 0x3);
- set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFCF) | ((ulong)value << 4);
- }
-
- public NativeArray<PipelineShaderStageCreateInfo> Stages;
- public NativeArray<PipelineShaderStageRequiredSubgroupSizeCreateInfoEXT> StageRequiredSubgroupSizes;
- public PipelineLayout PipelineLayout;
- public SpecData SpecializationData;
-
- public void Initialize()
- {
- Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
- StageRequiredSubgroupSizes = new NativeArray<PipelineShaderStageRequiredSubgroupSizeCreateInfoEXT>(Constants.MaxShaderStages);
-
- for (int index = 0; index < Constants.MaxShaderStages; index++)
- {
- StageRequiredSubgroupSizes[index] = new PipelineShaderStageRequiredSubgroupSizeCreateInfoEXT()
- {
- SType = StructureType.PipelineShaderStageRequiredSubgroupSizeCreateInfoExt,
- RequiredSubgroupSize = RequiredSubgroupSize
- };
- }
-
- AdvancedBlendSrcPreMultiplied = true;
- AdvancedBlendDstPreMultiplied = true;
- AdvancedBlendOverlap = BlendOverlapEXT.UncorrelatedExt;
-
- LineWidth = 1f;
- SamplesCount = 1;
- }
-
- public unsafe Auto<DisposablePipeline> CreateComputePipeline(
- VulkanRenderer gd,
- Device device,
- ShaderCollection program,
- PipelineCache cache)
- {
- if (program.TryGetComputePipeline(ref SpecializationData, out var pipeline))
- {
- return pipeline;
- }
-
- if (gd.Capabilities.SupportsSubgroupSizeControl)
- {
- UpdateStageRequiredSubgroupSizes(gd, 1);
- }
-
- var pipelineCreateInfo = new ComputePipelineCreateInfo()
- {
- SType = StructureType.ComputePipelineCreateInfo,
- Stage = Stages[0],
- BasePipelineIndex = -1,
- Layout = PipelineLayout
- };
-
- Pipeline pipelineHandle = default;
-
- bool hasSpec = program.SpecDescriptions != null;
-
- var desc = hasSpec ? program.SpecDescriptions[0] : SpecDescription.Empty;
-
- if (hasSpec && SpecializationData.Length < (int)desc.Info.DataSize)
- {
- throw new InvalidOperationException("Specialization data size does not match description");
- }
-
- fixed (SpecializationInfo* info = &desc.Info)
- fixed (SpecializationMapEntry* map = desc.Map)
- fixed (byte* data = SpecializationData.Span)
- {
- if (hasSpec)
- {
- info->PMapEntries = map;
- info->PData = data;
- pipelineCreateInfo.Stage.PSpecializationInfo = info;
- }
-
- gd.Api.CreateComputePipelines(device, cache, 1, &pipelineCreateInfo, null, &pipelineHandle).ThrowOnError();
- }
-
- pipeline = new Auto<DisposablePipeline>(new DisposablePipeline(gd.Api, device, pipelineHandle));
-
- program.AddComputePipeline(ref SpecializationData, pipeline);
-
- return pipeline;
- }
-
- public unsafe Auto<DisposablePipeline> CreateGraphicsPipeline(
- VulkanRenderer gd,
- Device device,
- ShaderCollection program,
- PipelineCache cache,
- RenderPass renderPass)
- {
- if (program.TryGetGraphicsPipeline(ref Internal, out var pipeline))
- {
- return pipeline;
- }
-
- Pipeline pipelineHandle = default;
-
- fixed (VertexInputAttributeDescription* pVertexAttributeDescriptions = &Internal.VertexAttributeDescriptions[0])
- fixed (VertexInputBindingDescription* pVertexBindingDescriptions = &Internal.VertexBindingDescriptions[0])
- fixed (Viewport* pViewports = &Internal.Viewports[0])
- fixed (Rect2D* pScissors = &Internal.Scissors[0])
- fixed (PipelineColorBlendAttachmentState* pColorBlendAttachmentState = &Internal.ColorBlendAttachmentState[0])
- {
- var vertexInputState = new PipelineVertexInputStateCreateInfo
- {
- SType = StructureType.PipelineVertexInputStateCreateInfo,
- VertexAttributeDescriptionCount = VertexAttributeDescriptionsCount,
- PVertexAttributeDescriptions = pVertexAttributeDescriptions,
- VertexBindingDescriptionCount = VertexBindingDescriptionsCount,
- PVertexBindingDescriptions = pVertexBindingDescriptions
- };
-
- bool primitiveRestartEnable = PrimitiveRestartEnable;
-
- bool topologySupportsRestart;
-
- if (gd.Capabilities.SupportsPrimitiveTopologyListRestart)
- {
- topologySupportsRestart = gd.Capabilities.SupportsPrimitiveTopologyPatchListRestart || Topology != PrimitiveTopology.PatchList;
- }
- else
- {
- topologySupportsRestart = Topology == PrimitiveTopology.LineStrip ||
- Topology == PrimitiveTopology.TriangleStrip ||
- Topology == PrimitiveTopology.TriangleFan ||
- Topology == PrimitiveTopology.LineStripWithAdjacency ||
- Topology == PrimitiveTopology.TriangleStripWithAdjacency;
- }
-
- primitiveRestartEnable &= topologySupportsRestart;
-
- var inputAssemblyState = new PipelineInputAssemblyStateCreateInfo()
- {
- SType = StructureType.PipelineInputAssemblyStateCreateInfo,
- PrimitiveRestartEnable = primitiveRestartEnable,
- Topology = Topology
- };
-
- var tessellationState = new PipelineTessellationStateCreateInfo()
- {
- SType = StructureType.PipelineTessellationStateCreateInfo,
- PatchControlPoints = PatchControlPoints
- };
-
- var rasterizationState = new PipelineRasterizationStateCreateInfo()
- {
- SType = StructureType.PipelineRasterizationStateCreateInfo,
- DepthClampEnable = DepthClampEnable,
- RasterizerDiscardEnable = RasterizerDiscardEnable,
- PolygonMode = PolygonMode,
- LineWidth = LineWidth,
- CullMode = CullMode,
- FrontFace = FrontFace,
- DepthBiasEnable = DepthBiasEnable,
- DepthBiasClamp = DepthBiasClamp,
- DepthBiasConstantFactor = DepthBiasConstantFactor,
- DepthBiasSlopeFactor = DepthBiasSlopeFactor
- };
-
- var viewportState = new PipelineViewportStateCreateInfo()
- {
- SType = StructureType.PipelineViewportStateCreateInfo,
- ViewportCount = ViewportsCount,
- PViewports = pViewports,
- ScissorCount = ScissorsCount,
- PScissors = pScissors
- };
-
- var multisampleState = new PipelineMultisampleStateCreateInfo
- {
- SType = StructureType.PipelineMultisampleStateCreateInfo,
- SampleShadingEnable = false,
- RasterizationSamples = TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, SamplesCount),
- MinSampleShading = 1,
- AlphaToCoverageEnable = AlphaToCoverageEnable,
- AlphaToOneEnable = AlphaToOneEnable
- };
-
- var stencilFront = new StencilOpState(
- StencilFrontFailOp,
- StencilFrontPassOp,
- StencilFrontDepthFailOp,
- StencilFrontCompareOp,
- StencilFrontCompareMask,
- StencilFrontWriteMask,
- StencilFrontReference);
-
- var stencilBack = new StencilOpState(
- StencilBackFailOp,
- StencilBackPassOp,
- StencilBackDepthFailOp,
- StencilBackCompareOp,
- StencilBackCompareMask,
- StencilBackWriteMask,
- StencilBackReference);
-
- var depthStencilState = new PipelineDepthStencilStateCreateInfo()
- {
- SType = StructureType.PipelineDepthStencilStateCreateInfo,
- DepthTestEnable = DepthTestEnable,
- DepthWriteEnable = DepthWriteEnable,
- DepthCompareOp = DepthCompareOp,
- DepthBoundsTestEnable = DepthBoundsTestEnable,
- StencilTestEnable = StencilTestEnable,
- Front = stencilFront,
- Back = stencilBack,
- MinDepthBounds = MinDepthBounds,
- MaxDepthBounds = MaxDepthBounds
- };
-
- var colorBlendState = new PipelineColorBlendStateCreateInfo()
- {
- SType = StructureType.PipelineColorBlendStateCreateInfo,
- LogicOpEnable = LogicOpEnable,
- LogicOp = LogicOp,
- AttachmentCount = ColorBlendAttachmentStateCount,
- PAttachments = pColorBlendAttachmentState
- };
-
- PipelineColorBlendAdvancedStateCreateInfoEXT colorBlendAdvancedState;
-
- if (!AdvancedBlendSrcPreMultiplied ||
- !AdvancedBlendDstPreMultiplied ||
- AdvancedBlendOverlap != BlendOverlapEXT.UncorrelatedExt)
- {
- colorBlendAdvancedState = new PipelineColorBlendAdvancedStateCreateInfoEXT()
- {
- SType = StructureType.PipelineColorBlendAdvancedStateCreateInfoExt,
- SrcPremultiplied = AdvancedBlendSrcPreMultiplied,
- DstPremultiplied = AdvancedBlendDstPreMultiplied,
- BlendOverlap = AdvancedBlendOverlap
- };
-
- colorBlendState.PNext = &colorBlendAdvancedState;
- }
-
- bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
- int dynamicStatesCount = supportsExtDynamicState ? 9 : 8;
-
- DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
-
- dynamicStates[0] = DynamicState.Viewport;
- dynamicStates[1] = DynamicState.Scissor;
- dynamicStates[2] = DynamicState.DepthBias;
- dynamicStates[3] = DynamicState.DepthBounds;
- dynamicStates[4] = DynamicState.StencilCompareMask;
- dynamicStates[5] = DynamicState.StencilWriteMask;
- dynamicStates[6] = DynamicState.StencilReference;
- dynamicStates[7] = DynamicState.BlendConstants;
-
- if (supportsExtDynamicState)
- {
- dynamicStates[8] = DynamicState.VertexInputBindingStrideExt;
- }
-
- var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo()
- {
- SType = StructureType.PipelineDynamicStateCreateInfo,
- DynamicStateCount = (uint)dynamicStatesCount,
- PDynamicStates = dynamicStates
- };
-
- if (gd.Capabilities.SupportsSubgroupSizeControl)
- {
- UpdateStageRequiredSubgroupSizes(gd, (int)StagesCount);
- }
-
- var pipelineCreateInfo = new GraphicsPipelineCreateInfo()
- {
- SType = StructureType.GraphicsPipelineCreateInfo,
- StageCount = StagesCount,
- PStages = Stages.Pointer,
- PVertexInputState = &vertexInputState,
- PInputAssemblyState = &inputAssemblyState,
- PTessellationState = &tessellationState,
- PViewportState = &viewportState,
- PRasterizationState = &rasterizationState,
- PMultisampleState = &multisampleState,
- PDepthStencilState = &depthStencilState,
- PColorBlendState = &colorBlendState,
- PDynamicState = &pipelineDynamicStateCreateInfo,
- Layout = PipelineLayout,
- RenderPass = renderPass,
- BasePipelineIndex = -1
- };
-
- gd.Api.CreateGraphicsPipelines(device, cache, 1, &pipelineCreateInfo, null, &pipelineHandle).ThrowOnError();
- }
-
- pipeline = new Auto<DisposablePipeline>(new DisposablePipeline(gd.Api, device, pipelineHandle));
-
- program.AddGraphicsPipeline(ref Internal, pipeline);
-
- return pipeline;
- }
-
- private unsafe void UpdateStageRequiredSubgroupSizes(VulkanRenderer gd, int count)
- {
- for (int index = 0; index < count; index++)
- {
- bool canUseExplicitSubgroupSize =
- (gd.Capabilities.RequiredSubgroupSizeStages & Stages[index].Stage) != 0 &&
- gd.Capabilities.MinSubgroupSize <= RequiredSubgroupSize &&
- gd.Capabilities.MaxSubgroupSize >= RequiredSubgroupSize;
-
- Stages[index].PNext = canUseExplicitSubgroupSize ? StageRequiredSubgroupSizes.Pointer + index : null;
- }
- }
-
- public void Dispose()
- {
- Stages.Dispose();
- StageRequiredSubgroupSizes.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/PipelineUid.cs b/Ryujinx.Graphics.Vulkan/PipelineUid.cs
deleted file mode 100644
index 78d6e9f7..00000000
--- a/Ryujinx.Graphics.Vulkan/PipelineUid.cs
+++ /dev/null
@@ -1,129 +0,0 @@
-using Ryujinx.Common.Memory;
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-using System.Runtime.Intrinsics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- struct PipelineUid : IRefEquatable<PipelineUid>
- {
- public ulong Id0;
- public ulong Id1;
- public ulong Id2;
- public ulong Id3;
-
- public ulong Id4;
- public ulong Id5;
- public ulong Id6;
- public ulong Id7;
-
- public ulong Id8;
- public ulong Id9;
-
- private uint VertexAttributeDescriptionsCount => (byte)((Id6 >> 38) & 0xFF);
- private uint VertexBindingDescriptionsCount => (byte)((Id6 >> 46) & 0xFF);
- private uint ViewportsCount => (byte)((Id6 >> 54) & 0xFF);
- private uint ScissorsCount => (byte)((Id7 >> 0) & 0xFF);
- private uint ColorBlendAttachmentStateCount => (byte)((Id7 >> 8) & 0xFF);
- private bool HasDepthStencil => ((Id7 >> 63) & 0x1) != 0UL;
-
- public Array32<VertexInputAttributeDescription> VertexAttributeDescriptions;
- public Array33<VertexInputBindingDescription> VertexBindingDescriptions;
- public Array16<Viewport> Viewports;
- public Array16<Rect2D> Scissors;
- public Array8<PipelineColorBlendAttachmentState> ColorBlendAttachmentState;
- public Array9<Format> AttachmentFormats;
-
- public override bool Equals(object obj)
- {
- return obj is PipelineUid other && Equals(other);
- }
-
- public bool Equals(ref PipelineUid other)
- {
- if (!Unsafe.As<ulong, Vector256<byte>>(ref Id0).Equals(Unsafe.As<ulong, Vector256<byte>>(ref other.Id0)) ||
- !Unsafe.As<ulong, Vector256<byte>>(ref Id4).Equals(Unsafe.As<ulong, Vector256<byte>>(ref other.Id4)) ||
- !Unsafe.As<ulong, Vector128<byte>>(ref Id8).Equals(Unsafe.As<ulong, Vector128<byte>>(ref other.Id8)))
- {
- return false;
- }
-
- if (!SequenceEqual<VertexInputAttributeDescription>(VertexAttributeDescriptions.AsSpan(), other.VertexAttributeDescriptions.AsSpan(), VertexAttributeDescriptionsCount))
- {
- return false;
- }
-
- if (!SequenceEqual<VertexInputBindingDescription>(VertexBindingDescriptions.AsSpan(), other.VertexBindingDescriptions.AsSpan(), VertexBindingDescriptionsCount))
- {
- return false;
- }
-
- if (!SequenceEqual<PipelineColorBlendAttachmentState>(ColorBlendAttachmentState.AsSpan(), other.ColorBlendAttachmentState.AsSpan(), ColorBlendAttachmentStateCount))
- {
- return false;
- }
-
- if (!SequenceEqual<Format>(AttachmentFormats.AsSpan(), other.AttachmentFormats.AsSpan(), ColorBlendAttachmentStateCount + (HasDepthStencil ? 1u : 0u)))
- {
- return false;
- }
-
- return true;
- }
-
- private static bool SequenceEqual<T>(ReadOnlySpan<T> x, ReadOnlySpan<T> y, uint count) where T : unmanaged
- {
- return MemoryMarshal.Cast<T, byte>(x.Slice(0, (int)count)).SequenceEqual(MemoryMarshal.Cast<T, byte>(y.Slice(0, (int)count)));
- }
-
- public override int GetHashCode()
- {
- ulong hash64 = Id0 * 23 ^
- Id1 * 23 ^
- Id2 * 23 ^
- Id3 * 23 ^
- Id4 * 23 ^
- Id5 * 23 ^
- Id6 * 23 ^
- Id7 * 23 ^
- Id8 * 23 ^
- Id9 * 23;
-
- for (int i = 0; i < (int)VertexAttributeDescriptionsCount; i++)
- {
- hash64 ^= VertexAttributeDescriptions[i].Binding * 23;
- hash64 ^= (uint)VertexAttributeDescriptions[i].Format * 23;
- hash64 ^= VertexAttributeDescriptions[i].Location * 23;
- hash64 ^= VertexAttributeDescriptions[i].Offset * 23;
- }
-
- for (int i = 0; i < (int)VertexBindingDescriptionsCount; i++)
- {
- hash64 ^= VertexBindingDescriptions[i].Binding * 23;
- hash64 ^= (uint)VertexBindingDescriptions[i].InputRate * 23;
- hash64 ^= VertexBindingDescriptions[i].Stride * 23;
- }
-
- for (int i = 0; i < (int)ColorBlendAttachmentStateCount; i++)
- {
- hash64 ^= ColorBlendAttachmentState[i].BlendEnable * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].SrcColorBlendFactor * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].DstColorBlendFactor * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].ColorBlendOp * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].SrcAlphaBlendFactor * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].DstAlphaBlendFactor * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].AlphaBlendOp * 23;
- hash64 ^= (uint)ColorBlendAttachmentState[i].ColorWriteMask * 23;
- }
-
- for (int i = 0; i < (int)ColorBlendAttachmentStateCount; i++)
- {
- hash64 ^= (uint)AttachmentFormats[i] * 23;
- }
-
- return (int)hash64 ^ ((int)(hash64 >> 32) * 17);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Queries/BufferedQuery.cs b/Ryujinx.Graphics.Vulkan/Queries/BufferedQuery.cs
deleted file mode 100644
index 861155a3..00000000
--- a/Ryujinx.Graphics.Vulkan/Queries/BufferedQuery.cs
+++ /dev/null
@@ -1,216 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.InteropServices;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan.Queries
-{
- class BufferedQuery : IDisposable
- {
- private const int MaxQueryRetries = 5000;
- private const long DefaultValue = -1;
- private const long DefaultValueInt = 0xFFFFFFFF;
- private const ulong HighMask = 0xFFFFFFFF00000000;
-
- private readonly Vk _api;
- private readonly Device _device;
- private readonly PipelineFull _pipeline;
-
- private QueryPool _queryPool;
-
- private readonly BufferHolder _buffer;
- private readonly IntPtr _bufferMap;
- private readonly CounterType _type;
- private bool _result32Bit;
- private bool _isSupported;
-
- private long _defaultValue;
- private int? _resetSequence;
-
- public unsafe BufferedQuery(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type, bool result32Bit)
- {
- _api = gd.Api;
- _device = device;
- _pipeline = pipeline;
- _type = type;
- _result32Bit = result32Bit;
-
- _isSupported = QueryTypeSupported(gd, type);
-
- if (_isSupported)
- {
- QueryPipelineStatisticFlags flags = type == CounterType.PrimitivesGenerated ?
- QueryPipelineStatisticFlags.GeometryShaderPrimitivesBit : 0;
-
- var queryPoolCreateInfo = new QueryPoolCreateInfo()
- {
- SType = StructureType.QueryPoolCreateInfo,
- QueryCount = 1,
- QueryType = GetQueryType(type),
- PipelineStatistics = flags
- };
-
- gd.Api.CreateQueryPool(device, queryPoolCreateInfo, null, out _queryPool).ThrowOnError();
- }
-
- var buffer = gd.BufferManager.Create(gd, sizeof(long), forConditionalRendering: true);
-
- _bufferMap = buffer.Map(0, sizeof(long));
- _defaultValue = result32Bit ? DefaultValueInt : DefaultValue;
- Marshal.WriteInt64(_bufferMap, _defaultValue);
- _buffer = buffer;
- }
-
- private bool QueryTypeSupported(VulkanRenderer gd, CounterType type)
- {
- return type switch
- {
- CounterType.SamplesPassed => true,
- CounterType.PrimitivesGenerated => gd.Capabilities.SupportsPipelineStatisticsQuery,
- CounterType.TransformFeedbackPrimitivesWritten => gd.Capabilities.SupportsTransformFeedbackQueries,
- _ => false
- };
- }
-
- private static QueryType GetQueryType(CounterType type)
- {
- return type switch
- {
- CounterType.SamplesPassed => QueryType.Occlusion,
- CounterType.PrimitivesGenerated => QueryType.PipelineStatistics,
- CounterType.TransformFeedbackPrimitivesWritten => QueryType.TransformFeedbackStreamExt,
- _ => QueryType.Occlusion
- };
- }
-
- public Auto<DisposableBuffer> GetBuffer()
- {
- return _buffer.GetBuffer();
- }
-
- public void Reset()
- {
- End(false);
- Begin(null);
- }
-
- public void Begin(int? resetSequence)
- {
- if (_isSupported)
- {
- bool needsReset = resetSequence == null || _resetSequence == null || resetSequence.Value != _resetSequence.Value;
- bool isOcclusion = _type == CounterType.SamplesPassed;
- _pipeline.BeginQuery(this, _queryPool, needsReset, isOcclusion, isOcclusion && resetSequence != null);
- }
- _resetSequence = null;
- }
-
- public unsafe void End(bool withResult)
- {
- if (_isSupported)
- {
- _pipeline.EndQuery(_queryPool);
- }
-
- if (withResult && _isSupported)
- {
- Marshal.WriteInt64(_bufferMap, _defaultValue);
- _pipeline.CopyQueryResults(this);
- }
- else
- {
- // Dummy result, just return 0.
- Marshal.WriteInt64(_bufferMap, 0);
- }
- }
-
- private bool WaitingForValue(long data)
- {
- return data == _defaultValue ||
- (!_result32Bit && ((ulong)data & HighMask) == ((ulong)_defaultValue & HighMask));
- }
-
- public bool TryGetResult(out long result)
- {
- result = Marshal.ReadInt64(_bufferMap);
-
- return result != _defaultValue;
- }
-
- public long AwaitResult(AutoResetEvent wakeSignal = null)
- {
- long data = _defaultValue;
-
- if (wakeSignal == null)
- {
- while (WaitingForValue(data))
- {
- data = Marshal.ReadInt64(_bufferMap);
- }
- }
- else
- {
- int iterations = 0;
- while (WaitingForValue(data) && iterations++ < MaxQueryRetries)
- {
- data = Marshal.ReadInt64(_bufferMap);
- if (WaitingForValue(data))
- {
- wakeSignal.WaitOne(1);
- }
- }
-
- if (iterations >= MaxQueryRetries)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Error: Query result {_type} timed out. Took more than {MaxQueryRetries} tries.");
- }
- }
-
- return data;
- }
-
- public void PoolReset(CommandBuffer cmd, int resetSequence)
- {
- if (_isSupported)
- {
- _api.CmdResetQueryPool(cmd, _queryPool, 0, 1);
- }
-
- _resetSequence = resetSequence;
- }
-
- public void PoolCopy(CommandBufferScoped cbs)
- {
- var buffer = _buffer.GetBuffer(cbs.CommandBuffer, true).Get(cbs, 0, sizeof(long)).Value;
-
- QueryResultFlags flags = QueryResultFlags.ResultWaitBit;
-
- if (!_result32Bit)
- {
- flags |= QueryResultFlags.Result64Bit;
- }
-
- _api.CmdCopyQueryPoolResults(
- cbs.CommandBuffer,
- _queryPool,
- 0,
- 1,
- buffer,
- 0,
- (ulong)(_result32Bit ? sizeof(int) : sizeof(long)),
- flags);
- }
-
- public unsafe void Dispose()
- {
- _buffer.Dispose();
- if (_isSupported)
- {
- _api.DestroyQueryPool(_device, _queryPool, null);
- }
- _queryPool = default;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs b/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs
deleted file mode 100644
index c30d91c4..00000000
--- a/Ryujinx.Graphics.Vulkan/Queries/CounterQueue.cs
+++ /dev/null
@@ -1,245 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan.Queries
-{
- class CounterQueue : IDisposable
- {
- private const int QueryPoolInitialSize = 100;
-
- private readonly VulkanRenderer _gd;
- private readonly Device _device;
- private readonly PipelineFull _pipeline;
-
- public CounterType Type { get; }
- public bool Disposed { get; private set; }
-
- private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
- private CounterQueueEvent _current;
-
- private ulong _accumulatedCounter;
- private int _waiterCount;
-
- private object _lock = new object();
-
- private Queue<BufferedQuery> _queryPool;
- private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
- private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
- private AutoResetEvent _eventConsumed = new AutoResetEvent(false);
-
- private Thread _consumerThread;
-
- public int ResetSequence { get; private set; }
-
- internal CounterQueue(VulkanRenderer gd, Device device, PipelineFull pipeline, CounterType type)
- {
- _gd = gd;
- _device = device;
- _pipeline = pipeline;
-
- Type = type;
-
- _queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
- for (int i = 0; i < QueryPoolInitialSize; i++)
- {
- // AMD Polaris GPUs on Windows seem to have issues reporting 64-bit query results.
- _queryPool.Enqueue(new BufferedQuery(_gd, _device, _pipeline, type, gd.IsAmdWindows));
- }
-
- _current = new CounterQueueEvent(this, type, 0);
-
- _consumerThread = new Thread(EventConsumer);
- _consumerThread.Start();
- }
-
- public void ResetCounterPool()
- {
- ResetSequence++;
- }
-
- public void ResetFutureCounters(CommandBuffer cmd, int count)
- {
- // Pre-emptively reset queries to avoid render pass splitting.
- lock (_queryPool)
- {
- count = Math.Min(count, _queryPool.Count);
- for (int i = 0; i < count; i++)
- {
- _queryPool.ElementAt(i).PoolReset(cmd, ResetSequence);
- }
- }
- }
-
- private void EventConsumer()
- {
- while (!Disposed)
- {
- CounterQueueEvent evt = null;
- lock (_lock)
- {
- if (_events.Count > 0)
- {
- evt = _events.Dequeue();
- }
- }
-
- if (evt == null)
- {
- _queuedEvent.WaitOne(); // No more events to go through, wait for more.
- }
- else
- {
- // Spin-wait rather than sleeping if there are any waiters, by passing null instead of the wake signal.
- evt.TryConsume(ref _accumulatedCounter, true, _waiterCount == 0 ? _wakeSignal : null);
- }
-
- if (_waiterCount > 0)
- {
- _eventConsumed.Set();
- }
- }
- }
-
- internal BufferedQuery GetQueryObject()
- {
- // Creating/disposing query objects on a context we're sharing with will cause issues.
- // So instead, make a lot of query objects on the main thread and reuse them.
-
- lock (_lock)
- {
- if (_queryPool.Count > 0)
- {
- BufferedQuery result = _queryPool.Dequeue();
- return result;
- }
- else
- {
- return new BufferedQuery(_gd, _device, _pipeline, Type, _gd.IsAmdWindows);
- }
- }
- }
-
- internal void ReturnQueryObject(BufferedQuery query)
- {
- lock (_lock)
- {
- // The query will be reset when it dequeues.
- _queryPool.Enqueue(query);
- }
- }
-
- public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler, ulong lastDrawIndex, bool hostReserved)
- {
- CounterQueueEvent result;
- ulong draws = lastDrawIndex - _current.DrawIndex;
-
- lock (_lock)
- {
- // A query's result only matters if more than one draw was performed during it.
- // Otherwise, dummy it out and return 0 immediately.
-
- if (hostReserved)
- {
- // This counter event is guaranteed to be available for host conditional rendering.
- _current.ReserveForHostAccess();
- }
-
- _current.Complete(draws > 0 && Type != CounterType.TransformFeedbackPrimitivesWritten, _pipeline.GetCounterDivisor(Type));
- _events.Enqueue(_current);
-
- _current.OnResult += resultHandler;
-
- result = _current;
-
- _current = new CounterQueueEvent(this, Type, lastDrawIndex);
- }
-
- _queuedEvent.Set();
-
- return result;
- }
-
- public void QueueReset(ulong lastDrawIndex)
- {
- ulong draws = lastDrawIndex - _current.DrawIndex;
-
- lock (_lock)
- {
- _current.Clear(draws != 0);
- }
- }
-
- public void Flush(bool blocking)
- {
- if (!blocking)
- {
- // Just wake the consumer thread - it will update the queries.
- _wakeSignal.Set();
- return;
- }
-
- lock (_lock)
- {
- // Tell the queue to process all events.
- while (_events.Count > 0)
- {
- CounterQueueEvent flush = _events.Peek();
- if (!flush.TryConsume(ref _accumulatedCounter, true))
- {
- return; // If not blocking, then return when we encounter an event that is not ready yet.
- }
- _events.Dequeue();
- }
- }
- }
-
- public void FlushTo(CounterQueueEvent evt)
- {
- // Flush the counter queue on the main thread.
- Interlocked.Increment(ref _waiterCount);
-
- _wakeSignal.Set();
-
- while (!evt.Disposed)
- {
- _eventConsumed.WaitOne(1);
- }
-
- Interlocked.Decrement(ref _waiterCount);
- }
-
- public void Dispose()
- {
- lock (_lock)
- {
- while (_events.Count > 0)
- {
- CounterQueueEvent evt = _events.Dequeue();
-
- evt.Dispose();
- }
-
- Disposed = true;
- }
-
- _queuedEvent.Set();
-
- _consumerThread.Join();
-
- _current?.Dispose();
-
- foreach (BufferedQuery query in _queryPool)
- {
- query.Dispose();
- }
-
- _queuedEvent.Dispose();
- _wakeSignal.Dispose();
- _eventConsumed.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Queries/CounterQueueEvent.cs b/Ryujinx.Graphics.Vulkan/Queries/CounterQueueEvent.cs
deleted file mode 100644
index d3aedb2f..00000000
--- a/Ryujinx.Graphics.Vulkan/Queries/CounterQueueEvent.cs
+++ /dev/null
@@ -1,170 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using System;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Vulkan.Queries
-{
- class CounterQueueEvent : ICounterEvent
- {
- public event EventHandler<ulong> OnResult;
-
- public CounterType Type { get; }
- public bool ClearCounter { get; private set; }
-
- public bool Disposed { get; private set; }
- public bool Invalid { get; set; }
-
- public ulong DrawIndex { get; }
-
- private CounterQueue _queue;
- private BufferedQuery _counter;
-
- private bool _hostAccessReserved = false;
- private int _refCount = 1; // Starts with a reference from the counter queue.
-
- private object _lock = new object();
- private ulong _result = ulong.MaxValue;
- private double _divisor = 1f;
-
- public CounterQueueEvent(CounterQueue queue, CounterType type, ulong drawIndex)
- {
- _queue = queue;
-
- _counter = queue.GetQueryObject();
- Type = type;
-
- DrawIndex = drawIndex;
-
- _counter.Begin(_queue.ResetSequence);
- }
-
- public Auto<DisposableBuffer> GetBuffer()
- {
- return _counter.GetBuffer();
- }
-
- internal void Clear(bool counterReset)
- {
- if (counterReset)
- {
- _counter.Reset();
- }
-
- ClearCounter = true;
- }
-
- internal void Complete(bool withResult, double divisor)
- {
- _counter.End(withResult);
-
- _divisor = divisor;
- }
-
- internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
- {
- lock (_lock)
- {
- if (Disposed)
- {
- return true;
- }
-
- if (ClearCounter)
- {
- result = 0;
- }
-
- long queryResult;
-
- if (block)
- {
- queryResult = _counter.AwaitResult(wakeSignal);
- }
- else
- {
- if (!_counter.TryGetResult(out queryResult))
- {
- return false;
- }
- }
-
- result += _divisor == 1 ? (ulong)queryResult : (ulong)Math.Ceiling(queryResult / _divisor);
-
- _result = result;
-
- OnResult?.Invoke(this, result);
-
- Dispose(); // Return the our resources to the pool.
-
- return true;
- }
- }
-
- public void Flush()
- {
- if (Disposed)
- {
- return;
- }
-
- // Tell the queue to process all events up to this one.
- _queue.FlushTo(this);
- }
-
- public void DecrementRefCount()
- {
- if (Interlocked.Decrement(ref _refCount) == 0)
- {
- DisposeInternal();
- }
- }
-
- public bool ReserveForHostAccess()
- {
- if (_hostAccessReserved)
- {
- return true;
- }
-
- if (IsValueAvailable())
- {
- return false;
- }
-
- if (Interlocked.Increment(ref _refCount) == 1)
- {
- Interlocked.Decrement(ref _refCount);
-
- return false;
- }
-
- _hostAccessReserved = true;
-
- return true;
- }
-
- public void ReleaseHostAccess()
- {
- _hostAccessReserved = false;
-
- DecrementRefCount();
- }
-
- private void DisposeInternal()
- {
- _queue.ReturnQueryObject(_counter);
- }
-
- private bool IsValueAvailable()
- {
- return _result != ulong.MaxValue || _counter.TryGetResult(out _);
- }
-
- public void Dispose()
- {
- Disposed = true;
-
- DecrementRefCount();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Queries/Counters.cs b/Ryujinx.Graphics.Vulkan/Queries/Counters.cs
deleted file mode 100644
index d9d65062..00000000
--- a/Ryujinx.Graphics.Vulkan/Queries/Counters.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan.Queries
-{
- class Counters : IDisposable
- {
- private readonly CounterQueue[] _counterQueues;
- private readonly PipelineFull _pipeline;
-
- public Counters(VulkanRenderer gd, Device device, PipelineFull pipeline)
- {
- _pipeline = pipeline;
-
- int count = Enum.GetNames(typeof(CounterType)).Length;
-
- _counterQueues = new CounterQueue[count];
-
- for (int index = 0; index < _counterQueues.Length; index++)
- {
- CounterType type = (CounterType)index;
- _counterQueues[index] = new CounterQueue(gd, device, pipeline, type);
- }
- }
-
- public void ResetCounterPool()
- {
- foreach (var queue in _counterQueues)
- {
- queue.ResetCounterPool();
- }
- }
-
- public void ResetFutureCounters(CommandBuffer cmd, int count)
- {
- _counterQueues[(int)CounterType.SamplesPassed].ResetFutureCounters(cmd, count);
- }
-
- public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
- {
- return _counterQueues[(int)type].QueueReport(resultHandler, _pipeline.DrawCount, hostReserved);
- }
-
- public void QueueReset(CounterType type)
- {
- _counterQueues[(int)type].QueueReset(_pipeline.DrawCount);
- }
-
- public void Update()
- {
- foreach (var queue in _counterQueues)
- {
- queue.Flush(false);
- }
- }
-
- public void Flush(CounterType type)
- {
- _counterQueues[(int)type].Flush(true);
- }
-
- public void Dispose()
- {
- foreach (var queue in _counterQueues)
- {
- queue.Dispose();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Ryujinx.Graphics.Vulkan.csproj b/Ryujinx.Graphics.Vulkan/Ryujinx.Graphics.Vulkan.csproj
deleted file mode 100644
index 20216e51..00000000
--- a/Ryujinx.Graphics.Vulkan/Ryujinx.Graphics.Vulkan.csproj
+++ /dev/null
@@ -1,39 +0,0 @@
-<Project Sdk="Microsoft.NET.Sdk">
-
- <PropertyGroup>
- <TargetFramework>net7.0</TargetFramework>
- </PropertyGroup>
-
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
- <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
- </PropertyGroup>
-
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
- <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
- </PropertyGroup>
-
- <ItemGroup>
- <EmbeddedResource Include="Effects\Textures\SmaaAreaTexture.bin" />
- <EmbeddedResource Include="Effects\Textures\SmaaSearchTexture.bin" />
- <EmbeddedResource Include="Effects\Shaders\FsrScaling.spv" />
- <EmbeddedResource Include="Effects\Shaders\FsrSharpening.spv" />
- <EmbeddedResource Include="Effects\Shaders\Fxaa.spv" />
- <EmbeddedResource Include="Effects\Shaders\SmaaBlend.spv" />
- <EmbeddedResource Include="Effects\Shaders\SmaaEdge.spv" />
- <EmbeddedResource Include="Effects\Shaders\SmaaNeighbour.spv" />
- </ItemGroup>
-
- <ItemGroup>
- <PackageReference Include="OpenTK.Windowing.GraphicsLibraryFramework" />
- <PackageReference Include="shaderc.net" />
- <PackageReference Include="Silk.NET.Vulkan" />
- <PackageReference Include="Silk.NET.Vulkan.Extensions.EXT" />
- <PackageReference Include="Silk.NET.Vulkan.Extensions.KHR" />
- </ItemGroup>
-
- <ItemGroup>
- <ProjectReference Include="..\Ryujinx.Common\Ryujinx.Common.csproj" />
- <ProjectReference Include="..\Ryujinx.Graphics.GAL\Ryujinx.Graphics.GAL.csproj" />
- </ItemGroup>
-
-</Project>
diff --git a/Ryujinx.Graphics.Vulkan/SamplerHolder.cs b/Ryujinx.Graphics.Vulkan/SamplerHolder.cs
deleted file mode 100644
index a95e4dba..00000000
--- a/Ryujinx.Graphics.Vulkan/SamplerHolder.cs
+++ /dev/null
@@ -1,118 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class SamplerHolder : ISampler
- {
- private readonly VulkanRenderer _gd;
- private readonly Auto<DisposableSampler> _sampler;
-
- public unsafe SamplerHolder(VulkanRenderer gd, Device device, GAL.SamplerCreateInfo info)
- {
- _gd = gd;
-
- gd.Samplers.Add(this);
-
- (Filter minFilter, SamplerMipmapMode mipFilter) = EnumConversion.Convert(info.MinFilter);
-
- float minLod = info.MinLod;
- float maxLod = info.MaxLod;
-
- if (info.MinFilter == MinFilter.Nearest || info.MinFilter == MinFilter.Linear)
- {
- minLod = 0;
- maxLod = 0.25f;
- }
-
- var borderColor = GetConstrainedBorderColor(info.BorderColor, out var cantConstrain);
-
- var samplerCreateInfo = new Silk.NET.Vulkan.SamplerCreateInfo()
- {
- SType = StructureType.SamplerCreateInfo,
- MagFilter = info.MagFilter.Convert(),
- MinFilter = minFilter,
- MipmapMode = mipFilter,
- AddressModeU = info.AddressU.Convert(),
- AddressModeV = info.AddressV.Convert(),
- AddressModeW = info.AddressP.Convert(),
- MipLodBias = info.MipLodBias,
- AnisotropyEnable = info.MaxAnisotropy != 1f,
- MaxAnisotropy = info.MaxAnisotropy,
- CompareEnable = info.CompareMode == CompareMode.CompareRToTexture,
- CompareOp = info.CompareOp.Convert(),
- MinLod = minLod,
- MaxLod = maxLod,
- BorderColor = borderColor,
- UnnormalizedCoordinates = false // TODO: Use unnormalized coordinates.
- };
-
- SamplerCustomBorderColorCreateInfoEXT customBorderColor;
-
- if (cantConstrain && gd.Capabilities.SupportsCustomBorderColor)
- {
- var color = new ClearColorValue(
- info.BorderColor.Red,
- info.BorderColor.Green,
- info.BorderColor.Blue,
- info.BorderColor.Alpha);
-
- customBorderColor = new SamplerCustomBorderColorCreateInfoEXT()
- {
- SType = StructureType.SamplerCustomBorderColorCreateInfoExt,
- CustomBorderColor = color
- };
-
- samplerCreateInfo.PNext = &customBorderColor;
- samplerCreateInfo.BorderColor = BorderColor.FloatCustomExt;
- }
-
- gd.Api.CreateSampler(device, samplerCreateInfo, null, out var sampler).ThrowOnError();
-
- _sampler = new Auto<DisposableSampler>(new DisposableSampler(gd.Api, device, sampler));
- }
-
- private static BorderColor GetConstrainedBorderColor(ColorF arbitraryBorderColor, out bool cantConstrain)
- {
- float r = arbitraryBorderColor.Red;
- float g = arbitraryBorderColor.Green;
- float b = arbitraryBorderColor.Blue;
- float a = arbitraryBorderColor.Alpha;
-
- if (r == 0f && g == 0f && b == 0f)
- {
- if (a == 1f)
- {
- cantConstrain = false;
- return BorderColor.FloatOpaqueBlack;
- }
- else if (a == 0f)
- {
- cantConstrain = false;
- return BorderColor.FloatTransparentBlack;
- }
- }
- else if (r == 1f && g == 1f && b == 1f && a == 1f)
- {
- cantConstrain = false;
- return BorderColor.FloatOpaqueWhite;
- }
-
- cantConstrain = true;
- return BorderColor.FloatOpaqueBlack;
- }
-
- public Auto<DisposableSampler> GetSampler()
- {
- return _sampler;
- }
-
- public void Dispose()
- {
- if (_gd.Samplers.Remove(this))
- {
- _sampler.Dispose();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/SemaphoreHolder.cs b/Ryujinx.Graphics.Vulkan/SemaphoreHolder.cs
deleted file mode 100644
index aa1b0eaf..00000000
--- a/Ryujinx.Graphics.Vulkan/SemaphoreHolder.cs
+++ /dev/null
@@ -1,60 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Threading;
-using VkSemaphore = Silk.NET.Vulkan.Semaphore;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class SemaphoreHolder : IDisposable
- {
- private readonly Vk _api;
- private readonly Device _device;
- private VkSemaphore _semaphore;
- private int _referenceCount;
- public bool _disposed;
-
- public unsafe SemaphoreHolder(Vk api, Device device)
- {
- _api = api;
- _device = device;
-
- var semaphoreCreateInfo = new SemaphoreCreateInfo()
- {
- SType = StructureType.SemaphoreCreateInfo
- };
-
- api.CreateSemaphore(device, in semaphoreCreateInfo, null, out _semaphore).ThrowOnError();
-
- _referenceCount = 1;
- }
-
- public VkSemaphore GetUnsafe()
- {
- return _semaphore;
- }
-
- public VkSemaphore Get()
- {
- Interlocked.Increment(ref _referenceCount);
- return _semaphore;
- }
-
- public unsafe void Put()
- {
- if (Interlocked.Decrement(ref _referenceCount) == 0)
- {
- _api.DestroySemaphore(_device, _semaphore, null);
- _semaphore = default;
- }
- }
-
- public void Dispose()
- {
- if (!_disposed)
- {
- Put();
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Shader.cs b/Ryujinx.Graphics.Vulkan/Shader.cs
deleted file mode 100644
index ca99ebf0..00000000
--- a/Ryujinx.Graphics.Vulkan/Shader.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using shaderc;
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.InteropServices;
-using System.Threading.Tasks;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class Shader : IDisposable
- {
- // The shaderc.net dependency's Options constructor and dispose are not thread safe.
- // Take this lock when using them.
- private static object _shaderOptionsLock = new object();
-
- private static readonly IntPtr _ptrMainEntryPointName = Marshal.StringToHGlobalAnsi("main");
-
- private readonly Vk _api;
- private readonly Device _device;
- private readonly ShaderStageFlags _stage;
-
- private bool _disposed;
- private ShaderModule _module;
-
- public ShaderStageFlags StageFlags => _stage;
-
- public ShaderBindings Bindings { get; }
-
- public ProgramLinkStatus CompileStatus { private set; get; }
-
- public readonly Task CompileTask;
-
- public unsafe Shader(Vk api, Device device, ShaderSource shaderSource)
- {
- _api = api;
- _device = device;
- Bindings = shaderSource.Bindings;
-
- CompileStatus = ProgramLinkStatus.Incomplete;
-
- _stage = shaderSource.Stage.Convert();
-
- CompileTask = Task.Run(() =>
- {
- byte[] spirv = shaderSource.BinaryCode;
-
- if (spirv == null)
- {
- spirv = GlslToSpirv(shaderSource.Code, shaderSource.Stage);
-
- if (spirv == null)
- {
- CompileStatus = ProgramLinkStatus.Failure;
-
- return;
- }
- }
-
- fixed (byte* pCode = spirv)
- {
- var shaderModuleCreateInfo = new ShaderModuleCreateInfo()
- {
- SType = StructureType.ShaderModuleCreateInfo,
- CodeSize = (uint)spirv.Length,
- PCode = (uint*)pCode
- };
-
- api.CreateShaderModule(device, shaderModuleCreateInfo, null, out _module).ThrowOnError();
- }
-
- CompileStatus = ProgramLinkStatus.Success;
- });
- }
-
- private unsafe static byte[] GlslToSpirv(string glsl, ShaderStage stage)
- {
- Options options;
-
- lock (_shaderOptionsLock)
- {
- options = new Options(false)
- {
- SourceLanguage = SourceLanguage.Glsl,
- TargetSpirVVersion = new SpirVVersion(1, 5)
- };
- }
-
- options.SetTargetEnvironment(TargetEnvironment.Vulkan, EnvironmentVersion.Vulkan_1_2);
- Compiler compiler = new Compiler(options);
- var scr = compiler.Compile(glsl, "Ryu", GetShaderCShaderStage(stage));
-
- lock (_shaderOptionsLock)
- {
- options.Dispose();
- }
-
- if (scr.Status != Status.Success)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Shader compilation error: {scr.Status} {scr.ErrorMessage}");
-
- return null;
- }
-
- var spirvBytes = new Span<byte>((void*)scr.CodePointer, (int)scr.CodeLength);
-
- byte[] code = new byte[(scr.CodeLength + 3) & ~3];
-
- spirvBytes.CopyTo(code.AsSpan().Slice(0, (int)scr.CodeLength));
-
- return code;
- }
-
- private static ShaderKind GetShaderCShaderStage(ShaderStage stage)
- {
- switch (stage)
- {
- case ShaderStage.Vertex:
- return ShaderKind.GlslVertexShader;
- case ShaderStage.Geometry:
- return ShaderKind.GlslGeometryShader;
- case ShaderStage.TessellationControl:
- return ShaderKind.GlslTessControlShader;
- case ShaderStage.TessellationEvaluation:
- return ShaderKind.GlslTessEvaluationShader;
- case ShaderStage.Fragment:
- return ShaderKind.GlslFragmentShader;
- case ShaderStage.Compute:
- return ShaderKind.GlslComputeShader;
- }
-
- Logger.Debug?.Print(LogClass.Gpu, $"Invalid {nameof(ShaderStage)} enum value: {stage}.");
-
- return ShaderKind.GlslVertexShader;
- }
-
- public unsafe PipelineShaderStageCreateInfo GetInfo()
- {
- return new PipelineShaderStageCreateInfo()
- {
- SType = StructureType.PipelineShaderStageCreateInfo,
- Stage = _stage,
- Module = _module,
- PName = (byte*)_ptrMainEntryPointName
- };
- }
-
- public void WaitForCompile()
- {
- CompileTask.Wait();
- }
-
- public unsafe void Dispose()
- {
- if (!_disposed)
- {
- _api.DestroyShaderModule(_device, _module, null);
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/ShaderCollection.cs b/Ryujinx.Graphics.Vulkan/ShaderCollection.cs
deleted file mode 100644
index 1694049c..00000000
--- a/Ryujinx.Graphics.Vulkan/ShaderCollection.cs
+++ /dev/null
@@ -1,427 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Threading.Tasks;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class ShaderCollection : IProgram
- {
- private readonly PipelineShaderStageCreateInfo[] _infos;
- private readonly Shader[] _shaders;
-
- private readonly PipelineLayoutCacheEntry _plce;
-
- public PipelineLayout PipelineLayout => _plce.PipelineLayout;
-
- public bool HasMinimalLayout { get; }
- public bool UsePushDescriptors { get; }
- public bool IsCompute { get; }
-
- public uint Stages { get; }
-
- public int[][][] Bindings { get; }
-
- public ProgramLinkStatus LinkStatus { get; private set; }
-
- public readonly SpecDescription[] SpecDescriptions;
-
- public bool IsLinked
- {
- get
- {
- if (LinkStatus == ProgramLinkStatus.Incomplete)
- {
- CheckProgramLink(true);
- }
-
- return LinkStatus == ProgramLinkStatus.Success;
- }
- }
-
- private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
- private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
-
- private VulkanRenderer _gd;
- private Device _device;
- private bool _initialized;
-
- private ProgramPipelineState _state;
- private DisposableRenderPass _dummyRenderPass;
- private Task _compileTask;
- private bool _firstBackgroundUse;
-
- public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
- {
- _gd = gd;
- _device = device;
-
- if (specDescription != null && specDescription.Length != shaders.Length)
- {
- throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
- }
-
- gd.Shaders.Add(this);
-
- var internalShaders = new Shader[shaders.Length];
-
- _infos = new PipelineShaderStageCreateInfo[shaders.Length];
-
- SpecDescriptions = specDescription;
-
- LinkStatus = ProgramLinkStatus.Incomplete;
-
- uint stages = 0;
-
- for (int i = 0; i < shaders.Length; i++)
- {
- var shader = new Shader(gd.Api, device, shaders[i]);
-
- stages |= 1u << shader.StageFlags switch
- {
- ShaderStageFlags.FragmentBit => 1,
- ShaderStageFlags.GeometryBit => 2,
- ShaderStageFlags.TessellationControlBit => 3,
- ShaderStageFlags.TessellationEvaluationBit => 4,
- _ => 0
- };
-
- if (shader.StageFlags == ShaderStageFlags.ComputeBit)
- {
- IsCompute = true;
- }
-
- internalShaders[i] = shader;
- }
-
- _shaders = internalShaders;
-
- bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
-
- _plce = isMinimal
- ? gd.PipelineLayoutCache.Create(gd, device, shaders)
- : gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
-
- HasMinimalLayout = isMinimal;
- UsePushDescriptors = usePd;
-
- Stages = stages;
-
- int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
- {
- bool hasAny = false;
- int[][] bindings = new int[internalShaders.Length][];
-
- for (int i = 0; i < internalShaders.Length; i++)
- {
- var collection = selector(internalShaders[i].Bindings);
- hasAny |= collection.Count != 0;
- bindings[i] = collection.ToArray();
- }
-
- return hasAny ? bindings : Array.Empty<int[]>();
- }
-
- Bindings = new[]
- {
- GrabAll(x => x.UniformBufferBindings),
- GrabAll(x => x.StorageBufferBindings),
- GrabAll(x => x.TextureBindings),
- GrabAll(x => x.ImageBindings)
- };
-
- _compileTask = Task.CompletedTask;
- _firstBackgroundUse = false;
- }
-
- public ShaderCollection(
- VulkanRenderer gd,
- Device device,
- ShaderSource[] sources,
- ProgramPipelineState state,
- bool fromCache) : this(gd, device, sources)
- {
- _state = state;
-
- _compileTask = BackgroundCompilation();
- _firstBackgroundUse = !fromCache;
- }
-
- private async Task BackgroundCompilation()
- {
- await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
-
- if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
- {
- LinkStatus = ProgramLinkStatus.Failure;
-
- return;
- }
-
- try
- {
- if (IsCompute)
- {
- CreateBackgroundComputePipeline();
- }
- else
- {
- CreateBackgroundGraphicsPipeline();
- }
- }
- catch (VulkanException e)
- {
- Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
-
- LinkStatus = ProgramLinkStatus.Failure;
- }
- }
-
- private void EnsureShadersReady()
- {
- if (!_initialized)
- {
- CheckProgramLink(true);
-
- ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
-
- for (int i = 0; i < _shaders.Length; i++)
- {
- var shader = _shaders[i];
-
- if (shader.CompileStatus != ProgramLinkStatus.Success)
- {
- resultStatus = ProgramLinkStatus.Failure;
- }
-
- _infos[i] = shader.GetInfo();
- }
-
- // If the link status was already set as failure by background compilation, prefer that decision.
- if (LinkStatus != ProgramLinkStatus.Failure)
- {
- LinkStatus = resultStatus;
- }
-
- _initialized = true;
- }
- }
-
- public PipelineShaderStageCreateInfo[] GetInfos()
- {
- EnsureShadersReady();
-
- return _infos;
- }
-
- protected unsafe DisposableRenderPass CreateDummyRenderPass()
- {
- if (_dummyRenderPass.Value.Handle != 0)
- {
- return _dummyRenderPass;
- }
-
- return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
- }
-
- public void CreateBackgroundComputePipeline()
- {
- PipelineState pipeline = new PipelineState();
- pipeline.Initialize();
-
- pipeline.Stages[0] = _shaders[0].GetInfo();
- pipeline.StagesCount = 1;
- pipeline.PipelineLayout = PipelineLayout;
-
- pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
- pipeline.Dispose();
- }
-
- public void CreateBackgroundGraphicsPipeline()
- {
- // To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
- // The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
- // This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
- // close enough that the GPU driver will reuse the compiled shader for the different state.
-
- // First, we need to create a render pass object compatible with the one that will be used at runtime.
- // The active attachment formats have been provided by the abstraction layer.
- var renderPass = CreateDummyRenderPass();
-
- PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
-
- // Copy the shader stage info to the pipeline.
- var stages = pipeline.Stages.AsSpan();
-
- for (int i = 0; i < _shaders.Length; i++)
- {
- stages[i] = _shaders[i].GetInfo();
- }
-
- pipeline.StagesCount = (uint)_shaders.Length;
- pipeline.PipelineLayout = PipelineLayout;
-
- pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
- pipeline.Dispose();
- }
-
- public ProgramLinkStatus CheckProgramLink(bool blocking)
- {
- if (LinkStatus == ProgramLinkStatus.Incomplete)
- {
- ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
-
- foreach (Shader shader in _shaders)
- {
- if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
- {
- if (blocking)
- {
- // Wait for this shader to finish compiling.
- shader.WaitForCompile();
-
- if (shader.CompileStatus != ProgramLinkStatus.Success)
- {
- resultStatus = ProgramLinkStatus.Failure;
- }
- }
- else
- {
- return ProgramLinkStatus.Incomplete;
- }
- }
- }
-
- if (!_compileTask.IsCompleted)
- {
- if (blocking)
- {
- _compileTask.Wait();
-
- if (LinkStatus == ProgramLinkStatus.Failure)
- {
- return ProgramLinkStatus.Failure;
- }
- }
- else
- {
- return ProgramLinkStatus.Incomplete;
- }
- }
-
- return resultStatus;
- }
-
- return LinkStatus;
- }
-
- public byte[] GetBinary()
- {
- return null;
- }
-
- public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
- {
- (_computePipelineCache ??= new()).Add(ref key, pipeline);
- }
-
- public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
- {
- (_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
- }
-
- public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
- {
- if (_computePipelineCache == null)
- {
- pipeline = default;
- return false;
- }
-
- if (_computePipelineCache.TryGetValue(ref key, out pipeline))
- {
- return true;
- }
-
- return false;
- }
-
- public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
- {
- if (_graphicsPipelineCache == null)
- {
- pipeline = default;
- return false;
- }
-
- if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
- {
- if (_firstBackgroundUse)
- {
- Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
- _firstBackgroundUse = false;
- }
-
- return false;
- }
-
- _firstBackgroundUse = false;
-
- return true;
- }
-
- public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
- VulkanRenderer gd,
- int commandBufferIndex,
- int setIndex,
- out bool isNew)
- {
- return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
- }
-
- protected virtual unsafe void Dispose(bool disposing)
- {
- if (disposing)
- {
- if (!_gd.Shaders.Remove(this))
- {
- return;
- }
-
- for (int i = 0; i < _shaders.Length; i++)
- {
- _shaders[i].Dispose();
- }
-
- if (_graphicsPipelineCache != null)
- {
- foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
- {
- pipeline.Dispose();
- }
- }
-
- if (_computePipelineCache != null)
- {
- foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
- {
- pipeline.Dispose();
- }
- }
-
- if (_dummyRenderPass.Value.Handle != 0)
- {
- _dummyRenderPass.Dispose();
- }
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ChangeBufferStrideShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ChangeBufferStrideShaderSource.comp
deleted file mode 100644
index 081fc119..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ChangeBufferStrideShaderSource.comp
+++ /dev/null
@@ -1,64 +0,0 @@
-#version 450 core
-
-#extension GL_EXT_shader_8bit_storage : require
-
-layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
-
-layout (std140, set = 0, binding = 0) uniform stride_arguments
-{
- ivec4 stride_arguments_data;
-};
-
-layout (std430, set = 1, binding = 1) buffer in_s
-{
- uint8_t[] in_data;
-};
-
-layout (std430, set = 1, binding = 2) buffer out_s
-{
- uint8_t[] out_data;
-};
-
-void main()
-{
- // Determine what slice of the stride copies this invocation will perform.
-
- int sourceStride = stride_arguments_data.x;
- int targetStride = stride_arguments_data.y;
- int bufferSize = stride_arguments_data.z;
- int sourceOffset = stride_arguments_data.w;
-
- int strideRemainder = targetStride - sourceStride;
- int invocations = int(gl_WorkGroupSize.x);
-
- int copiesRequired = bufferSize / sourceStride;
-
- // Find the copies that this invocation should perform.
-
- // - Copies that all invocations perform.
- int allInvocationCopies = copiesRequired / invocations;
-
- // - Extra remainder copy that this invocation performs.
- int index = int(gl_LocalInvocationID.x);
- int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
-
- int copyCount = allInvocationCopies + extra;
-
- // Finally, get the starting offset. Make sure to count extra copies.
-
- int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
-
- int srcOffset = sourceOffset + startCopy * sourceStride;
- int dstOffset = startCopy * targetStride;
-
- // Perform the copies for this region
- for (int i=0; i<copyCount; i++) {
- for (int j=0; j<sourceStride; j++) {
- out_data[dstOffset++] = in_data[srcOffset++];
- }
-
- for (int j=0; j<strideRemainder; j++) {
- out_data[dstOffset++] = uint8_t(0);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitClearAlphaFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitClearAlphaFragmentShaderSource.frag
deleted file mode 100644
index f31316d0..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitClearAlphaFragmentShaderSource.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 450 core
-
-layout (binding = 0, set = 2) uniform sampler2D tex;
-
-layout (location = 0) in vec2 tex_coord;
-layout (location = 0) out vec4 colour;
-
-void main()
-{
- colour = vec4(texture(tex, tex_coord).rgb, 1.0f);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitFragmentShaderSource.frag
deleted file mode 100644
index 89dc1ff8..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitFragmentShaderSource.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 450 core
-
-layout (binding = 0, set = 2) uniform sampler2D tex;
-
-layout (location = 0) in vec2 tex_coord;
-layout (location = 0) out vec4 colour;
-
-void main()
-{
- colour = texture(tex, tex_coord);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitMsFragmentShaderSource.frag
deleted file mode 100644
index 71145e02..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 450 core
-
-layout (binding = 0, set = 2) uniform sampler2DMS tex;
-
-layout (location = 0) in vec2 tex_coord;
-layout (location = 0) out vec4 colour;
-
-void main()
-{
- colour = texelFetch(tex, ivec2(tex_coord * vec2(textureSize(tex).xy)), gl_SampleID);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitVertexShaderSource.vert b/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitVertexShaderSource.vert
deleted file mode 100644
index be93a64d..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorBlitVertexShaderSource.vert
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 1) uniform tex_coord_in
-{
- vec4 tex_coord_in_data;
-};
-
-layout (location = 0) out vec2 tex_coord;
-
-void main()
-{
- int low = gl_VertexIndex & 1;
- int high = gl_VertexIndex >> 1;
- tex_coord.x = tex_coord_in_data[low];
- tex_coord.y = tex_coord_in_data[2 + high];
- gl_Position.x = (float(low) - 0.5f) * 2.0f;
- gl_Position.y = (float(high) - 0.5f) * 2.0f;
- gl_Position.z = 0.0f;
- gl_Position.w = 1.0f;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearFFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorClearFFragmentShaderSource.frag
deleted file mode 100644
index ddd4369c..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearFFragmentShaderSource.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 450 core
-
-layout (location = 0) in vec4 clear_colour;
-layout (location = 0) out vec4 colour;
-
-void main()
-{
- colour = clear_colour;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearSIFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorClearSIFragmentShaderSource.frag
deleted file mode 100644
index 4254f4f8..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearSIFragmentShaderSource.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 450 core
-
-layout (location = 0) in vec4 clear_colour;
-layout (location = 0) out ivec4 colour;
-
-void main()
-{
- colour = floatBitsToInt(clear_colour);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearUIFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorClearUIFragmentShaderSource.frag
deleted file mode 100644
index 08a6b864..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearUIFragmentShaderSource.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 450 core
-
-layout (location = 0) in vec4 clear_colour;
-layout (location = 0) out uvec4 colour;
-
-void main()
-{
- colour = floatBitsToUint(clear_colour);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearVertexShaderSource.vert b/Ryujinx.Graphics.Vulkan/Shaders/ColorClearVertexShaderSource.vert
deleted file mode 100644
index 2f1b9b2c..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorClearVertexShaderSource.vert
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 1) uniform clear_colour_in
-{
- vec4 clear_colour_in_data;
-};
-
-layout (location = 0) out vec4 clear_colour;
-
-void main()
-{
- int low = gl_VertexIndex & 1;
- int high = gl_VertexIndex >> 1;
- clear_colour = clear_colour_in_data;
- gl_Position.x = (float(low) - 0.5f) * 2.0f;
- gl_Position.y = (float(high) - 0.5f) * 2.0f;
- gl_Position.z = 0.0f;
- gl_Position.w = 1.0f;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyShorteningComputeShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyShorteningComputeShaderSource.comp
deleted file mode 100644
index 78cc1cc6..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyShorteningComputeShaderSource.comp
+++ /dev/null
@@ -1,36 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform ratio_in
-{
- int ratio;
-};
-
-layout (set = 2, binding = 0) uniform usampler2D src;
-layout (set = 3, binding = 0) writeonly uniform uimage2D dst;
-
-layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
-
-void main()
-{
- uvec2 coords = gl_GlobalInvocationID.xy;
- ivec2 textureSz = textureSize(src, 0);
-
- if (int(coords.x) >= textureSz.x || int(coords.y) >= textureSz.y)
- {
- return;
- }
-
- uint coordsShifted = coords.x << ratio;
-
- uvec2 dstCoords0 = uvec2(coordsShifted, coords.y);
- uvec2 dstCoords1 = uvec2(coordsShifted + 1, coords.y);
- uvec2 dstCoords2 = uvec2(coordsShifted + 2, coords.y);
- uvec2 dstCoords3 = uvec2(coordsShifted + 3, coords.y);
-
- uvec4 rgba = texelFetch(src, ivec2(coords), 0);
-
- imageStore(dst, ivec2(dstCoords0), rgba.rrrr);
- imageStore(dst, ivec2(dstCoords1), rgba.gggg);
- imageStore(dst, ivec2(dstCoords2), rgba.bbbb);
- imageStore(dst, ivec2(dstCoords3), rgba.aaaa);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyToNonMsComputeShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyToNonMsComputeShaderSource.comp
deleted file mode 100644
index a3fe02ca..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyToNonMsComputeShaderSource.comp
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform usampler2DMS srcMS;
-layout (set = 3, binding = 0) writeonly uniform uimage2D dst;
-
-layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
-
-void main()
-{
- uvec2 coords = gl_GlobalInvocationID.xy;
- ivec2 imageSz = imageSize(dst);
-
- if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
- {
- return;
- }
-
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
- int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
-
- samplesInXLog2 = sample_counts_log2.x;
- samplesInYLog2 = sample_counts_log2.y;
-
- ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
-
- imageStore(dst, ivec2(coords), texelFetch(srcMS, shiftedCoords, sampleIdx));
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyWideningComputeShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyWideningComputeShaderSource.comp
deleted file mode 100644
index a9be454f..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorCopyWideningComputeShaderSource.comp
+++ /dev/null
@@ -1,31 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform ratio_in
-{
- int ratio;
-};
-
-layout (set = 2, binding = 0) uniform usampler2D src;
-layout (set = 3, binding = 0) writeonly uniform uimage2D dst;
-
-layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
-
-void main()
-{
- uvec2 coords = gl_GlobalInvocationID.xy;
- ivec2 imageSz = imageSize(dst);
-
- if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
- {
- return;
- }
-
- uvec2 srcCoords = uvec2(coords.x << ratio, coords.y);
-
- uint r = texelFetchOffset(src, ivec2(srcCoords), 0, ivec2(0, 0)).r;
- uint g = texelFetchOffset(src, ivec2(srcCoords), 0, ivec2(1, 0)).r;
- uint b = texelFetchOffset(src, ivec2(srcCoords), 0, ivec2(2, 0)).r;
- uint a = texelFetchOffset(src, ivec2(srcCoords), 0, ivec2(3, 0)).r;
-
- imageStore(dst, ivec2(coords), uvec4(r, g, b, a));
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsFragmentShaderSource.frag
deleted file mode 100644
index e9151c44..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform usampler2D src;
-
-layout (location = 0) out uvec4 colour;
-
-void main()
-{
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
-
- int sampleIndex = gl_SampleID;
-
- int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
- int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
-
- colour = texelFetch(src, ivec2(inX, inY), 0);
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsVertexShaderSource.vert b/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsVertexShaderSource.vert
deleted file mode 100644
index 558792cc..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsVertexShaderSource.vert
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 450 core
-
-void main()
-{
- int low = gl_VertexIndex & 1;
- int high = gl_VertexIndex >> 1;
- gl_Position.x = (float(low) - 0.5f) * 2.0f;
- gl_Position.y = (float(high) - 0.5f) * 2.0f;
- gl_Position.z = 0.0f;
- gl_Position.w = 1.0f;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndexBufferShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndexBufferShaderSource.comp
deleted file mode 100644
index d56d6cfd..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndexBufferShaderSource.comp
+++ /dev/null
@@ -1,58 +0,0 @@
-#version 450 core
-
-#extension GL_EXT_scalar_block_layout : require
-#extension GL_EXT_shader_8bit_storage : require
-
-layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
-
-layout (std430, set = 0, binding = 0) uniform index_buffer_pattern
-{
- int ibp_pattern[8];
- int ibp_primitive_vertices;
- int ibp_primitive_vertices_out;
- int ibp_index_size;
- int ibp_index_size_out;
- int ibp_base_index;
- int ibp_index_stride;
- int src_offset;
- int total_primitives;
-};
-
-layout (std430, set = 1, binding = 1) buffer in_s
-{
- uint8_t[] in_data;
-};
-
-layout (std430, set = 1, binding = 2) buffer out_s
-{
- uint8_t[] out_data;
-};
-
-void main()
-{
- int primitiveIndex = int(gl_GlobalInvocationID.x);
- if (primitiveIndex >= total_primitives)
- {
- return;
- }
-
- int inOffset = primitiveIndex * ibp_index_stride;
- int outOffset = primitiveIndex * ibp_primitive_vertices_out;
-
- for (int i = 0; i < ibp_primitive_vertices_out; i++)
- {
- int j;
- int io = max(0, inOffset + ibp_base_index + ibp_pattern[i]) * ibp_index_size;
- int oo = (outOffset + i) * ibp_index_size_out;
-
- for (j = 0; j < ibp_index_size; j++)
- {
- out_data[oo + j] = in_data[src_offset + io + j];
- }
-
- for (; j < ibp_index_size_out; j++)
- {
- out_data[oo + j] = uint8_t(0);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndirectDataShaderSource.comp b/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndirectDataShaderSource.comp
deleted file mode 100644
index 6ee96b7b..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndirectDataShaderSource.comp
+++ /dev/null
@@ -1,103 +0,0 @@
-#version 450 core
-
-#extension GL_EXT_scalar_block_layout : require
-
-layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-
-layout (std430, set = 0, binding = 0) uniform draw_count_uniform
-{
- uint[64] draw_count_buffer;
-};
-
-layout (std430, set = 1, binding = 1) buffer indirect_in
-{
- int[] indirect_data_in;
-};
-
-layout (std430, set = 1, binding = 2) buffer indirect_out
-{
- int[] indirect_data_out;
-};
-
-layout (std430, set = 1, binding = 3) buffer index_buffer_pattern
-{
- int ibp_pattern[8];
- int ibp_primitive_vertices;
- int ibp_primitive_vertices_out;
- int ibp_index_size;
- int ibp_index_size_out;
- int ibp_base_index;
- int ibp_index_stride;
- int src_offset;
- int total_primitives;
- int dispatch_x;
- int dispatch_y;
- int dispatch_z;
- int has_draw_count;
- uint max_draw_count;
- int draw_count_offset;
- int indirect_data_stride;
- int indirect_data_offset;
-};
-
-int GetPrimitiveCount(int vertexCount)
-{
- return max(0, (vertexCount - ibp_base_index) / ibp_index_stride);
-}
-
-int GetConvertedCount(int indexCount)
-{
- int primitiveCount = GetPrimitiveCount(indexCount);
- return primitiveCount * ibp_primitive_vertices_out;
-}
-
-void main()
-{
- uint drawCount = has_draw_count != 0 ? min(draw_count_buffer[draw_count_offset], max_draw_count) : max_draw_count;
- uint i = 0;
-
- if (drawCount != 0)
- {
- int firstIndex = indirect_data_in[indirect_data_offset + 2];
- int endIndex = firstIndex + indirect_data_in[indirect_data_offset];
-
- for (i = 1; i < drawCount; i++)
- {
- int offset = int(i) * indirect_data_stride;
- int inOffset = indirect_data_offset + offset;
-
- int currentFirstIndex = indirect_data_in[inOffset + 2];
- firstIndex = min(firstIndex, currentFirstIndex);
- endIndex = max(endIndex, currentFirstIndex + indirect_data_in[inOffset]);
- }
-
- int indexCount = endIndex - firstIndex;
-
- dispatch_x = (indexCount + 15) / 16;
- src_offset += firstIndex * ibp_index_size;
- total_primitives = GetPrimitiveCount(indexCount);
-
- for (i = 0; i < drawCount; i++)
- {
- int offset = int(i) * indirect_data_stride;
- int inOffset = indirect_data_offset + offset;
-
- indirect_data_out[offset] = GetConvertedCount(indirect_data_in[inOffset]); // Index count
- indirect_data_out[offset + 1] = indirect_data_in[inOffset + 1]; // Instance count
- indirect_data_out[offset + 2] = GetConvertedCount(indirect_data_in[inOffset + 2] - firstIndex); // First index
- indirect_data_out[offset + 3] = indirect_data_in[inOffset + 3]; // Vertex offset
- indirect_data_out[offset + 4] = indirect_data_in[inOffset + 4]; // First instance
- }
- }
-
- for (; i < max_draw_count; i++)
- {
- int offset = int(i) * indirect_data_stride;
-
- indirect_data_out[offset] = 0;
- indirect_data_out[offset + 1] = 0;
- indirect_data_out[offset + 2] = 0;
- indirect_data_out[offset + 3] = 0;
- indirect_data_out[offset + 4] = 0;
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitFragmentShaderSource.frag
deleted file mode 100644
index 55b7be13..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitFragmentShaderSource.frag
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 450 core
-
-layout (binding = 0, set = 2) uniform sampler2D texDepth;
-
-layout (location = 0) in vec2 tex_coord;
-
-void main()
-{
- gl_FragDepth = texture(texDepth, tex_coord).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitMsFragmentShaderSource.frag
deleted file mode 100644
index c93c7e7f..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/DepthBlitMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 450 core
-
-layout (binding = 0, set = 2) uniform sampler2DMS texDepth;
-
-layout (location = 0) in vec2 tex_coord;
-
-void main()
-{
- gl_FragDepth = texelFetch(texDepth, ivec2(tex_coord * vec2(textureSize(texDepth).xy)), gl_SampleID).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToMsFragmentShaderSource.frag
deleted file mode 100644
index bf5f612f..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform sampler2D src;
-
-void main()
-{
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
-
- int sampleIndex = gl_SampleID;
-
- int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
- int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
-
- gl_FragDepth = texelFetch(src, ivec2(inX, inY), 0).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToNonMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToNonMsFragmentShaderSource.frag
deleted file mode 100644
index e376b2e7..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToNonMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 450 core
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform sampler2DMS srcMS;
-
-void main()
-{
- uvec2 coords = uvec2(gl_FragCoord.xy);
-
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
- int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
-
- samplesInXLog2 = sample_counts_log2.x;
- samplesInYLog2 = sample_counts_log2.y;
-
- ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
-
- gl_FragDepth = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/ShaderBinaries.cs b/Ryujinx.Graphics.Vulkan/Shaders/ShaderBinaries.cs
deleted file mode 100644
index c9dde7b6..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/ShaderBinaries.cs
+++ /dev/null
@@ -1,2413 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan.Shaders
-{
- static class ShaderBinaries
- {
- public static readonly byte[] ChangeBufferStrideShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x05, 0x01, 0x00, 0x0A, 0x00, 0x0D, 0x00, 0x8E, 0x00, 0x00, 0x00,
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- };
-
- public static readonly byte[] ColorBlitClearAlphaFragmentShaderSource = new byte[]
- {
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- 0x18, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x50, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00,
- 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00,
- 0x09, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorBlitFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x14, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
- 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0xC2, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x63, 0x6F, 0x6C, 0x6F,
- 0x75, 0x72, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00,
- 0x05, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x5F, 0x63, 0x6F, 0x6F, 0x72,
- 0x64, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
- 0x07, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x03, 0x00, 0x0B, 0x00, 0x00, 0x00,
- 0x0A, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x0B, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x57, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
- 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorBlitMsFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0B, 0x00, 0x08, 0x00, 0x20, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
- 0x23, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x32, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
- 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0xC2, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00,
- 0x63, 0x6F, 0x6C, 0x6F, 0x75, 0x72, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x0D, 0x00, 0x00, 0x00,
- 0x74, 0x65, 0x78, 0x00, 0x05, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x5F,
- 0x63, 0x6F, 0x6F, 0x72, 0x64, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x67, 0x6C, 0x5F, 0x53, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x49, 0x44, 0x00, 0x47, 0x00, 0x04, 0x00,
- 0x09, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
- 0x0D, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
- 0x0D, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
- 0x11, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00,
- 0x1C, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x0B, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00,
- 0x09, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x0A, 0x00, 0x00, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x03, 0x00,
- 0x0B, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00,
- 0x0D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x11, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00, 0x15, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x16, 0x00, 0x00, 0x00,
- 0x15, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x15, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x1C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00,
- 0x05, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00,
- 0x0D, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00,
- 0x11, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x14, 0x00, 0x00, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x68, 0x00, 0x04, 0x00, 0x16, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00,
- 0x14, 0x00, 0x00, 0x00, 0x6F, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0x17, 0x00, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x6E, 0x00, 0x04, 0x00, 0x16, 0x00, 0x00, 0x00,
- 0x1A, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x15, 0x00, 0x00, 0x00,
- 0x1D, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00, 0x0A, 0x00, 0x00, 0x00,
- 0x1E, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00,
- 0x1F, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
- 0x1D, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00,
- 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorBlitVertexShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x3F, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
- 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x14, 0x00, 0x00, 0x00, 0x2C, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x03, 0x00, 0x02, 0x00, 0x00, 0x00, 0xC2, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00,
- 0x0A, 0x00, 0x00, 0x00, 0x67, 0x6C, 0x5F, 0x56, 0x65, 0x72, 0x74, 0x65, 0x78, 0x49, 0x6E, 0x64,
- 0x65, 0x78, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x14, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x5F,
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- 0x05, 0x00, 0x03, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00,
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- 0x0A, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x2A, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
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- };
-
- public static readonly byte[] ColorClearFFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x0D, 0x00, 0x00, 0x00,
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- 0x0A, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00,
- 0x0A, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
- 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
- 0x0C, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00,
- 0x0C, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorClearSIFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x10, 0x00, 0x00, 0x00,
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- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
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- 0x0B, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
- 0x0C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00,
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- 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorClearUIFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x10, 0x00, 0x00, 0x00,
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- 0x0E, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
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- 0x0F, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorClearVertexShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] ColorCopyShorteningComputeShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] ColorCopyToNonMsComputeShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] ColorCopyWideningComputeShaderSource = new byte[]
- {
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- 0x0F, 0x00, 0x00, 0x00, 0x39, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0xC4, 0x00, 0x05, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x3A, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x39, 0x00, 0x00, 0x00,
- 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
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- 0x3A, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x40, 0x00, 0x00, 0x00,
- 0x43, 0x00, 0x00, 0x00, 0x42, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x45, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00, 0x3F, 0x00, 0x00, 0x00,
- 0x47, 0x00, 0x00, 0x00, 0x43, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x08, 0x00, 0x48, 0x00, 0x00, 0x00,
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- 0x4A, 0x00, 0x00, 0x00, 0x49, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00,
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- 0x48, 0x00, 0x00, 0x00, 0x52, 0x00, 0x00, 0x00, 0x51, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x00,
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- 0x64, 0x00, 0x04, 0x00, 0x3F, 0x00, 0x00, 0x00, 0x5A, 0x00, 0x00, 0x00, 0x43, 0x00, 0x00, 0x00,
- 0x5F, 0x00, 0x08, 0x00, 0x48, 0x00, 0x00, 0x00, 0x5B, 0x00, 0x00, 0x00, 0x5A, 0x00, 0x00, 0x00,
- 0x45, 0x00, 0x00, 0x00, 0x0A, 0x20, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x00,
- 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x5B, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00, 0x3F, 0x00, 0x00, 0x00, 0x63, 0x00, 0x00, 0x00,
- 0x43, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x08, 0x00, 0x48, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00,
- 0x63, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x00, 0x0A, 0x20, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00,
- 0x62, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x00,
- 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00,
- 0x66, 0x00, 0x00, 0x00, 0x15, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x68, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x50, 0x00, 0x07, 0x00, 0x48, 0x00, 0x00, 0x00,
- 0x6D, 0x00, 0x00, 0x00, 0x4A, 0x00, 0x00, 0x00, 0x53, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00,
- 0x65, 0x00, 0x00, 0x00, 0x63, 0x00, 0x05, 0x00, 0x66, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00,
- 0x6D, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0xF9, 0x00, 0x02, 0x00, 0x70, 0x00, 0x00, 0x00,
- 0xF8, 0x00, 0x02, 0x00, 0x70, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorDrawToMsVertexShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x2E, 0x00, 0x00, 0x00,
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- 0x0F, 0x00, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0xC2, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x0A, 0x00, 0x00, 0x00,
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- 0x48, 0x00, 0x05, 0x00, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 0x16, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
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- 0x47, 0x00, 0x03, 0x00, 0x16, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x15, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
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- 0x3B, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x2B, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x16, 0x00, 0x03, 0x00, 0x11, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00,
- 0x13, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2B, 0x00, 0x04, 0x00,
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- 0x00, 0x00, 0x00, 0x40, 0x2B, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
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- 0x11, 0x00, 0x00, 0x00, 0x2B, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x2B, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00,
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- 0x00, 0x00, 0x80, 0x3F, 0x2B, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0x2C, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00,
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- 0x0B, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x6F, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x1B, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x1D, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00,
- 0x11, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x21, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0x19, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x22, 0x00, 0x00, 0x00,
- 0x1F, 0x00, 0x00, 0x00, 0x6F, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00,
- 0x10, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00,
- 0x24, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x26, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00,
- 0x21, 0x00, 0x00, 0x00, 0x27, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00,
- 0x14, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x27, 0x00, 0x00, 0x00, 0x26, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x21, 0x00, 0x00, 0x00, 0x2A, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0x19, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x2A, 0x00, 0x00, 0x00,
- 0x28, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00, 0x21, 0x00, 0x00, 0x00, 0x2D, 0x00, 0x00, 0x00,
- 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x2C, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00,
- 0x2D, 0x00, 0x00, 0x00, 0x2B, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] ColorDrawToMsFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0A, 0x00, 0x08, 0x00, 0x5E, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
- 0x23, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C,
- 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x2E, 0x00, 0x00, 0x00,
- 0x34, 0x00, 0x00, 0x00, 0x52, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00, 0x02, 0x00, 0x00, 0x00, 0xC2, 0x01, 0x00, 0x00,
- 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00,
- 0x05, 0x00, 0x08, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x5F, 0x63,
- 0x6F, 0x75, 0x6E, 0x74, 0x73, 0x5F, 0x6C, 0x6F, 0x67, 0x32, 0x5F, 0x69, 0x6E, 0x00, 0x00, 0x00,
- 0x06, 0x00, 0x08, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6D, 0x70,
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-
- public static readonly byte[] ConvertIndexBufferShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] ConvertIndirectDataShaderSource = new byte[]
- {
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- 0x33, 0x00, 0x00, 0x00, 0xEB, 0x00, 0x00, 0x00, 0x3B, 0x01, 0x00, 0x00, 0xEA, 0x00, 0x00, 0x00,
- 0xF6, 0x00, 0x04, 0x00, 0xE5, 0x00, 0x00, 0x00, 0xE4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0xFA, 0x00, 0x04, 0x00, 0xEB, 0x00, 0x00, 0x00, 0xE4, 0x00, 0x00, 0x00, 0xE5, 0x00, 0x00, 0x00,
- 0xF8, 0x00, 0x02, 0x00, 0xE4, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0xEE, 0x00, 0x00, 0x00, 0x3B, 0x01, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0xEF, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x6F, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0xF0, 0x00, 0x00, 0x00, 0xEF, 0x00, 0x00, 0x00, 0x84, 0x00, 0x05, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0xEE, 0x00, 0x00, 0x00, 0xF0, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x18, 0x00, 0x00, 0x00, 0xF3, 0x00, 0x00, 0x00, 0xB8, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0xF3, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0x80, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0xF5, 0x00, 0x00, 0x00,
- 0xF1, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0xF6, 0x00, 0x00, 0x00, 0xB8, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0xF5, 0x00, 0x00, 0x00,
- 0x3E, 0x00, 0x03, 0x00, 0xF6, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x80, 0x00, 0x05, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x18, 0x00, 0x00, 0x00, 0xF9, 0x00, 0x00, 0x00, 0xB8, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0xF9, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0x80, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0xFB, 0x00, 0x00, 0x00,
- 0xF1, 0x00, 0x00, 0x00, 0x95, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0xFC, 0x00, 0x00, 0x00, 0xB8, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0xFB, 0x00, 0x00, 0x00,
- 0x3E, 0x00, 0x03, 0x00, 0xFC, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x80, 0x00, 0x05, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0xFE, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0xDA, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x18, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xB8, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0xFE, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0xFF, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x00, 0x00, 0x80, 0x00, 0x05, 0x00, 0x11, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00,
- 0x3B, 0x01, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, 0xF9, 0x00, 0x02, 0x00, 0xE3, 0x00, 0x00, 0x00,
- 0xF8, 0x00, 0x02, 0x00, 0xE5, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] DepthBlitFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0B, 0x00, 0x08, 0x00, 0x17, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
- 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x0C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00, 0x02, 0x00, 0x00, 0x00, 0xC2, 0x01, 0x00, 0x00,
- 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E, 0x00, 0x00, 0x00, 0x00,
- 0x05, 0x00, 0x06, 0x00, 0x08, 0x00, 0x00, 0x00, 0x67, 0x6C, 0x5F, 0x46, 0x72, 0x61, 0x67, 0x44,
- 0x65, 0x70, 0x74, 0x68, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x0C, 0x00, 0x00, 0x00,
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- 0x47, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x47, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x47, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x3B, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
- 0x19, 0x00, 0x09, 0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x03, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00,
- 0x3B, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x17, 0x00, 0x04, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00,
- 0x3B, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x17, 0x00, 0x04, 0x00, 0x12, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x57, 0x00, 0x05, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x08, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00,
- 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] DepthBlitMsFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0B, 0x00, 0x08, 0x00, 0x23, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
- 0x23, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x32, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x06, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x47, 0x4C, 0x53, 0x4C, 0x2E, 0x73, 0x74, 0x64, 0x2E, 0x34, 0x35, 0x30,
- 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0F, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0xC2, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6D, 0x61, 0x69, 0x6E,
- 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x08, 0x00, 0x00, 0x00, 0x67, 0x6C, 0x5F, 0x46,
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- 0x22, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x0C, 0x00, 0x00, 0x00,
- 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x1E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x1B, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
- 0x06, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x03, 0x00, 0x0A, 0x00, 0x00, 0x00,
- 0x09, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x0A, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
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- 0x14, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x04, 0x00, 0x1A, 0x00, 0x00, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x01, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x04, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
- 0x64, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
- 0x68, 0x00, 0x04, 0x00, 0x15, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
- 0x6F, 0x00, 0x04, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00,
- 0x85, 0x00, 0x05, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
- 0x17, 0x00, 0x00, 0x00, 0x6E, 0x00, 0x04, 0x00, 0x15, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00,
- 0x18, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x14, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x1B, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00,
- 0x0D, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x07, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00,
- 0x1D, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00,
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- 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] DepthDrawToMsFragmentShaderSource = new byte[]
- {
- 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0B, 0x00, 0x08, 0x00, 0x5E, 0x00, 0x00, 0x00,
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- 0x5D, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
-
- public static readonly byte[] DepthDrawToNonMsFragmentShaderSource = new byte[]
- {
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-
- public static readonly byte[] StencilBlitFragmentShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] StencilBlitMsFragmentShaderSource = new byte[]
- {
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- };
-
- public static readonly byte[] StencilDrawToMsFragmentShaderSource = new byte[]
- {
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-
- public static readonly byte[] StencilDrawToNonMsFragmentShaderSource = new byte[]
- {
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- 0x36, 0x00, 0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0x00, 0x00, 0xF8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x0B, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x4F, 0x00, 0x07, 0x00,
- 0x0E, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6D, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00,
- 0x11, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00, 0x1B, 0x00, 0x00, 0x00,
- 0x1C, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x04, 0x00, 0x12, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00,
- 0x41, 0x00, 0x06, 0x00, 0x1B, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
- 0x19, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x12, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x82, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00,
- 0x21, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00,
- 0x1B, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00,
- 0x23, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x12, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00,
- 0x24, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, 0x00, 0x1B, 0x00, 0x00, 0x00, 0x27, 0x00, 0x00, 0x00,
- 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x26, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x27, 0x00, 0x00, 0x00, 0x82, 0x00, 0x05, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
- 0xC4, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x00, 0x31, 0x00, 0x00, 0x00,
- 0x20, 0x00, 0x00, 0x00, 0xC4, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00,
- 0x31, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x3A, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x00, 0x00, 0x3A, 0x00, 0x00, 0x00, 0xC3, 0x00, 0x05, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00,
- 0x82, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x3F, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x00,
- 0x31, 0x00, 0x00, 0x00, 0xC7, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
- 0x3D, 0x00, 0x00, 0x00, 0x3F, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00,
- 0x42, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x04, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x43, 0x00, 0x00, 0x00, 0x42, 0x00, 0x00, 0x00, 0xC3, 0x00, 0x05, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x00, 0x43, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00,
- 0x82, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x47, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00,
- 0x31, 0x00, 0x00, 0x00, 0xC7, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00,
- 0x45, 0x00, 0x00, 0x00, 0x47, 0x00, 0x00, 0x00, 0xC4, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00,
- 0x4A, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0xC5, 0x00, 0x05, 0x00,
- 0x12, 0x00, 0x00, 0x00, 0x4B, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x4A, 0x00, 0x00, 0x00,
- 0xC3, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x57, 0x00, 0x00, 0x00, 0x3B, 0x00, 0x00, 0x00,
- 0x1D, 0x00, 0x00, 0x00, 0xC3, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00,
- 0x43, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00, 0x50, 0x00, 0x00, 0x00,
- 0x5D, 0x00, 0x00, 0x00, 0x57, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
- 0x61, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x63, 0x00, 0x00, 0x00, 0x64, 0x00, 0x04, 0x00,
- 0x60, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x07, 0x00,
- 0x15, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x5D, 0x00, 0x00, 0x00,
- 0x40, 0x00, 0x00, 0x00, 0x4B, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x12, 0x00, 0x00, 0x00,
- 0x69, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00,
- 0x5F, 0x00, 0x00, 0x00, 0x69, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00,
- };
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitFragmentShaderSource.frag
deleted file mode 100644
index 1919269b..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitFragmentShaderSource.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 450 core
-
-#extension GL_ARB_shader_stencil_export : require
-
-layout (binding = 0, set = 2) uniform isampler2D texStencil;
-
-layout (location = 0) in vec2 tex_coord;
-
-void main()
-{
- gl_FragStencilRefARB = texture(texStencil, tex_coord).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitMsFragmentShaderSource.frag
deleted file mode 100644
index 7e26672a..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/StencilBlitMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 450 core
-
-#extension GL_ARB_shader_stencil_export : require
-
-layout (binding = 0, set = 2) uniform isampler2DMS texStencil;
-
-layout (location = 0) in vec2 tex_coord;
-
-void main()
-{
- gl_FragStencilRefARB = texelFetch(texStencil, ivec2(tex_coord * vec2(textureSize(texStencil).xy)), gl_SampleID).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToMsFragmentShaderSource.frag
deleted file mode 100644
index a07ae9d1..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 450 core
-
-#extension GL_ARB_shader_stencil_export : require
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform isampler2D src;
-
-void main()
-{
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
-
- int sampleIndex = gl_SampleID;
-
- int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
- int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
-
- gl_FragStencilRefARB = texelFetch(src, ivec2(inX, inY), 0).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToNonMsFragmentShaderSource.frag b/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToNonMsFragmentShaderSource.frag
deleted file mode 100644
index 3addd9d1..00000000
--- a/Ryujinx.Graphics.Vulkan/Shaders/StencilDrawToNonMsFragmentShaderSource.frag
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 450 core
-
-#extension GL_ARB_shader_stencil_export : require
-
-layout (std140, binding = 0) uniform sample_counts_log2_in
-{
- ivec4 sample_counts_log2;
-};
-
-layout (set = 2, binding = 0) uniform isampler2DMS srcMS;
-
-void main()
-{
- uvec2 coords = uvec2(gl_FragCoord.xy);
-
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
- int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
-
- samplesInXLog2 = sample_counts_log2.x;
- samplesInYLog2 = sample_counts_log2.y;
-
- ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
-
- gl_FragStencilRefARB = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/SpecInfo.cs b/Ryujinx.Graphics.Vulkan/SpecInfo.cs
deleted file mode 100644
index 4d226f61..00000000
--- a/Ryujinx.Graphics.Vulkan/SpecInfo.cs
+++ /dev/null
@@ -1,102 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- public enum SpecConstType
- {
- Bool32,
- Int16,
- Int32,
- Int64,
- Float16,
- Float32,
- Float64
- }
-
- sealed class SpecDescription
- {
- public readonly SpecializationInfo Info;
- public readonly SpecializationMapEntry[] Map;
-
- // For mapping a simple packed struct or single entry
- public SpecDescription(params (uint Id, SpecConstType Type)[] description)
- {
- int count = description.Length;
- Map = new SpecializationMapEntry[count];
-
- uint structSize = 0;
-
- for (int i = 0; i < Map.Length; ++i)
- {
- var typeSize = SizeOf(description[i].Type);
- Map[i] = new SpecializationMapEntry(description[i].Id, structSize, typeSize);
- structSize += typeSize;
- }
-
- Info = new SpecializationInfo()
- {
- DataSize = structSize,
- MapEntryCount = (uint)count
- };
- }
-
- // For advanced mapping with overlapping or staggered fields
- public SpecDescription(SpecializationMapEntry[] map)
- {
- Map = map;
-
- uint structSize = 0;
- for (int i = 0; i < map.Length; ++i)
- {
- structSize = Math.Max(structSize, map[i].Offset + (uint)map[i].Size);
- }
-
- Info = new SpecializationInfo()
- {
- DataSize = structSize,
- MapEntryCount = (uint)map.Length
- };
- }
-
- private static uint SizeOf(SpecConstType type) => type switch
- {
- SpecConstType.Int16 or SpecConstType.Float16 => 2,
- SpecConstType.Bool32 or SpecConstType.Int32 or SpecConstType.Float32 => 4,
- SpecConstType.Int64 or SpecConstType.Float64 => 8,
- _ => throw new ArgumentOutOfRangeException(nameof(type))
- };
-
- private SpecDescription()
- {
- Info = new();
- }
-
- public static readonly SpecDescription Empty = new();
- }
-
- readonly struct SpecData : IRefEquatable<SpecData>
- {
- private readonly byte[] _data;
- private readonly int _hash;
-
- public int Length => _data.Length;
- public ReadOnlySpan<byte> Span => _data.AsSpan();
- public override int GetHashCode() => _hash;
-
- public SpecData(ReadOnlySpan<byte> data)
- {
- _data = new byte[data.Length];
- data.CopyTo(_data);
-
- var hc = new HashCode();
- hc.AddBytes(data);
- _hash = hc.ToHashCode();
- }
-
- public override bool Equals(object obj) => obj is SpecData other && Equals(other);
- public bool Equals(ref SpecData other) => _data.AsSpan().SequenceEqual(other._data);
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/StagingBuffer.cs b/Ryujinx.Graphics.Vulkan/StagingBuffer.cs
deleted file mode 100644
index 4e3c1dee..00000000
--- a/Ryujinx.Graphics.Vulkan/StagingBuffer.cs
+++ /dev/null
@@ -1,194 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class StagingBuffer : IDisposable
- {
- private const int BufferSize = 16 * 1024 * 1024;
-
- private int _freeOffset;
- private int _freeSize;
-
- private readonly VulkanRenderer _gd;
- private readonly BufferHolder _buffer;
-
- private readonly struct PendingCopy
- {
- public FenceHolder Fence { get; }
- public int Size { get; }
-
- public PendingCopy(FenceHolder fence, int size)
- {
- Fence = fence;
- Size = size;
- fence.Get();
- }
- }
-
- private readonly Queue<PendingCopy> _pendingCopies;
-
- public StagingBuffer(VulkanRenderer gd, BufferManager bufferManager)
- {
- _gd = gd;
- _buffer = bufferManager.Create(gd, BufferSize);
- _pendingCopies = new Queue<PendingCopy>();
- _freeSize = BufferSize;
- }
-
- public unsafe void PushData(CommandBufferPool cbp, CommandBufferScoped? cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
- {
- bool isRender = cbs != null;
- CommandBufferScoped scoped = cbs ?? cbp.Rent();
-
- // Must push all data to the buffer. If it can't fit, split it up.
-
- endRenderPass?.Invoke();
-
- while (data.Length > 0)
- {
- if (_freeSize < data.Length)
- {
- FreeCompleted();
- }
-
- while (_freeSize == 0)
- {
- if (!WaitFreeCompleted(cbp))
- {
- if (isRender)
- {
- _gd.FlushAllCommands();
- scoped = cbp.Rent();
- isRender = false;
- }
- else
- {
- scoped = cbp.ReturnAndRent(scoped);
- }
- }
- }
-
- int chunkSize = Math.Min(_freeSize, data.Length);
-
- PushDataImpl(scoped, dst, dstOffset, data.Slice(0, chunkSize));
-
- dstOffset += chunkSize;
- data = data.Slice(chunkSize);
- }
-
- if (!isRender)
- {
- scoped.Dispose();
- }
- }
-
- private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
- {
- var srcBuffer = _buffer.GetBuffer();
- var dstBuffer = dst.GetBuffer(cbs.CommandBuffer, dstOffset, data.Length, true);
-
- int offset = _freeOffset;
- int capacity = BufferSize - offset;
- if (capacity < data.Length)
- {
- _buffer.SetDataUnchecked(offset, data.Slice(0, capacity));
- _buffer.SetDataUnchecked(0, data.Slice(capacity));
-
- BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, capacity);
- BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, 0, dstOffset + capacity, data.Length - capacity);
- }
- else
- {
- _buffer.SetDataUnchecked(offset, data);
-
- BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, data.Length);
- }
-
- _freeOffset = (offset + data.Length) & (BufferSize - 1);
- _freeSize -= data.Length;
- Debug.Assert(_freeSize >= 0);
-
- _pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), data.Length));
- }
-
- public unsafe bool TryPushData(CommandBufferScoped cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
- {
- if (data.Length > BufferSize)
- {
- return false;
- }
-
- if (_freeSize < data.Length)
- {
- FreeCompleted();
-
- if (_freeSize < data.Length)
- {
- return false;
- }
- }
-
- endRenderPass();
-
- PushDataImpl(cbs, dst, dstOffset, data);
-
- return true;
- }
-
- private bool WaitFreeCompleted(CommandBufferPool cbp)
- {
- if (_pendingCopies.TryPeek(out var pc))
- {
- if (!pc.Fence.IsSignaled())
- {
- if (cbp.IsFenceOnRentedCommandBuffer(pc.Fence))
- {
- return false;
- }
-
- pc.Fence.Wait();
- }
-
- var dequeued = _pendingCopies.Dequeue();
- Debug.Assert(dequeued.Fence == pc.Fence);
- _freeSize += pc.Size;
- pc.Fence.Put();
- }
-
- return true;
- }
-
- private void FreeCompleted()
- {
- FenceHolder signalledFence = null;
- while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
- {
- signalledFence = pc.Fence; // Already checked - don't need to do it again.
- var dequeued = _pendingCopies.Dequeue();
- Debug.Assert(dequeued.Fence == pc.Fence);
- _freeSize += pc.Size;
- pc.Fence.Put();
- }
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- _buffer.Dispose();
-
- while (_pendingCopies.TryDequeue(out var pc))
- {
- pc.Fence.Put();
- }
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/SyncManager.cs b/Ryujinx.Graphics.Vulkan/SyncManager.cs
deleted file mode 100644
index 432d224f..00000000
--- a/Ryujinx.Graphics.Vulkan/SyncManager.cs
+++ /dev/null
@@ -1,206 +0,0 @@
-using Ryujinx.Common.Logging;
-using Silk.NET.Vulkan;
-using System.Collections.Generic;
-using System.Diagnostics;
-using System.Linq;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class SyncManager
- {
- private class SyncHandle
- {
- public ulong ID;
- public MultiFenceHolder Waitable;
- public ulong FlushId;
- public bool Signalled;
-
- public bool NeedsFlush(ulong currentFlushId)
- {
- return (long)(FlushId - currentFlushId) >= 0;
- }
- }
-
- private ulong _firstHandle = 0;
-
- private readonly VulkanRenderer _gd;
- private readonly Device _device;
- private List<SyncHandle> _handles;
- private ulong FlushId;
- private long WaitTicks;
-
- public SyncManager(VulkanRenderer gd, Device device)
- {
- _gd = gd;
- _device = device;
- _handles = new List<SyncHandle>();
- }
-
- public void RegisterFlush()
- {
- FlushId++;
- }
-
- public void Create(ulong id, bool strict)
- {
- ulong flushId = FlushId;
- MultiFenceHolder waitable = new MultiFenceHolder();
- if (strict || _gd.InterruptAction == null)
- {
- _gd.FlushAllCommands();
- _gd.CommandBufferPool.AddWaitable(waitable);
- }
- else
- {
- // Don't flush commands, instead wait for the current command buffer to finish.
- // If this sync is waited on before the command buffer is submitted, interrupt the gpu thread and flush it manually.
-
- _gd.CommandBufferPool.AddInUseWaitable(waitable);
- }
-
- SyncHandle handle = new SyncHandle
- {
- ID = id,
- Waitable = waitable,
- FlushId = flushId
- };
-
- lock (_handles)
- {
- _handles.Add(handle);
- }
- }
-
- public ulong GetCurrent()
- {
- lock (_handles)
- {
- ulong lastHandle = _firstHandle;
-
- foreach (SyncHandle handle in _handles)
- {
- lock (handle)
- {
- if (handle.Waitable == null)
- {
- continue;
- }
-
- if (handle.ID > lastHandle)
- {
- bool signaled = handle.Signalled || handle.Waitable.WaitForFences(_gd.Api, _device, 0);
- if (signaled)
- {
- lastHandle = handle.ID;
- handle.Signalled = true;
- }
- }
- }
- }
-
- return lastHandle;
- }
- }
-
- public void Wait(ulong id)
- {
- SyncHandle result = null;
-
- lock (_handles)
- {
- if ((long)(_firstHandle - id) > 0)
- {
- return; // The handle has already been signalled or deleted.
- }
-
- foreach (SyncHandle handle in _handles)
- {
- if (handle.ID == id)
- {
- result = handle;
- break;
- }
- }
- }
-
- if (result != null)
- {
- lock (result)
- {
- if (result.Waitable == null)
- {
- return;
- }
-
- long beforeTicks = Stopwatch.GetTimestamp();
-
- if (result.NeedsFlush(FlushId))
- {
- _gd.InterruptAction(() =>
- {
- if (result.NeedsFlush(FlushId))
- {
- _gd.FlushAllCommands();
- }
- });
- }
-
- bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
-
- if (!signaled)
- {
- Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
- }
- else
- {
- WaitTicks += Stopwatch.GetTimestamp() - beforeTicks;
- result.Signalled = true;
- }
- }
- }
- }
-
- public void Cleanup()
- {
- // Iterate through handles and remove any that have already been signalled.
-
- while (true)
- {
- SyncHandle first = null;
- lock (_handles)
- {
- first = _handles.FirstOrDefault();
- }
-
- if (first == null || first.NeedsFlush(FlushId)) break;
-
- bool signaled = first.Waitable.WaitForFences(_gd.Api, _device, 0);
- if (signaled)
- {
- // Delete the sync object.
- lock (_handles)
- {
- lock (first)
- {
- _firstHandle = first.ID + 1;
- _handles.RemoveAt(0);
- first.Waitable = null;
- }
- }
- } else
- {
- // This sync handle and any following have not been reached yet.
- break;
- }
- }
- }
-
- public long GetAndResetWaitTicks()
- {
- long result = WaitTicks;
- WaitTicks = 0;
-
- return result;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/TextureBuffer.cs b/Ryujinx.Graphics.Vulkan/TextureBuffer.cs
deleted file mode 100644
index 738bf57d..00000000
--- a/Ryujinx.Graphics.Vulkan/TextureBuffer.cs
+++ /dev/null
@@ -1,160 +0,0 @@
-using Ryujinx.Common.Memory;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class TextureBuffer : ITexture
- {
- private readonly VulkanRenderer _gd;
-
- private BufferHandle _bufferHandle;
- private int _offset;
- private int _size;
- private Auto<DisposableBufferView> _bufferView;
- private Dictionary<GAL.Format, Auto<DisposableBufferView>> _selfManagedViews;
-
- private int _bufferCount;
-
- public int Width { get; }
- public int Height { get; }
-
- public VkFormat VkFormat { get; }
-
- public float ScaleFactor { get; }
-
- public TextureBuffer(VulkanRenderer gd, TextureCreateInfo info, float scale)
- {
- _gd = gd;
- Width = info.Width;
- Height = info.Height;
- VkFormat = FormatTable.GetFormat(info.Format);
- ScaleFactor = scale;
-
- gd.Textures.Add(this);
- }
-
- public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
- {
- throw new NotSupportedException();
- }
-
- public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
- {
- throw new NotSupportedException();
- }
-
- public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
- {
- throw new NotSupportedException();
- }
-
- public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
- {
- throw new NotSupportedException();
- }
-
- public PinnedSpan<byte> GetData()
- {
- return _gd.GetBufferData(_bufferHandle, _offset, _size);
- }
-
- public PinnedSpan<byte> GetData(int layer, int level)
- {
- return GetData();
- }
-
- public void Release()
- {
- if (_gd.Textures.Remove(this))
- {
- ReleaseImpl();
- }
- }
-
- private void ReleaseImpl()
- {
- if (_selfManagedViews != null)
- {
- foreach (var bufferView in _selfManagedViews.Values)
- {
- bufferView.Dispose();
- }
-
- _selfManagedViews = null;
- }
-
- _bufferView?.Dispose();
- _bufferView = null;
- }
-
- public void SetData(SpanOrArray<byte> data)
- {
- _gd.SetBufferData(_bufferHandle, _offset, data);
- }
-
- public void SetData(SpanOrArray<byte> data, int layer, int level)
- {
- throw new NotSupportedException();
- }
-
- public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
- {
- throw new NotSupportedException();
- }
-
- public void SetStorage(BufferRange buffer)
- {
- if (_bufferHandle == buffer.Handle &&
- _offset == buffer.Offset &&
- _size == buffer.Size &&
- _bufferCount == _gd.BufferManager.BufferCount)
- {
- return;
- }
-
- _bufferHandle = buffer.Handle;
- _offset = buffer.Offset;
- _size = buffer.Size;
- _bufferCount = _gd.BufferManager.BufferCount;
-
- ReleaseImpl();
- }
-
- public BufferView GetBufferView(CommandBufferScoped cbs)
- {
- if (_bufferView == null)
- {
- _bufferView = _gd.BufferManager.CreateView(_bufferHandle, VkFormat, _offset, _size, ReleaseImpl);
- }
-
- return _bufferView?.Get(cbs, _offset, _size).Value ?? default;
- }
-
- public BufferView GetBufferView(CommandBufferScoped cbs, GAL.Format format)
- {
- var vkFormat = FormatTable.GetFormat(format);
- if (vkFormat == VkFormat)
- {
- return GetBufferView(cbs);
- }
-
- if (_selfManagedViews != null && _selfManagedViews.TryGetValue(format, out var bufferView))
- {
- return bufferView.Get(cbs, _offset, _size).Value;
- }
-
- bufferView = _gd.BufferManager.CreateView(_bufferHandle, vkFormat, _offset, _size, ReleaseImpl);
-
- if (bufferView != null)
- {
- (_selfManagedViews ??= new Dictionary<GAL.Format, Auto<DisposableBufferView>>()).Add(format, bufferView);
- }
-
- return bufferView?.Get(cbs, _offset, _size).Value ?? default;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/TextureCopy.cs b/Ryujinx.Graphics.Vulkan/TextureCopy.cs
deleted file mode 100644
index c7ce2d99..00000000
--- a/Ryujinx.Graphics.Vulkan/TextureCopy.cs
+++ /dev/null
@@ -1,476 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Numerics;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class TextureCopy
- {
- public static void Blit(
- Vk api,
- CommandBuffer commandBuffer,
- Image srcImage,
- Image dstImage,
- TextureCreateInfo srcInfo,
- TextureCreateInfo dstInfo,
- Extents2D srcRegion,
- Extents2D dstRegion,
- int srcLayer,
- int dstLayer,
- int srcLevel,
- int dstLevel,
- int layers,
- int levels,
- bool linearFilter,
- ImageAspectFlags srcAspectFlags = 0,
- ImageAspectFlags dstAspectFlags = 0)
- {
- static (Offset3D, Offset3D) ExtentsToOffset3D(Extents2D extents, int width, int height, int level)
- {
- static int Clamp(int value, int max)
- {
- return Math.Clamp(value, 0, max);
- }
-
- var xy1 = new Offset3D(Clamp(extents.X1, width) >> level, Clamp(extents.Y1, height) >> level, 0);
- var xy2 = new Offset3D(Clamp(extents.X2, width) >> level, Clamp(extents.Y2, height) >> level, 1);
-
- return (xy1, xy2);
- }
-
- if (srcAspectFlags == 0)
- {
- srcAspectFlags = srcInfo.Format.ConvertAspectFlags();
- }
-
- if (dstAspectFlags == 0)
- {
- dstAspectFlags = dstInfo.Format.ConvertAspectFlags();
- }
-
- var srcOffsets = new ImageBlit.SrcOffsetsBuffer();
- var dstOffsets = new ImageBlit.DstOffsetsBuffer();
-
- var filter = linearFilter && !dstInfo.Format.IsDepthOrStencil() ? Filter.Linear : Filter.Nearest;
-
- TextureView.InsertImageBarrier(
- api,
- commandBuffer,
- srcImage,
- TextureStorage.DefaultAccessMask,
- AccessFlags.TransferReadBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- srcAspectFlags,
- srcLayer,
- srcLevel,
- layers,
- levels);
-
- uint copySrcLevel = (uint)srcLevel;
- uint copyDstLevel = (uint)dstLevel;
-
- for (int level = 0; level < levels; level++)
- {
- var srcSl = new ImageSubresourceLayers(srcAspectFlags, copySrcLevel, (uint)srcLayer, (uint)layers);
- var dstSl = new ImageSubresourceLayers(dstAspectFlags, copyDstLevel, (uint)dstLayer, (uint)layers);
-
- (srcOffsets.Element0, srcOffsets.Element1) = ExtentsToOffset3D(srcRegion, srcInfo.Width, srcInfo.Height, level);
- (dstOffsets.Element0, dstOffsets.Element1) = ExtentsToOffset3D(dstRegion, dstInfo.Width, dstInfo.Height, level);
-
- var region = new ImageBlit()
- {
- SrcSubresource = srcSl,
- SrcOffsets = srcOffsets,
- DstSubresource = dstSl,
- DstOffsets = dstOffsets
- };
-
- api.CmdBlitImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region, filter);
-
- copySrcLevel++;
- copyDstLevel++;
-
- if (srcInfo.Target == Target.Texture3D || dstInfo.Target == Target.Texture3D)
- {
- layers = Math.Max(1, layers >> 1);
- }
- }
-
- TextureView.InsertImageBarrier(
- api,
- commandBuffer,
- dstImage,
- AccessFlags.TransferWriteBit,
- TextureStorage.DefaultAccessMask,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- dstAspectFlags,
- dstLayer,
- dstLevel,
- layers,
- levels);
- }
-
- public static void Copy(
- Vk api,
- CommandBuffer commandBuffer,
- Image srcImage,
- Image dstImage,
- TextureCreateInfo srcInfo,
- TextureCreateInfo dstInfo,
- int srcViewLayer,
- int dstViewLayer,
- int srcViewLevel,
- int dstViewLevel,
- int srcLayer,
- int dstLayer,
- int srcLevel,
- int dstLevel)
- {
- int srcDepth = srcInfo.GetDepthOrLayers();
- int srcLevels = srcInfo.Levels;
-
- int dstDepth = dstInfo.GetDepthOrLayers();
- int dstLevels = dstInfo.Levels;
-
- if (dstInfo.Target == Target.Texture3D)
- {
- dstDepth = Math.Max(1, dstDepth >> dstLevel);
- }
-
- int depth = Math.Min(srcDepth, dstDepth);
- int levels = Math.Min(srcLevels, dstLevels);
-
- Copy(
- api,
- commandBuffer,
- srcImage,
- dstImage,
- srcInfo,
- dstInfo,
- srcViewLayer,
- dstViewLayer,
- srcViewLevel,
- dstViewLevel,
- srcLayer,
- dstLayer,
- srcLevel,
- dstLevel,
- depth,
- levels);
- }
-
- private static int ClampLevels(TextureCreateInfo info, int levels)
- {
- int width = info.Width;
- int height = info.Height;
- int depth = info.Target == Target.Texture3D ? info.Depth : 1;
-
- int maxLevels = 1 + BitOperations.Log2((uint)Math.Max(Math.Max(width, height), depth));
-
- if (levels > maxLevels)
- {
- levels = maxLevels;
- }
-
- return levels;
- }
-
- public static void Copy(
- Vk api,
- CommandBuffer commandBuffer,
- Image srcImage,
- Image dstImage,
- TextureCreateInfo srcInfo,
- TextureCreateInfo dstInfo,
- int srcViewLayer,
- int dstViewLayer,
- int srcViewLevel,
- int dstViewLevel,
- int srcDepthOrLayer,
- int dstDepthOrLayer,
- int srcLevel,
- int dstLevel,
- int depthOrLayers,
- int levels)
- {
- int srcZ;
- int srcLayer;
- int srcDepth;
- int srcLayers;
-
- if (srcInfo.Target == Target.Texture3D)
- {
- srcZ = srcDepthOrLayer;
- srcLayer = 0;
- srcDepth = depthOrLayers;
- srcLayers = 1;
- }
- else
- {
- srcZ = 0;
- srcLayer = srcDepthOrLayer;
- srcDepth = 1;
- srcLayers = depthOrLayers;
- }
-
- int dstZ;
- int dstLayer;
- int dstDepth;
- int dstLayers;
-
- if (dstInfo.Target == Target.Texture3D)
- {
- dstZ = dstDepthOrLayer;
- dstLayer = 0;
- dstDepth = depthOrLayers;
- dstLayers = 1;
- }
- else
- {
- dstZ = 0;
- dstLayer = dstDepthOrLayer;
- dstDepth = 1;
- dstLayers = depthOrLayers;
- }
-
- int srcWidth = srcInfo.Width;
- int srcHeight = srcInfo.Height;
-
- int dstWidth = dstInfo.Width;
- int dstHeight = dstInfo.Height;
-
- srcWidth = Math.Max(1, srcWidth >> srcLevel);
- srcHeight = Math.Max(1, srcHeight >> srcLevel);
-
- dstWidth = Math.Max(1, dstWidth >> dstLevel);
- dstHeight = Math.Max(1, dstHeight >> dstLevel);
-
- int blockWidth = 1;
- int blockHeight = 1;
- bool sizeInBlocks = false;
-
- // When copying from a compressed to a non-compressed format,
- // the non-compressed texture will have the size of the texture
- // in blocks (not in texels), so we must adjust that size to
- // match the size in texels of the compressed texture.
- if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
- {
- srcWidth *= dstInfo.BlockWidth;
- srcHeight *= dstInfo.BlockHeight;
- blockWidth = dstInfo.BlockWidth;
- blockHeight = dstInfo.BlockHeight;
-
- sizeInBlocks = true;
- }
- else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
- {
- dstWidth *= srcInfo.BlockWidth;
- dstHeight *= srcInfo.BlockHeight;
- blockWidth = srcInfo.BlockWidth;
- blockHeight = srcInfo.BlockHeight;
- }
-
- int width = Math.Min(srcWidth, dstWidth);
- int height = Math.Min(srcHeight, dstHeight);
-
- ImageAspectFlags srcAspect = srcInfo.Format.ConvertAspectFlags();
- ImageAspectFlags dstAspect = dstInfo.Format.ConvertAspectFlags();
-
- TextureView.InsertImageBarrier(
- api,
- commandBuffer,
- srcImage,
- TextureStorage.DefaultAccessMask,
- AccessFlags.TransferReadBit,
- PipelineStageFlags.AllCommandsBit,
- PipelineStageFlags.TransferBit,
- srcAspect,
- srcViewLayer + srcLayer,
- srcViewLevel + srcLevel,
- srcLayers,
- levels);
-
- for (int level = 0; level < levels; level++)
- {
- // Stop copy if we are already out of the levels range.
- if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
- {
- break;
- }
-
- var srcSl = new ImageSubresourceLayers(
- srcAspect,
- (uint)(srcViewLevel + srcLevel + level),
- (uint)(srcViewLayer + srcLayer),
- (uint)srcLayers);
-
- var dstSl = new ImageSubresourceLayers(
- dstAspect,
- (uint)(dstViewLevel + dstLevel + level),
- (uint)(dstViewLayer + dstLayer),
- (uint)dstLayers);
-
- int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
- int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
-
- var extent = new Extent3D((uint)copyWidth, (uint)copyHeight, (uint)srcDepth);
-
- if (srcInfo.Samples > 1 && srcInfo.Samples != dstInfo.Samples)
- {
- var region = new ImageResolve(srcSl, new Offset3D(0, 0, srcZ), dstSl, new Offset3D(0, 0, dstZ), extent);
-
- api.CmdResolveImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region);
- }
- else
- {
- var region = new ImageCopy(srcSl, new Offset3D(0, 0, srcZ), dstSl, new Offset3D(0, 0, dstZ), extent);
-
- api.CmdCopyImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region);
- }
-
- width = Math.Max(1, width >> 1);
- height = Math.Max(1, height >> 1);
-
- if (srcInfo.Target == Target.Texture3D)
- {
- srcDepth = Math.Max(1, srcDepth >> 1);
- }
- }
-
- TextureView.InsertImageBarrier(
- api,
- commandBuffer,
- dstImage,
- AccessFlags.TransferWriteBit,
- TextureStorage.DefaultAccessMask,
- PipelineStageFlags.TransferBit,
- PipelineStageFlags.AllCommandsBit,
- dstAspect,
- dstViewLayer + dstLayer,
- dstViewLevel + dstLevel,
- dstLayers,
- levels);
- }
-
- public unsafe static void ResolveDepthStencil(
- VulkanRenderer gd,
- Device device,
- CommandBufferScoped cbs,
- TextureView src,
- TextureView dst)
- {
- var dsAttachmentReference = new AttachmentReference2(StructureType.AttachmentReference2, null, 0, ImageLayout.General);
- var dsResolveAttachmentReference = new AttachmentReference2(StructureType.AttachmentReference2, null, 1, ImageLayout.General);
-
- var subpassDsResolve = new SubpassDescriptionDepthStencilResolve()
- {
- SType = StructureType.SubpassDescriptionDepthStencilResolve,
- PDepthStencilResolveAttachment = &dsResolveAttachmentReference,
- DepthResolveMode = ResolveModeFlags.SampleZeroBit,
- StencilResolveMode = ResolveModeFlags.SampleZeroBit
- };
-
- var subpass = new SubpassDescription2()
- {
- SType = StructureType.SubpassDescription2,
- PipelineBindPoint = PipelineBindPoint.Graphics,
- PDepthStencilAttachment = &dsAttachmentReference,
- PNext = &subpassDsResolve
- };
-
- AttachmentDescription2[] attachmentDescs = new AttachmentDescription2[2];
-
- attachmentDescs[0] = new AttachmentDescription2(
- StructureType.AttachmentDescription2,
- null,
- 0,
- src.VkFormat,
- TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)src.Info.Samples),
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- ImageLayout.General,
- ImageLayout.General);
-
- attachmentDescs[1] = new AttachmentDescription2(
- StructureType.AttachmentDescription2,
- null,
- 0,
- dst.VkFormat,
- TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)dst.Info.Samples),
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- AttachmentLoadOp.Load,
- AttachmentStoreOp.Store,
- ImageLayout.General,
- ImageLayout.General);
-
- var subpassDependency = PipelineConverter.CreateSubpassDependency2();
-
- fixed (AttachmentDescription2* pAttachmentDescs = attachmentDescs)
- {
- var renderPassCreateInfo = new RenderPassCreateInfo2()
- {
- SType = StructureType.RenderPassCreateInfo2,
- PAttachments = pAttachmentDescs,
- AttachmentCount = (uint)attachmentDescs.Length,
- PSubpasses = &subpass,
- SubpassCount = 1,
- PDependencies = &subpassDependency,
- DependencyCount = 1
- };
-
- gd.Api.CreateRenderPass2(device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
-
- using var rp = new Auto<DisposableRenderPass>(new DisposableRenderPass(gd.Api, device, renderPass));
-
- ImageView* attachments = stackalloc ImageView[2];
-
- var srcView = src.GetImageViewForAttachment();
- var dstView = dst.GetImageViewForAttachment();
-
- attachments[0] = srcView.Get(cbs).Value;
- attachments[1] = dstView.Get(cbs).Value;
-
- var framebufferCreateInfo = new FramebufferCreateInfo()
- {
- SType = StructureType.FramebufferCreateInfo,
- RenderPass = rp.Get(cbs).Value,
- AttachmentCount = 2,
- PAttachments = attachments,
- Width = (uint)src.Width,
- Height = (uint)src.Height,
- Layers = (uint)src.Layers
- };
-
- gd.Api.CreateFramebuffer(device, framebufferCreateInfo, null, out var framebuffer).ThrowOnError();
- using var fb = new Auto<DisposableFramebuffer>(new DisposableFramebuffer(gd.Api, device, framebuffer), null, new[] { srcView, dstView });
-
- var renderArea = new Rect2D(null, new Extent2D((uint)src.Info.Width, (uint)src.Info.Height));
- var clearValue = new ClearValue();
-
- var renderPassBeginInfo = new RenderPassBeginInfo()
- {
- SType = StructureType.RenderPassBeginInfo,
- RenderPass = rp.Get(cbs).Value,
- Framebuffer = fb.Get(cbs).Value,
- RenderArea = renderArea,
- PClearValues = &clearValue,
- ClearValueCount = 1
- };
-
- // The resolve operation happens at the end of the subpass, so let's just do a begin/end
- // to resolve the depth-stencil texture.
- // TODO: Do speculative resolve and part of the same render pass as the draw to avoid
- // ending the current render pass?
- gd.Api.CmdBeginRenderPass(cbs.CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
- gd.Api.CmdEndRenderPass(cbs.CommandBuffer);
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/TextureStorage.cs b/Ryujinx.Graphics.Vulkan/TextureStorage.cs
deleted file mode 100644
index 0582e6ca..00000000
--- a/Ryujinx.Graphics.Vulkan/TextureStorage.cs
+++ /dev/null
@@ -1,530 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Numerics;
-using VkBuffer = Silk.NET.Vulkan.Buffer;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class TextureStorage : IDisposable
- {
- private const MemoryPropertyFlags DefaultImageMemoryFlags =
- MemoryPropertyFlags.DeviceLocalBit;
-
- private const ImageUsageFlags DefaultUsageFlags =
- ImageUsageFlags.SampledBit |
- ImageUsageFlags.TransferSrcBit |
- ImageUsageFlags.TransferDstBit;
-
- public const AccessFlags DefaultAccessMask =
- AccessFlags.ShaderReadBit |
- AccessFlags.ShaderWriteBit |
- AccessFlags.ColorAttachmentReadBit |
- AccessFlags.ColorAttachmentWriteBit |
- AccessFlags.DepthStencilAttachmentReadBit |
- AccessFlags.DepthStencilAttachmentWriteBit |
- AccessFlags.TransferReadBit |
- AccessFlags.TransferWriteBit;
-
- private readonly VulkanRenderer _gd;
-
- private readonly Device _device;
-
- private TextureCreateInfo _info;
-
- public TextureCreateInfo Info => _info;
-
- private readonly Image _image;
- private readonly Auto<DisposableImage> _imageAuto;
- private readonly Auto<MemoryAllocation> _allocationAuto;
- private Auto<MemoryAllocation> _foreignAllocationAuto;
-
- private Dictionary<GAL.Format, TextureStorage> _aliasedStorages;
-
- private AccessFlags _lastModificationAccess;
- private PipelineStageFlags _lastModificationStage;
- private AccessFlags _lastReadAccess;
- private PipelineStageFlags _lastReadStage;
-
- private int _viewsCount;
- private ulong _size;
-
- public VkFormat VkFormat { get; }
- public float ScaleFactor { get; }
-
- public unsafe TextureStorage(
- VulkanRenderer gd,
- Device device,
- TextureCreateInfo info,
- float scaleFactor,
- Auto<MemoryAllocation> foreignAllocation = null)
- {
- _gd = gd;
- _device = device;
- _info = info;
- ScaleFactor = scaleFactor;
-
- var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
- var levels = (uint)info.Levels;
- var layers = (uint)info.GetLayers();
- var depth = (uint)(info.Target == Target.Texture3D ? info.Depth : 1);
-
- VkFormat = format;
-
- var type = info.Target.Convert();
-
- var extent = new Extent3D((uint)info.Width, (uint)info.Height, depth);
-
- var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
-
- var usage = GetImageUsageFromFormat(info.Format);
-
- var flags = ImageCreateFlags.CreateMutableFormatBit;
-
- // This flag causes mipmapped texture arrays to break on AMD GCN, so for that copy dependencies are forced for aliasing as cube.
- bool isCube = info.Target == Target.Cubemap || info.Target == Target.CubemapArray;
- bool cubeCompatible = gd.IsAmdGcn ? isCube : (info.Width == info.Height && layers >= 6);
-
- if (type == ImageType.Type2D && cubeCompatible)
- {
- flags |= ImageCreateFlags.CreateCubeCompatibleBit;
- }
-
- if (type == ImageType.Type3D && !gd.Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.No3DImageView))
- {
- flags |= ImageCreateFlags.Create2DArrayCompatibleBit;
- }
-
- var imageCreateInfo = new ImageCreateInfo()
- {
- SType = StructureType.ImageCreateInfo,
- ImageType = type,
- Format = format,
- Extent = extent,
- MipLevels = levels,
- ArrayLayers = layers,
- Samples = sampleCountFlags,
- Tiling = ImageTiling.Optimal,
- Usage = usage,
- SharingMode = SharingMode.Exclusive,
- InitialLayout = ImageLayout.Undefined,
- Flags = flags
- };
-
- gd.Api.CreateImage(device, imageCreateInfo, null, out _image).ThrowOnError();
-
- if (foreignAllocation == null)
- {
- gd.Api.GetImageMemoryRequirements(device, _image, out var requirements);
- var allocation = gd.MemoryAllocator.AllocateDeviceMemory(requirements, DefaultImageMemoryFlags);
-
- if (allocation.Memory.Handle == 0UL)
- {
- gd.Api.DestroyImage(device, _image, null);
- throw new Exception("Image initialization failed.");
- }
-
- _size = requirements.Size;
-
- gd.Api.BindImageMemory(device, _image, allocation.Memory, allocation.Offset).ThrowOnError();
-
- _allocationAuto = new Auto<MemoryAllocation>(allocation);
- _imageAuto = new Auto<DisposableImage>(new DisposableImage(_gd.Api, device, _image), null, _allocationAuto);
-
- InitialTransition(ImageLayout.Undefined, ImageLayout.General);
- }
- else
- {
- _foreignAllocationAuto = foreignAllocation;
- foreignAllocation.IncrementReferenceCount();
- var allocation = foreignAllocation.GetUnsafe();
-
- gd.Api.BindImageMemory(device, _image, allocation.Memory, allocation.Offset).ThrowOnError();
-
- _imageAuto = new Auto<DisposableImage>(new DisposableImage(_gd.Api, device, _image));
-
- InitialTransition(ImageLayout.Preinitialized, ImageLayout.General);
- }
- }
-
- public TextureStorage CreateAliasedColorForDepthStorageUnsafe(GAL.Format format)
- {
- var colorFormat = format switch
- {
- GAL.Format.S8Uint => GAL.Format.R8Unorm,
- GAL.Format.D16Unorm => GAL.Format.R16Unorm,
- GAL.Format.S8UintD24Unorm => GAL.Format.R8G8B8A8Unorm,
- GAL.Format.D32Float => GAL.Format.R32Float,
- GAL.Format.D24UnormS8Uint => GAL.Format.R8G8B8A8Unorm,
- GAL.Format.D32FloatS8Uint => GAL.Format.R32G32Float,
- _ => throw new ArgumentException($"\"{format}\" is not a supported depth or stencil format.")
- };
-
- return CreateAliasedStorageUnsafe(colorFormat);
- }
-
- public TextureStorage CreateAliasedStorageUnsafe(GAL.Format format)
- {
- if (_aliasedStorages == null || !_aliasedStorages.TryGetValue(format, out var storage))
- {
- _aliasedStorages ??= new Dictionary<GAL.Format, TextureStorage>();
-
- var info = NewCreateInfoWith(ref _info, format, _info.BytesPerPixel);
-
- storage = new TextureStorage(_gd, _device, info, ScaleFactor, _allocationAuto);
-
- _aliasedStorages.Add(format, storage);
- }
-
- return storage;
- }
-
- public static TextureCreateInfo NewCreateInfoWith(ref TextureCreateInfo info, GAL.Format format, int bytesPerPixel)
- {
- return NewCreateInfoWith(ref info, format, bytesPerPixel, info.Width, info.Height);
- }
-
- public static TextureCreateInfo NewCreateInfoWith(
- ref TextureCreateInfo info,
- GAL.Format format,
- int bytesPerPixel,
- int width,
- int height)
- {
- return new TextureCreateInfo(
- width,
- height,
- info.Depth,
- info.Levels,
- info.Samples,
- info.BlockWidth,
- info.BlockHeight,
- bytesPerPixel,
- format,
- info.DepthStencilMode,
- info.Target,
- info.SwizzleR,
- info.SwizzleG,
- info.SwizzleB,
- info.SwizzleA);
- }
-
- public Auto<DisposableImage> GetImage()
- {
- return _imageAuto;
- }
-
- public Image GetImageForViewCreation()
- {
- return _image;
- }
-
- public bool HasCommandBufferDependency(CommandBufferScoped cbs)
- {
- if (_foreignAllocationAuto != null)
- {
- return _foreignAllocationAuto.HasCommandBufferDependency(cbs);
- }
- else if (_allocationAuto != null)
- {
- return _allocationAuto.HasCommandBufferDependency(cbs);
- }
-
- return false;
- }
-
- private unsafe void InitialTransition(ImageLayout srcLayout, ImageLayout dstLayout)
- {
- CommandBufferScoped cbs;
- bool useTempCbs = !_gd.CommandBufferPool.OwnedByCurrentThread;
-
- if (useTempCbs)
- {
- cbs = _gd.BackgroundResources.Get().GetPool().Rent();
- }
- else
- {
- if (_gd.PipelineInternal != null)
- {
- cbs = _gd.PipelineInternal.GetPreloadCommandBuffer();
- }
- else
- {
- cbs = _gd.CommandBufferPool.Rent();
- useTempCbs = true;
- }
- }
-
- var aspectFlags = _info.Format.ConvertAspectFlags();
-
- var subresourceRange = new ImageSubresourceRange(aspectFlags, 0, (uint)_info.Levels, 0, (uint)_info.GetLayers());
-
- var barrier = new ImageMemoryBarrier()
- {
- SType = StructureType.ImageMemoryBarrier,
- SrcAccessMask = 0,
- DstAccessMask = DefaultAccessMask,
- OldLayout = srcLayout,
- NewLayout = dstLayout,
- SrcQueueFamilyIndex = Vk.QueueFamilyIgnored,
- DstQueueFamilyIndex = Vk.QueueFamilyIgnored,
- Image = _imageAuto.Get(cbs).Value,
- SubresourceRange = subresourceRange
- };
-
- _gd.Api.CmdPipelineBarrier(
- cbs.CommandBuffer,
- PipelineStageFlags.TopOfPipeBit,
- PipelineStageFlags.AllCommandsBit,
- 0,
- 0,
- null,
- 0,
- null,
- 1,
- barrier);
-
- if (useTempCbs)
- {
- cbs.Dispose();
- }
- }
-
- public static ImageUsageFlags GetImageUsageFromFormat(GAL.Format format)
- {
- var usage = DefaultUsageFlags;
-
- if (format.IsDepthOrStencil())
- {
- usage |= ImageUsageFlags.DepthStencilAttachmentBit;
- }
- else if (format.IsRtColorCompatible())
- {
- usage |= ImageUsageFlags.ColorAttachmentBit;
- }
-
- if (format.IsImageCompatible())
- {
- usage |= ImageUsageFlags.StorageBit;
- }
-
- return usage;
- }
-
- public static SampleCountFlags ConvertToSampleCountFlags(SampleCountFlags supportedSampleCounts, uint samples)
- {
- if (samples == 0 || samples > (uint)SampleCountFlags.Count64Bit)
- {
- return SampleCountFlags.Count1Bit;
- }
-
- // Round up to the nearest power of two.
- SampleCountFlags converted = (SampleCountFlags)(1u << (31 - BitOperations.LeadingZeroCount(samples)));
-
- // Pick nearest sample count that the host actually supports.
- while (converted != SampleCountFlags.Count1Bit && (converted & supportedSampleCounts) == 0)
- {
- converted = (SampleCountFlags)((uint)converted >> 1);
- }
-
- return converted;
- }
-
- public TextureView CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
- {
- return new TextureView(_gd, _device, info, this, firstLayer, firstLevel);
- }
-
- public void CopyFromOrToBuffer(
- CommandBuffer commandBuffer,
- VkBuffer buffer,
- Image image,
- int size,
- bool to,
- int x,
- int y,
- int dstLayer,
- int dstLevel,
- int dstLayers,
- int dstLevels,
- bool singleSlice,
- ImageAspectFlags aspectFlags,
- bool forFlush)
- {
- bool is3D = Info.Target == Target.Texture3D;
- int width = Info.Width;
- int height = Info.Height;
- int depth = is3D && !singleSlice ? Info.Depth : 1;
- int layer = is3D ? 0 : dstLayer;
- int layers = dstLayers;
- int levels = dstLevels;
-
- int offset = 0;
-
- for (int level = 0; level < levels; level++)
- {
- int mipSize = Info.GetMipSize(level);
-
- if (forFlush)
- {
- mipSize = GetBufferDataLength(mipSize);
- }
-
- int endOffset = offset + mipSize;
-
- if ((uint)endOffset > (uint)size)
- {
- break;
- }
-
- int rowLength = (Info.GetMipStride(level) / Info.BytesPerPixel) * Info.BlockWidth;
-
- var sl = new ImageSubresourceLayers(
- aspectFlags,
- (uint)(dstLevel + level),
- (uint)layer,
- (uint)layers);
-
- var extent = new Extent3D((uint)width, (uint)height, (uint)depth);
-
- int z = is3D ? dstLayer : 0;
-
- var region = new BufferImageCopy(
- (ulong)offset,
- (uint)BitUtils.AlignUp(rowLength, Info.BlockWidth),
- (uint)BitUtils.AlignUp(height, Info.BlockHeight),
- sl,
- new Offset3D(x, y, z),
- extent);
-
- if (to)
- {
- _gd.Api.CmdCopyImageToBuffer(commandBuffer, image, ImageLayout.General, buffer, 1, region);
- }
- else
- {
- _gd.Api.CmdCopyBufferToImage(commandBuffer, buffer, image, ImageLayout.General, 1, region);
- }
-
- offset += mipSize;
-
- width = Math.Max(1, width >> 1);
- height = Math.Max(1, height >> 1);
-
- if (Info.Target == Target.Texture3D)
- {
- depth = Math.Max(1, depth >> 1);
- }
- }
- }
-
- private int GetBufferDataLength(int length)
- {
- if (NeedsD24S8Conversion())
- {
- return length * 2;
- }
-
- return length;
- }
-
- private bool NeedsD24S8Conversion()
- {
- return FormatCapabilities.IsD24S8(Info.Format) && VkFormat == VkFormat.D32SfloatS8Uint;
- }
-
- public void SetModification(AccessFlags accessFlags, PipelineStageFlags stage)
- {
- _lastModificationAccess = accessFlags;
- _lastModificationStage = stage;
- }
-
- public void InsertReadToWriteBarrier(CommandBufferScoped cbs, AccessFlags dstAccessFlags, PipelineStageFlags dstStageFlags)
- {
- if (_lastReadAccess != AccessFlags.None)
- {
- ImageAspectFlags aspectFlags = Info.Format.ConvertAspectFlags();
-
- TextureView.InsertImageBarrier(
- _gd.Api,
- cbs.CommandBuffer,
- _imageAuto.Get(cbs).Value,
- _lastReadAccess,
- dstAccessFlags,
- _lastReadStage,
- dstStageFlags,
- aspectFlags,
- 0,
- 0,
- _info.GetLayers(),
- _info.Levels);
-
- _lastReadAccess = AccessFlags.None;
- _lastReadStage = PipelineStageFlags.None;
- }
- }
-
- public void InsertWriteToReadBarrier(CommandBufferScoped cbs, AccessFlags dstAccessFlags, PipelineStageFlags dstStageFlags)
- {
- _lastReadAccess |= dstAccessFlags;
- _lastReadStage |= dstStageFlags;
-
- if (_lastModificationAccess != AccessFlags.None)
- {
- ImageAspectFlags aspectFlags = Info.Format.ConvertAspectFlags();
-
- TextureView.InsertImageBarrier(
- _gd.Api,
- cbs.CommandBuffer,
- _imageAuto.Get(cbs).Value,
- _lastModificationAccess,
- dstAccessFlags,
- _lastModificationStage,
- dstStageFlags,
- aspectFlags,
- 0,
- 0,
- _info.GetLayers(),
- _info.Levels);
-
- _lastModificationAccess = AccessFlags.None;
- }
- }
-
- public void IncrementViewsCount()
- {
- _viewsCount++;
- }
-
- public void DecrementViewsCount()
- {
- if (--_viewsCount == 0)
- {
- _gd.PipelineInternal?.FlushCommandsIfWeightExceeding(_imageAuto, _size);
-
- Dispose();
- }
- }
-
- public void Dispose()
- {
- if (_aliasedStorages != null)
- {
- foreach (var storage in _aliasedStorages.Values)
- {
- storage.Dispose();
- }
-
- _aliasedStorages.Clear();
- }
-
- _imageAuto.Dispose();
- _allocationAuto?.Dispose();
- _foreignAllocationAuto?.DecrementReferenceCount();
- _foreignAllocationAuto = null;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/TextureView.cs b/Ryujinx.Graphics.Vulkan/TextureView.cs
deleted file mode 100644
index cd280d5f..00000000
--- a/Ryujinx.Graphics.Vulkan/TextureView.cs
+++ /dev/null
@@ -1,885 +0,0 @@
-using Ryujinx.Common.Memory;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using VkBuffer = Silk.NET.Vulkan.Buffer;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class TextureView : ITexture, IDisposable
- {
- private readonly VulkanRenderer _gd;
-
- private readonly Device _device;
-
- private readonly Auto<DisposableImageView> _imageView;
- private readonly Auto<DisposableImageView> _imageViewIdentity;
- private readonly Auto<DisposableImageView> _imageView2dArray;
- private Dictionary<GAL.Format, TextureView> _selfManagedViews;
-
- private TextureCreateInfo _info;
-
- public TextureCreateInfo Info => _info;
-
- public TextureStorage Storage { get; }
-
- public int Width => Info.Width;
- public int Height => Info.Height;
- public int Layers => Info.GetDepthOrLayers();
- public int FirstLayer { get; }
- public int FirstLevel { get; }
- public float ScaleFactor => Storage.ScaleFactor;
- public VkFormat VkFormat { get; }
- public bool Valid { get; private set; }
-
- public TextureView(
- VulkanRenderer gd,
- Device device,
- TextureCreateInfo info,
- TextureStorage storage,
- int firstLayer,
- int firstLevel)
- {
- _gd = gd;
- _device = device;
- _info = info;
- Storage = storage;
- FirstLayer = firstLayer;
- FirstLevel = firstLevel;
-
- storage.IncrementViewsCount();
-
- gd.Textures.Add(this);
-
- var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
- var usage = TextureStorage.GetImageUsageFromFormat(info.Format);
- var levels = (uint)info.Levels;
- var layers = (uint)info.GetLayers();
-
- VkFormat = format;
-
- var type = info.Target.ConvertView();
-
- var swizzleR = info.SwizzleR.Convert();
- var swizzleG = info.SwizzleG.Convert();
- var swizzleB = info.SwizzleB.Convert();
- var swizzleA = info.SwizzleA.Convert();
-
- if (info.Format == GAL.Format.R5G5B5A1Unorm ||
- info.Format == GAL.Format.R5G5B5X1Unorm ||
- info.Format == GAL.Format.R5G6B5Unorm)
- {
- var temp = swizzleR;
-
- swizzleR = swizzleB;
- swizzleB = temp;
- }
- else if (VkFormat == VkFormat.R4G4B4A4UnormPack16 || info.Format == GAL.Format.A1B5G5R5Unorm)
- {
- var tempB = swizzleB;
- var tempA = swizzleA;
-
- swizzleB = swizzleG;
- swizzleA = swizzleR;
- swizzleR = tempA;
- swizzleG = tempB;
- }
-
- var componentMapping = new ComponentMapping(swizzleR, swizzleG, swizzleB, swizzleA);
-
- var aspectFlags = info.Format.ConvertAspectFlags(info.DepthStencilMode);
- var aspectFlagsDepth = info.Format.ConvertAspectFlags();
-
- var subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, layers);
- var subresourceRangeDepth = new ImageSubresourceRange(aspectFlagsDepth, (uint)firstLevel, levels, (uint)firstLayer, layers);
-
- unsafe Auto<DisposableImageView> CreateImageView(ComponentMapping cm, ImageSubresourceRange sr, ImageViewType viewType, ImageUsageFlags usageFlags)
- {
- var usage = new ImageViewUsageCreateInfo()
- {
- SType = StructureType.ImageViewUsageCreateInfo,
- Usage = usageFlags
- };
-
- var imageCreateInfo = new ImageViewCreateInfo()
- {
- SType = StructureType.ImageViewCreateInfo,
- Image = storage.GetImageForViewCreation(),
- ViewType = viewType,
- Format = format,
- Components = cm,
- SubresourceRange = sr,
- PNext = &usage
- };
-
- gd.Api.CreateImageView(device, imageCreateInfo, null, out var imageView).ThrowOnError();
- return new Auto<DisposableImageView>(new DisposableImageView(gd.Api, device, imageView), null, storage.GetImage());
- }
-
- _imageView = CreateImageView(componentMapping, subresourceRange, type, ImageUsageFlags.SampledBit);
-
- // Framebuffer attachments and storage images requires a identity component mapping.
- var identityComponentMapping = new ComponentMapping(
- ComponentSwizzle.R,
- ComponentSwizzle.G,
- ComponentSwizzle.B,
- ComponentSwizzle.A);
-
- _imageViewIdentity = CreateImageView(identityComponentMapping, subresourceRangeDepth, type, usage);
-
- // Framebuffer attachments also require 3D textures to be bound as 2D array.
- if (info.Target == Target.Texture3D)
- {
- if (gd.Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.No3DImageView))
- {
- if (levels == 1 && (info.Format.IsRtColorCompatible() || info.Format.IsDepthOrStencil()))
- {
- subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, 1);
-
- _imageView2dArray = CreateImageView(identityComponentMapping, subresourceRange, ImageViewType.Type2D, ImageUsageFlags.ColorAttachmentBit);
- }
- }
- else
- {
- subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, (uint)info.Depth);
-
- _imageView2dArray = CreateImageView(identityComponentMapping, subresourceRange, ImageViewType.Type2DArray, usage);
- }
- }
-
- Valid = true;
- }
-
- public Auto<DisposableImage> GetImage()
- {
- return Storage.GetImage();
- }
-
- public Auto<DisposableImageView> GetImageView()
- {
- return _imageView;
- }
-
- public Auto<DisposableImageView> GetIdentityImageView()
- {
- return _imageViewIdentity;
- }
-
- public Auto<DisposableImageView> GetImageViewForAttachment()
- {
- return _imageView2dArray ?? _imageViewIdentity;
- }
-
- public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
- {
- var src = this;
- var dst = (TextureView)destination;
-
- if (!Valid || !dst.Valid)
- {
- return;
- }
-
- _gd.PipelineInternal.EndRenderPass();
-
- var cbs = _gd.PipelineInternal.CurrentCommandBuffer;
-
- var srcImage = src.GetImage().Get(cbs).Value;
- var dstImage = dst.GetImage().Get(cbs).Value;
-
- if (!dst.Info.Target.IsMultisample() && Info.Target.IsMultisample())
- {
- int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
- _gd.HelperShader.CopyMSToNonMS(_gd, cbs, src, dst, 0, firstLayer, layers);
- }
- else if (dst.Info.Target.IsMultisample() && !Info.Target.IsMultisample())
- {
- int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
- _gd.HelperShader.CopyNonMSToMS(_gd, cbs, src, dst, 0, firstLayer, layers);
- }
- else if (dst.Info.BytesPerPixel != Info.BytesPerPixel)
- {
- int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
- int levels = Math.Min(Info.Levels, dst.Info.Levels - firstLevel);
- _gd.HelperShader.CopyIncompatibleFormats(_gd, cbs, src, dst, 0, firstLayer, 0, firstLevel, layers, levels);
- }
- else
- {
- TextureCopy.Copy(
- _gd.Api,
- cbs.CommandBuffer,
- srcImage,
- dstImage,
- src.Info,
- dst.Info,
- src.FirstLayer,
- dst.FirstLayer,
- src.FirstLevel,
- dst.FirstLevel,
- 0,
- firstLayer,
- 0,
- firstLevel);
- }
- }
-
- public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
- {
- var src = this;
- var dst = (TextureView)destination;
-
- if (!Valid || !dst.Valid)
- {
- return;
- }
-
- _gd.PipelineInternal.EndRenderPass();
-
- var cbs = _gd.PipelineInternal.CurrentCommandBuffer;
-
- var srcImage = src.GetImage().Get(cbs).Value;
- var dstImage = dst.GetImage().Get(cbs).Value;
-
- if (!dst.Info.Target.IsMultisample() && Info.Target.IsMultisample())
- {
- _gd.HelperShader.CopyMSToNonMS(_gd, cbs, src, dst, srcLayer, dstLayer, 1);
- }
- else if (dst.Info.Target.IsMultisample() && !Info.Target.IsMultisample())
- {
- _gd.HelperShader.CopyNonMSToMS(_gd, cbs, src, dst, srcLayer, dstLayer, 1);
- }
- else if (dst.Info.BytesPerPixel != Info.BytesPerPixel)
- {
- _gd.HelperShader.CopyIncompatibleFormats(_gd, cbs, src, dst, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
- }
- else
- {
- TextureCopy.Copy(
- _gd.Api,
- cbs.CommandBuffer,
- srcImage,
- dstImage,
- src.Info,
- dst.Info,
- src.FirstLayer,
- dst.FirstLayer,
- src.FirstLevel,
- dst.FirstLevel,
- srcLayer,
- dstLayer,
- srcLevel,
- dstLevel,
- 1,
- 1);
- }
- }
-
- public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
- {
- var dst = (TextureView)destination;
-
- if (_gd.CommandBufferPool.OwnedByCurrentThread)
- {
- _gd.PipelineInternal.EndRenderPass();
-
- var cbs = _gd.PipelineInternal.CurrentCommandBuffer;
-
- CopyToImpl(cbs, dst, srcRegion, dstRegion, linearFilter);
- }
- else
- {
- var cbp = _gd.BackgroundResources.Get().GetPool();
-
- using var cbs = cbp.Rent();
-
- CopyToImpl(cbs, dst, srcRegion, dstRegion, linearFilter);
- }
- }
-
- private void CopyToImpl(CommandBufferScoped cbs, TextureView dst, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
- {
- var src = this;
-
- var srcFormat = GetCompatibleGalFormat(src.Info.Format);
- var dstFormat = GetCompatibleGalFormat(dst.Info.Format);
-
- bool srcUsesStorageFormat = src.VkFormat == src.Storage.VkFormat;
- bool dstUsesStorageFormat = dst.VkFormat == dst.Storage.VkFormat;
-
- int layers = Math.Min(dst.Info.GetDepthOrLayers(), src.Info.GetDepthOrLayers());
- int levels = Math.Min(dst.Info.Levels, src.Info.Levels);
-
- if (srcUsesStorageFormat && dstUsesStorageFormat)
- {
- if ((srcRegion.X1 | dstRegion.X1) == 0 &&
- (srcRegion.Y1 | dstRegion.Y1) == 0 &&
- srcRegion.X2 == src.Width &&
- srcRegion.Y2 == src.Height &&
- dstRegion.X2 == dst.Width &&
- dstRegion.Y2 == dst.Height &&
- src.Width == dst.Width &&
- src.Height == dst.Height &&
- src.VkFormat == dst.VkFormat)
- {
- if (src.Info.Samples > 1 && src.Info.Samples != dst.Info.Samples && src.Info.Format.IsDepthOrStencil())
- {
- // CmdResolveImage does not support depth-stencil resolve, so we need to use an alternative path
- // for those textures.
- TextureCopy.ResolveDepthStencil(_gd, _device, cbs, src, dst);
- }
- else
- {
- TextureCopy.Copy(
- _gd.Api,
- cbs.CommandBuffer,
- src.GetImage().Get(cbs).Value,
- dst.GetImage().Get(cbs).Value,
- src.Info,
- dst.Info,
- src.FirstLayer,
- dst.FirstLayer,
- src.FirstLevel,
- dst.FirstLevel,
- 0,
- 0,
- 0,
- 0,
- layers,
- levels);
- }
-
- return;
- }
- else if (_gd.FormatCapabilities.OptimalFormatSupports(FormatFeatureFlags.BlitSrcBit, srcFormat) &&
- _gd.FormatCapabilities.OptimalFormatSupports(FormatFeatureFlags.BlitDstBit, dstFormat))
- {
- TextureCopy.Blit(
- _gd.Api,
- cbs.CommandBuffer,
- src.GetImage().Get(cbs).Value,
- dst.GetImage().Get(cbs).Value,
- src.Info,
- dst.Info,
- srcRegion,
- dstRegion,
- src.FirstLayer,
- dst.FirstLayer,
- src.FirstLevel,
- dst.FirstLevel,
- layers,
- levels,
- linearFilter);
-
- return;
- }
- }
-
- bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
-
- if (VulkanConfiguration.UseSlowSafeBlitOnAmd && (_gd.Vendor == Vendor.Amd || _gd.IsMoltenVk))
- {
- _gd.HelperShader.Blit(
- _gd,
- src,
- dst,
- srcRegion,
- dstRegion,
- layers,
- levels,
- isDepthOrStencil,
- linearFilter);
-
- return;
- }
-
- Auto<DisposableImage> srcImage;
- Auto<DisposableImage> dstImage;
-
- if (isDepthOrStencil)
- {
- srcImage = src.Storage.CreateAliasedColorForDepthStorageUnsafe(srcFormat).GetImage();
- dstImage = dst.Storage.CreateAliasedColorForDepthStorageUnsafe(dstFormat).GetImage();
- }
- else
- {
- srcImage = src.Storage.CreateAliasedStorageUnsafe(srcFormat).GetImage();
- dstImage = dst.Storage.CreateAliasedStorageUnsafe(dstFormat).GetImage();
- }
-
- TextureCopy.Blit(
- _gd.Api,
- cbs.CommandBuffer,
- srcImage.Get(cbs).Value,
- dstImage.Get(cbs).Value,
- src.Info,
- dst.Info,
- srcRegion,
- dstRegion,
- src.FirstLayer,
- dst.FirstLayer,
- src.FirstLevel,
- dst.FirstLevel,
- layers,
- levels,
- linearFilter,
- ImageAspectFlags.ColorBit,
- ImageAspectFlags.ColorBit);
- }
-
- public static unsafe void InsertImageBarrier(
- Vk api,
- CommandBuffer commandBuffer,
- Image image,
- AccessFlags srcAccessMask,
- AccessFlags dstAccessMask,
- PipelineStageFlags srcStageMask,
- PipelineStageFlags dstStageMask,
- ImageAspectFlags aspectFlags,
- int firstLayer,
- int firstLevel,
- int layers,
- int levels)
- {
- ImageMemoryBarrier memoryBarrier = new ImageMemoryBarrier()
- {
- SType = StructureType.ImageMemoryBarrier,
- SrcAccessMask = srcAccessMask,
- DstAccessMask = dstAccessMask,
- SrcQueueFamilyIndex = Vk.QueueFamilyIgnored,
- DstQueueFamilyIndex = Vk.QueueFamilyIgnored,
- Image = image,
- OldLayout = ImageLayout.General,
- NewLayout = ImageLayout.General,
- SubresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, (uint)levels, (uint)firstLayer, (uint)layers)
- };
-
- api.CmdPipelineBarrier(
- commandBuffer,
- srcStageMask,
- dstStageMask,
- 0,
- 0,
- null,
- 0,
- null,
- 1,
- memoryBarrier);
- }
-
- public TextureView GetView(GAL.Format format)
- {
- if (format == Info.Format)
- {
- return this;
- }
-
- if (_selfManagedViews != null && _selfManagedViews.TryGetValue(format, out var view))
- {
- return view;
- }
-
- view = CreateViewImpl(new TextureCreateInfo(
- Info.Width,
- Info.Height,
- Info.Depth,
- Info.Levels,
- Info.Samples,
- Info.BlockWidth,
- Info.BlockHeight,
- Info.BytesPerPixel,
- format,
- Info.DepthStencilMode,
- Info.Target,
- Info.SwizzleR,
- Info.SwizzleG,
- Info.SwizzleB,
- Info.SwizzleA), 0, 0);
-
- (_selfManagedViews ??= new Dictionary<GAL.Format, TextureView>()).Add(format, view);
-
- return view;
- }
-
- public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
- {
- return CreateViewImpl(info, firstLayer, firstLevel);
- }
-
- public TextureView CreateViewImpl(TextureCreateInfo info, int firstLayer, int firstLevel)
- {
- return new TextureView(_gd, _device, info, Storage, FirstLayer + firstLayer, FirstLevel + firstLevel);
- }
-
- public byte[] GetData(int x, int y, int width, int height)
- {
- int size = width * height * Info.BytesPerPixel;
- using var bufferHolder = _gd.BufferManager.Create(_gd, size);
-
- using (var cbs = _gd.CommandBufferPool.Rent())
- {
- var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
- var image = GetImage().Get(cbs).Value;
-
- CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, 0, 0, x, y, width, height);
- }
-
- bufferHolder.WaitForFences();
- byte[] bitmap = new byte[size];
- GetDataFromBuffer(bufferHolder.GetDataStorage(0, size), size, Span<byte>.Empty).CopyTo(bitmap);
- return bitmap;
- }
-
- public PinnedSpan<byte> GetData()
- {
- BackgroundResource resources = _gd.BackgroundResources.Get();
-
- if (_gd.CommandBufferPool.OwnedByCurrentThread)
- {
- _gd.FlushAllCommands();
-
- return PinnedSpan<byte>.UnsafeFromSpan(GetData(_gd.CommandBufferPool, resources.GetFlushBuffer()));
- }
- else
- {
- return PinnedSpan<byte>.UnsafeFromSpan(GetData(resources.GetPool(), resources.GetFlushBuffer()));
- }
- }
-
- public PinnedSpan<byte> GetData(int layer, int level)
- {
- BackgroundResource resources = _gd.BackgroundResources.Get();
-
- if (_gd.CommandBufferPool.OwnedByCurrentThread)
- {
- _gd.FlushAllCommands();
-
- return PinnedSpan<byte>.UnsafeFromSpan(GetData(_gd.CommandBufferPool, resources.GetFlushBuffer(), layer, level));
- }
- else
- {
- return PinnedSpan<byte>.UnsafeFromSpan(GetData(resources.GetPool(), resources.GetFlushBuffer(), layer, level));
- }
- }
-
- private ReadOnlySpan<byte> GetData(CommandBufferPool cbp, PersistentFlushBuffer flushBuffer)
- {
- int size = 0;
-
- for (int level = 0; level < Info.Levels; level++)
- {
- size += Info.GetMipSize(level);
- }
-
- size = GetBufferDataLength(size);
-
- Span<byte> result = flushBuffer.GetTextureData(cbp, this, size);
- return GetDataFromBuffer(result, size, result);
- }
-
- private ReadOnlySpan<byte> GetData(CommandBufferPool cbp, PersistentFlushBuffer flushBuffer, int layer, int level)
- {
- int size = GetBufferDataLength(Info.GetMipSize(level));
-
- Span<byte> result = flushBuffer.GetTextureData(cbp, this, size, layer, level);
- return GetDataFromBuffer(result, size, result);
- }
-
- public void SetData(SpanOrArray<byte> data)
- {
- SetData(data, 0, 0, Info.GetLayers(), Info.Levels, singleSlice: false);
- }
-
- public void SetData(SpanOrArray<byte> data, int layer, int level)
- {
- SetData(data, layer, level, 1, 1, singleSlice: true);
- }
-
- public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
- {
- SetData(data, layer, level, 1, 1, singleSlice: true, region);
- }
-
- private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice, Rectangle<int>? region = null)
- {
- int bufferDataLength = GetBufferDataLength(data.Length);
-
- using var bufferHolder = _gd.BufferManager.Create(_gd, bufferDataLength);
-
- Auto<DisposableImage> imageAuto = GetImage();
-
- // Load texture data inline if the texture has been used on the current command buffer.
-
- bool loadInline = Storage.HasCommandBufferDependency(_gd.PipelineInternal.CurrentCommandBuffer);
-
- var cbs = loadInline ? _gd.PipelineInternal.CurrentCommandBuffer : _gd.PipelineInternal.GetPreloadCommandBuffer();
-
- if (loadInline)
- {
- _gd.PipelineInternal.EndRenderPass();
- }
-
- CopyDataToBuffer(bufferHolder.GetDataStorage(0, bufferDataLength), data);
-
- var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
- var image = imageAuto.Get(cbs).Value;
-
- if (region.HasValue)
- {
- CopyFromOrToBuffer(
- cbs.CommandBuffer,
- buffer,
- image,
- bufferDataLength,
- false,
- layer,
- level,
- region.Value.X,
- region.Value.Y,
- region.Value.Width,
- region.Value.Height);
- }
- else
- {
- CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, bufferDataLength, false, layer, level, layers, levels, singleSlice);
- }
- }
-
- private int GetBufferDataLength(int length)
- {
- if (NeedsD24S8Conversion())
- {
- return length * 2;
- }
-
- return length;
- }
-
- private GAL.Format GetCompatibleGalFormat(GAL.Format format)
- {
- if (NeedsD24S8Conversion())
- {
- return GAL.Format.D32FloatS8Uint;
- }
-
- return format;
- }
-
- private void CopyDataToBuffer(Span<byte> storage, ReadOnlySpan<byte> input)
- {
- if (NeedsD24S8Conversion())
- {
- FormatConverter.ConvertD24S8ToD32FS8(storage, input);
- return;
- }
-
- input.CopyTo(storage);
- }
-
- private ReadOnlySpan<byte> GetDataFromBuffer(ReadOnlySpan<byte> storage, int size, Span<byte> output)
- {
- if (NeedsD24S8Conversion())
- {
- if (output.IsEmpty)
- {
- output = new byte[GetBufferDataLength(size)];
- }
-
- FormatConverter.ConvertD32FS8ToD24S8(output, storage);
- return output;
- }
-
- return storage;
- }
-
- private bool NeedsD24S8Conversion()
- {
- return FormatCapabilities.IsD24S8(Info.Format) && VkFormat == VkFormat.D32SfloatS8Uint;
- }
-
- public void CopyFromOrToBuffer(
- CommandBuffer commandBuffer,
- VkBuffer buffer,
- Image image,
- int size,
- bool to,
- int dstLayer,
- int dstLevel,
- int dstLayers,
- int dstLevels,
- bool singleSlice)
- {
- bool is3D = Info.Target == Target.Texture3D;
- int width = Math.Max(1, Info.Width >> dstLevel);
- int height = Math.Max(1, Info.Height >> dstLevel);
- int depth = is3D && !singleSlice ? Math.Max(1, Info.Depth >> dstLevel) : 1;
- int layer = is3D ? 0 : dstLayer;
- int layers = dstLayers;
- int levels = dstLevels;
-
- int offset = 0;
-
- for (int level = 0; level < levels; level++)
- {
- int mipSize = GetBufferDataLength(Info.GetMipSize2D(dstLevel + level) * dstLayers);
-
- int endOffset = offset + mipSize;
-
- if ((uint)endOffset > (uint)size)
- {
- break;
- }
-
- int rowLength = (Info.GetMipStride(dstLevel + level) / Info.BytesPerPixel) * Info.BlockWidth;
-
- var aspectFlags = Info.Format.ConvertAspectFlags();
-
- if (aspectFlags == (ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit))
- {
- aspectFlags = ImageAspectFlags.DepthBit;
- }
-
- var sl = new ImageSubresourceLayers(
- aspectFlags,
- (uint)(FirstLevel + dstLevel + level),
- (uint)(FirstLayer + layer),
- (uint)layers);
-
- var extent = new Extent3D((uint)width, (uint)height, (uint)depth);
-
- int z = is3D ? dstLayer : 0;
-
- var region = new BufferImageCopy(
- (ulong)offset,
- (uint)AlignUpNpot(rowLength, Info.BlockWidth),
- (uint)AlignUpNpot(height, Info.BlockHeight),
- sl,
- new Offset3D(0, 0, z),
- extent);
-
- if (to)
- {
- _gd.Api.CmdCopyImageToBuffer(commandBuffer, image, ImageLayout.General, buffer, 1, region);
- }
- else
- {
- _gd.Api.CmdCopyBufferToImage(commandBuffer, buffer, image, ImageLayout.General, 1, region);
- }
-
- offset += mipSize;
-
- width = Math.Max(1, width >> 1);
- height = Math.Max(1, height >> 1);
-
- if (Info.Target == Target.Texture3D)
- {
- depth = Math.Max(1, depth >> 1);
- }
- }
- }
-
- private void CopyFromOrToBuffer(
- CommandBuffer commandBuffer,
- VkBuffer buffer,
- Image image,
- int size,
- bool to,
- int dstLayer,
- int dstLevel,
- int x,
- int y,
- int width,
- int height)
- {
- var aspectFlags = Info.Format.ConvertAspectFlags();
-
- if (aspectFlags == (ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit))
- {
- aspectFlags = ImageAspectFlags.DepthBit;
- }
-
- var sl = new ImageSubresourceLayers(aspectFlags, (uint)(FirstLevel + dstLevel), (uint)(FirstLayer + dstLayer), 1);
-
- var extent = new Extent3D((uint)width, (uint)height, 1);
-
- int rowLengthAlignment = Info.BlockWidth;
-
- // We expect all data being written into the texture to have a stride aligned by 4.
- if (!to && Info.BytesPerPixel < 4)
- {
- rowLengthAlignment = 4 / Info.BytesPerPixel;
- }
-
- var region = new BufferImageCopy(
- 0,
- (uint)AlignUpNpot(width, rowLengthAlignment),
- (uint)AlignUpNpot(height, Info.BlockHeight),
- sl,
- new Offset3D(x, y, 0),
- extent);
-
- if (to)
- {
- _gd.Api.CmdCopyImageToBuffer(commandBuffer, image, ImageLayout.General, buffer, 1, region);
- }
- else
- {
- _gd.Api.CmdCopyBufferToImage(commandBuffer, buffer, image, ImageLayout.General, 1, region);
- }
- }
-
- private static int AlignUpNpot(int size, int alignment)
- {
- int remainder = size % alignment;
- if (remainder == 0)
- {
- return size;
- }
-
- return size + (alignment - remainder);
- }
-
- public void SetStorage(BufferRange buffer)
- {
- throw new NotImplementedException();
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- Valid = false;
-
- if (_gd.Textures.Remove(this))
- {
- _imageView.Dispose();
- _imageViewIdentity.Dispose();
- _imageView2dArray?.Dispose();
-
- Storage.DecrementViewsCount();
- }
- }
- }
-
- public void Dispose()
- {
- if (_selfManagedViews != null)
- {
- foreach (var view in _selfManagedViews.Values)
- {
- view.Dispose();
- }
-
- _selfManagedViews = null;
- }
-
- Dispose(true);
- }
-
- public void Release()
- {
- Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/Vendor.cs b/Ryujinx.Graphics.Vulkan/Vendor.cs
deleted file mode 100644
index 5e0290c0..00000000
--- a/Ryujinx.Graphics.Vulkan/Vendor.cs
+++ /dev/null
@@ -1,62 +0,0 @@
-using System.Text.RegularExpressions;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- enum Vendor
- {
- Amd,
- ImgTec,
- Intel,
- Nvidia,
- ARM,
- Broadcom,
- Qualcomm,
- Apple,
- Unknown
- }
-
- static partial class VendorUtils
- {
- [GeneratedRegex("Radeon (((HD|R(5|7|9|X)) )?((M?[2-6]\\d{2}(\\D|$))|([7-8]\\d{3}(\\D|$))|Fury|Nano))|(Pro Duo)")]
- public static partial Regex AmdGcnRegex();
-
- public static Vendor FromId(uint id)
- {
- return id switch
- {
- 0x1002 => Vendor.Amd,
- 0x1010 => Vendor.ImgTec,
- 0x106B => Vendor.Apple,
- 0x10DE => Vendor.Nvidia,
- 0x13B5 => Vendor.ARM,
- 0x14E4 => Vendor.Broadcom,
- 0x8086 => Vendor.Intel,
- 0x5143 => Vendor.Qualcomm,
- _ => Vendor.Unknown
- };
- }
-
- public static string GetNameFromId(uint id)
- {
- return id switch
- {
- 0x1002 => "AMD",
- 0x1010 => "ImgTec",
- 0x106B => "Apple",
- 0x10DE => "NVIDIA",
- 0x13B5 => "ARM",
- 0x14E4 => "Broadcom",
- 0x1AE0 => "Google",
- 0x5143 => "Qualcomm",
- 0x8086 => "Intel",
- 0x10001 => "Vivante",
- 0x10002 => "VeriSilicon",
- 0x10003 => "Kazan",
- 0x10004 => "Codeplay Software Ltd.",
- 0x10005 => "Mesa",
- 0x10006 => "PoCL",
- _ => $"0x{id:X}"
- };
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VertexBufferState.cs b/Ryujinx.Graphics.Vulkan/VertexBufferState.cs
deleted file mode 100644
index c4856019..00000000
--- a/Ryujinx.Graphics.Vulkan/VertexBufferState.cs
+++ /dev/null
@@ -1,153 +0,0 @@
-using BufferHandle = Ryujinx.Graphics.GAL.BufferHandle;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal struct VertexBufferState
- {
- public static VertexBufferState Null => new VertexBufferState(null, 0, 0, 0);
-
- private readonly int _offset;
- private readonly int _size;
- private readonly int _stride;
-
- private readonly BufferHandle _handle;
- private Auto<DisposableBuffer> _buffer;
-
- internal readonly int DescriptorIndex;
- internal int AttributeScalarAlignment;
-
- public VertexBufferState(Auto<DisposableBuffer> buffer, int descriptorIndex, int offset, int size, int stride = 0)
- {
- _buffer = buffer;
- _handle = BufferHandle.Null;
-
- _offset = offset;
- _size = size;
- _stride = stride;
-
- DescriptorIndex = descriptorIndex;
- AttributeScalarAlignment = 1;
-
- buffer?.IncrementReferenceCount();
- }
-
- public VertexBufferState(BufferHandle handle, int descriptorIndex, int offset, int size, int stride = 0)
- {
- // This buffer state may be rewritten at bind time, so it must be retrieved on bind.
-
- _buffer = null;
- _handle = handle;
-
- _offset = offset;
- _size = size;
- _stride = stride;
-
- DescriptorIndex = descriptorIndex;
- AttributeScalarAlignment = 1;
- }
-
- public void BindVertexBuffer(VulkanRenderer gd, CommandBufferScoped cbs, uint binding, ref PipelineState state)
- {
- var autoBuffer = _buffer;
-
- if (_handle != BufferHandle.Null)
- {
- // May need to restride the vertex buffer.
-
- if (gd.NeedsVertexBufferAlignment(AttributeScalarAlignment, out int alignment) && (_stride % alignment) != 0)
- {
- autoBuffer = gd.BufferManager.GetAlignedVertexBuffer(cbs, _handle, _offset, _size, _stride, alignment);
-
- if (autoBuffer != null)
- {
- int stride = (_stride + (alignment - 1)) & -alignment;
- int newSize = (_size / _stride) * stride;
-
- var buffer = autoBuffer.Get(cbs, 0, newSize).Value;
-
- if (gd.Capabilities.SupportsExtendedDynamicState)
- {
- gd.ExtendedDynamicStateApi.CmdBindVertexBuffers2(
- cbs.CommandBuffer,
- binding,
- 1,
- buffer,
- 0,
- (ulong)newSize,
- (ulong)stride);
- }
- else
- {
- gd.Api.CmdBindVertexBuffers(cbs.CommandBuffer, binding, 1, buffer, 0);
- }
-
- _buffer = autoBuffer;
-
- state.Internal.VertexBindingDescriptions[DescriptorIndex].Stride = (uint)stride;
- }
-
- return;
- }
- else
- {
- autoBuffer = gd.BufferManager.GetBuffer(cbs.CommandBuffer, _handle, false, out int size);
-
- // The original stride must be reapplied in case it was rewritten.
- state.Internal.VertexBindingDescriptions[DescriptorIndex].Stride = (uint)_stride;
-
- if (_offset >= size)
- {
- autoBuffer = null;
- }
- }
- }
-
- if (autoBuffer != null)
- {
- var buffer = autoBuffer.Get(cbs, _offset, _size).Value;
-
- if (gd.Capabilities.SupportsExtendedDynamicState)
- {
- gd.ExtendedDynamicStateApi.CmdBindVertexBuffers2(
- cbs.CommandBuffer,
- binding,
- 1,
- buffer,
- (ulong)_offset,
- (ulong)_size,
- (ulong)_stride);
- }
- else
- {
- gd.Api.CmdBindVertexBuffers(cbs.CommandBuffer, binding, 1, buffer, (ulong)_offset);
- }
- }
- }
-
- public bool BoundEquals(Auto<DisposableBuffer> buffer)
- {
- return _buffer == buffer;
- }
-
- public void Swap(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
- {
- if (_buffer == from)
- {
- _buffer.DecrementReferenceCount();
- to.IncrementReferenceCount();
-
- _buffer = to;
- }
- }
-
- public void Dispose()
- {
- // Only dispose if this buffer is not refetched on each bind.
-
- if (_handle == BufferHandle.Null)
- {
- _buffer?.DecrementReferenceCount();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanConfiguration.cs b/Ryujinx.Graphics.Vulkan/VulkanConfiguration.cs
deleted file mode 100644
index 752d4f7c..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanConfiguration.cs
+++ /dev/null
@@ -1,12 +0,0 @@
-namespace Ryujinx.Graphics.Vulkan
-{
- static class VulkanConfiguration
- {
- public const bool UseFastBufferUpdates = true;
- public const bool UseSlowSafeBlitOnAmd = true;
- public const bool UsePushDescriptors = false;
-
- public const bool ForceD24S8Unsupported = false;
- public const bool ForceRGB16IntFloatUnsupported = false;
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanDebugMessenger.cs b/Ryujinx.Graphics.Vulkan/VulkanDebugMessenger.cs
deleted file mode 100644
index 7e39a251..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanDebugMessenger.cs
+++ /dev/null
@@ -1,153 +0,0 @@
-using Ryujinx.Common.Configuration;
-using Ryujinx.Common.Logging;
-using Ryujinx.Common.Utilities;
-using Silk.NET.Vulkan;
-using Silk.NET.Vulkan.Extensions.EXT;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class VulkanDebugMessenger : IDisposable
- {
- private static string[] _excludedMessages = new string[]
- {
- // NOTE: Done on purpose right now.
- "UNASSIGNED-CoreValidation-Shader-OutputNotConsumed",
- // TODO: Figure out if fixable
- "VUID-vkCmdDrawIndexed-None-04584",
- // TODO: Might be worth looking into making this happy to possibly optimize copies.
- "UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout",
- // TODO: Fix this, it's causing too much noise right now.
- "VUID-VkSubpassDependency-srcSubpass-00867"
- };
-
- private readonly Vk _api;
- private readonly Instance _instance;
- private readonly GraphicsDebugLevel _logLevel;
- private readonly ExtDebugUtils _debugUtils;
- private readonly DebugUtilsMessengerEXT? _debugUtilsMessenger;
- private bool _disposed;
-
- public VulkanDebugMessenger(Vk api, Instance instance, GraphicsDebugLevel logLevel)
- {
- _api = api;
- _instance = instance;
- _logLevel = logLevel;
-
- _api.TryGetInstanceExtension(instance, out _debugUtils);
-
- Result result = TryInitialize(out _debugUtilsMessenger);
-
- if (result != Result.Success)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Vulkan debug messenger initialization failed with error {result}");
- }
- }
-
- private Result TryInitialize(out DebugUtilsMessengerEXT? debugUtilsMessengerHandle)
- {
- debugUtilsMessengerHandle = null;
-
- if (_debugUtils != null && _logLevel != GraphicsDebugLevel.None)
- {
- var messageType = _logLevel switch
- {
- GraphicsDebugLevel.Error => DebugUtilsMessageTypeFlagsEXT.ValidationBitExt,
- GraphicsDebugLevel.Slowdowns => DebugUtilsMessageTypeFlagsEXT.ValidationBitExt |
- DebugUtilsMessageTypeFlagsEXT.PerformanceBitExt,
- GraphicsDebugLevel.All => DebugUtilsMessageTypeFlagsEXT.GeneralBitExt |
- DebugUtilsMessageTypeFlagsEXT.ValidationBitExt |
- DebugUtilsMessageTypeFlagsEXT.PerformanceBitExt,
- _ => throw new ArgumentException($"Invalid log level \"{_logLevel}\".")
- };
-
- var messageSeverity = _logLevel switch
- {
- GraphicsDebugLevel.Error => DebugUtilsMessageSeverityFlagsEXT.ErrorBitExt,
- GraphicsDebugLevel.Slowdowns => DebugUtilsMessageSeverityFlagsEXT.ErrorBitExt |
- DebugUtilsMessageSeverityFlagsEXT.WarningBitExt,
- GraphicsDebugLevel.All => DebugUtilsMessageSeverityFlagsEXT.InfoBitExt |
- DebugUtilsMessageSeverityFlagsEXT.WarningBitExt |
- DebugUtilsMessageSeverityFlagsEXT.VerboseBitExt |
- DebugUtilsMessageSeverityFlagsEXT.ErrorBitExt,
- _ => throw new ArgumentException($"Invalid log level \"{_logLevel}\".")
- };
-
- var debugUtilsMessengerCreateInfo = new DebugUtilsMessengerCreateInfoEXT()
- {
- SType = StructureType.DebugUtilsMessengerCreateInfoExt,
- MessageType = messageType,
- MessageSeverity = messageSeverity
- };
-
- unsafe
- {
- debugUtilsMessengerCreateInfo.PfnUserCallback = new PfnDebugUtilsMessengerCallbackEXT(UserCallback);
- }
-
- DebugUtilsMessengerEXT messengerHandle = default;
-
- Result result = _debugUtils.CreateDebugUtilsMessenger(_instance, SpanHelpers.AsReadOnlySpan(ref debugUtilsMessengerCreateInfo), ReadOnlySpan<AllocationCallbacks>.Empty, SpanHelpers.AsSpan(ref messengerHandle));
-
- if (result == Result.Success)
- {
- debugUtilsMessengerHandle = messengerHandle;
- }
-
- return result;
- }
-
- return Result.Success;
- }
-
- private unsafe static uint UserCallback(
- DebugUtilsMessageSeverityFlagsEXT messageSeverity,
- DebugUtilsMessageTypeFlagsEXT messageTypes,
- DebugUtilsMessengerCallbackDataEXT* pCallbackData,
- void* pUserData)
- {
- var msg = Marshal.PtrToStringAnsi((IntPtr)pCallbackData->PMessage);
-
- foreach (string excludedMessagePart in _excludedMessages)
- {
- if (msg.Contains(excludedMessagePart))
- {
- return 0;
- }
- }
-
- if (messageSeverity.HasFlag(DebugUtilsMessageSeverityFlagsEXT.ErrorBitExt))
- {
- Logger.Error?.Print(LogClass.Gpu, msg);
- }
- else if (messageSeverity.HasFlag(DebugUtilsMessageSeverityFlagsEXT.WarningBitExt))
- {
- Logger.Warning?.Print(LogClass.Gpu, msg);
- }
- else if (messageSeverity.HasFlag(DebugUtilsMessageSeverityFlagsEXT.InfoBitExt))
- {
- Logger.Info?.Print(LogClass.Gpu, msg);
- }
- else // if (messageSeverity.HasFlag(DebugUtilsMessageSeverityFlagsEXT.VerboseBitExt))
- {
- Logger.Debug?.Print(LogClass.Gpu, msg);
- }
-
- return 0;
- }
-
- public void Dispose()
- {
- if (!_disposed)
- {
- if (_debugUtilsMessenger.HasValue)
- {
- _debugUtils.DestroyDebugUtilsMessenger(_instance, _debugUtilsMessenger.Value, Span<AllocationCallbacks>.Empty);
- }
-
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanException.cs b/Ryujinx.Graphics.Vulkan/VulkanException.cs
deleted file mode 100644
index 983f03d4..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanException.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-using Silk.NET.Vulkan;
-using System;
-using System.Runtime.Serialization;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- static class ResultExtensions
- {
- public static void ThrowOnError(this Result result)
- {
- // Only negative result codes are errors.
- if ((int)result < (int)Result.Success)
- {
- throw new VulkanException(result);
- }
- }
- }
-
- class VulkanException : Exception
- {
- public VulkanException()
- {
- }
-
- public VulkanException(Result result) : base($"Unexpected API error \"{result}\".")
- {
- }
-
- public VulkanException(string message) : base(message)
- {
- }
-
- public VulkanException(string message, Exception innerException) : base(message, innerException)
- {
- }
-
- protected VulkanException(SerializationInfo info, StreamingContext context) : base(info, context)
- {
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs b/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs
deleted file mode 100644
index 50a6fcb9..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs
+++ /dev/null
@@ -1,539 +0,0 @@
-using Ryujinx.Common.Configuration;
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using Silk.NET.Vulkan.Extensions.EXT;
-using Silk.NET.Vulkan.Extensions.KHR;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- public unsafe static class VulkanInitialization
- {
- private const uint InvalidIndex = uint.MaxValue;
- private static uint MinimalVulkanVersion = Vk.Version11.Value;
- private static uint MinimalInstanceVulkanVersion = Vk.Version12.Value;
- private static uint MaximumVulkanVersion = Vk.Version12.Value;
- private const string AppName = "Ryujinx.Graphics.Vulkan";
- private const int QueuesCount = 2;
-
- private static readonly string[] _desirableExtensions = new string[]
- {
- ExtConditionalRendering.ExtensionName,
- ExtExtendedDynamicState.ExtensionName,
- ExtTransformFeedback.ExtensionName,
- KhrDrawIndirectCount.ExtensionName,
- KhrPushDescriptor.ExtensionName,
- "VK_EXT_blend_operation_advanced",
- "VK_EXT_custom_border_color",
- "VK_EXT_descriptor_indexing", // Enabling this works around an issue with disposed buffer bindings on RADV.
- "VK_EXT_fragment_shader_interlock",
- "VK_EXT_index_type_uint8",
- "VK_EXT_primitive_topology_list_restart",
- "VK_EXT_robustness2",
- "VK_EXT_shader_stencil_export",
- "VK_KHR_shader_float16_int8",
- "VK_EXT_shader_subgroup_ballot",
- "VK_EXT_subgroup_size_control",
- "VK_NV_geometry_shader_passthrough",
- "VK_NV_viewport_array2",
- "VK_KHR_portability_subset" // As per spec, we should enable this if present.
- };
-
- private static readonly string[] _requiredExtensions = new string[]
- {
- KhrSwapchain.ExtensionName
- };
-
- internal static VulkanInstance CreateInstance(Vk api, GraphicsDebugLevel logLevel, string[] requiredExtensions)
- {
- var enabledLayers = new List<string>();
-
- var instanceExtensions = VulkanInstance.GetInstanceExtensions(api);
- var instanceLayers = VulkanInstance.GetInstanceLayers(api);
-
- void AddAvailableLayer(string layerName)
- {
- if (instanceLayers.Contains(layerName))
- {
- enabledLayers.Add(layerName);
- }
- else
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Missing layer {layerName}");
- }
- }
-
- if (logLevel != GraphicsDebugLevel.None)
- {
- AddAvailableLayer("VK_LAYER_KHRONOS_validation");
- }
-
- var enabledExtensions = requiredExtensions;
-
- if (instanceExtensions.Contains("VK_EXT_debug_utils"))
- {
- enabledExtensions = enabledExtensions.Append(ExtDebugUtils.ExtensionName).ToArray();
- }
-
- var appName = Marshal.StringToHGlobalAnsi(AppName);
-
- var applicationInfo = new ApplicationInfo
- {
- PApplicationName = (byte*)appName,
- ApplicationVersion = 1,
- PEngineName = (byte*)appName,
- EngineVersion = 1,
- ApiVersion = MaximumVulkanVersion
- };
-
- IntPtr* ppEnabledExtensions = stackalloc IntPtr[enabledExtensions.Length];
- IntPtr* ppEnabledLayers = stackalloc IntPtr[enabledLayers.Count];
-
- for (int i = 0; i < enabledExtensions.Length; i++)
- {
- ppEnabledExtensions[i] = Marshal.StringToHGlobalAnsi(enabledExtensions[i]);
- }
-
- for (int i = 0; i < enabledLayers.Count; i++)
- {
- ppEnabledLayers[i] = Marshal.StringToHGlobalAnsi(enabledLayers[i]);
- }
-
- var instanceCreateInfo = new InstanceCreateInfo
- {
- SType = StructureType.InstanceCreateInfo,
- PApplicationInfo = &applicationInfo,
- PpEnabledExtensionNames = (byte**)ppEnabledExtensions,
- PpEnabledLayerNames = (byte**)ppEnabledLayers,
- EnabledExtensionCount = (uint)enabledExtensions.Length,
- EnabledLayerCount = (uint)enabledLayers.Count
- };
-
- Result result = VulkanInstance.Create(api, ref instanceCreateInfo, out var instance);
-
- Marshal.FreeHGlobal(appName);
-
- for (int i = 0; i < enabledExtensions.Length; i++)
- {
- Marshal.FreeHGlobal(ppEnabledExtensions[i]);
- }
-
- for (int i = 0; i < enabledLayers.Count; i++)
- {
- Marshal.FreeHGlobal(ppEnabledLayers[i]);
- }
-
- result.ThrowOnError();
-
- return instance;
- }
-
- internal static VulkanPhysicalDevice FindSuitablePhysicalDevice(Vk api, VulkanInstance instance, SurfaceKHR surface, string preferredGpuId)
- {
- instance.EnumeratePhysicalDevices(out var physicalDevices).ThrowOnError();
-
- // First we try to pick the the user preferred GPU.
- for (int i = 0; i < physicalDevices.Length; i++)
- {
- if (IsPreferredAndSuitableDevice(api, physicalDevices[i], surface, preferredGpuId))
- {
- return physicalDevices[i];
- }
- }
-
- // If we fail to do that, just use the first compatible GPU.
- for (int i = 0; i < physicalDevices.Length; i++)
- {
- if (IsSuitableDevice(api, physicalDevices[i], surface))
- {
- return physicalDevices[i];
- }
- }
-
- throw new VulkanException("Initialization failed, none of the available GPUs meets the minimum requirements.");
- }
-
- internal static DeviceInfo[] GetSuitablePhysicalDevices(Vk api)
- {
- var appName = Marshal.StringToHGlobalAnsi(AppName);
-
- var applicationInfo = new ApplicationInfo
- {
- PApplicationName = (byte*)appName,
- ApplicationVersion = 1,
- PEngineName = (byte*)appName,
- EngineVersion = 1,
- ApiVersion = MaximumVulkanVersion
- };
-
- var instanceCreateInfo = new InstanceCreateInfo
- {
- SType = StructureType.InstanceCreateInfo,
- PApplicationInfo = &applicationInfo,
- PpEnabledExtensionNames = null,
- PpEnabledLayerNames = null,
- EnabledExtensionCount = 0,
- EnabledLayerCount = 0
- };
-
- Result result = VulkanInstance.Create(api, ref instanceCreateInfo, out var rawInstance);
-
- Marshal.FreeHGlobal(appName);
-
- result.ThrowOnError();
-
- using VulkanInstance instance = rawInstance;
-
- // We currently assume that the instance is compatible with Vulkan 1.2
- // TODO: Remove this once we relax our initialization codepaths.
- if (instance.InstanceVersion < MinimalInstanceVulkanVersion)
- {
- return Array.Empty<DeviceInfo>();
- }
-
- instance.EnumeratePhysicalDevices(out VulkanPhysicalDevice[] physicalDevices).ThrowOnError();
-
- List<DeviceInfo> deviceInfos = new List<DeviceInfo>();
-
- foreach (VulkanPhysicalDevice physicalDevice in physicalDevices)
- {
- if (physicalDevice.PhysicalDeviceProperties.ApiVersion < MinimalVulkanVersion)
- {
- continue;
- }
-
- deviceInfos.Add(physicalDevice.ToDeviceInfo());
- }
-
- return deviceInfos.ToArray();
- }
-
- private static bool IsPreferredAndSuitableDevice(Vk api, VulkanPhysicalDevice physicalDevice, SurfaceKHR surface, string preferredGpuId)
- {
- if (physicalDevice.Id != preferredGpuId)
- {
- return false;
- }
-
- return IsSuitableDevice(api, physicalDevice, surface);
- }
-
- private static bool IsSuitableDevice(Vk api, VulkanPhysicalDevice physicalDevice, SurfaceKHR surface)
- {
- int extensionMatches = 0;
-
- foreach (string requiredExtension in _requiredExtensions)
- {
- if (physicalDevice.IsDeviceExtensionPresent(requiredExtension))
- {
- extensionMatches++;
- }
- }
-
- return extensionMatches == _requiredExtensions.Length && FindSuitableQueueFamily(api, physicalDevice, surface, out _) != InvalidIndex;
- }
-
- internal static uint FindSuitableQueueFamily(Vk api, VulkanPhysicalDevice physicalDevice, SurfaceKHR surface, out uint queueCount)
- {
- const QueueFlags RequiredFlags = QueueFlags.GraphicsBit | QueueFlags.ComputeBit;
-
- var khrSurface = new KhrSurface(api.Context);
-
- for (uint index = 0; index < physicalDevice.QueueFamilyProperties.Length; index++)
- {
- ref QueueFamilyProperties property = ref physicalDevice.QueueFamilyProperties[index];
-
- khrSurface.GetPhysicalDeviceSurfaceSupport(physicalDevice.PhysicalDevice, index, surface, out var surfaceSupported).ThrowOnError();
-
- if (property.QueueFlags.HasFlag(RequiredFlags) && surfaceSupported)
- {
- queueCount = property.QueueCount;
-
- return index;
- }
- }
-
- queueCount = 0;
-
- return InvalidIndex;
- }
-
- internal static Device CreateDevice(Vk api, VulkanPhysicalDevice physicalDevice, uint queueFamilyIndex, uint queueCount)
- {
- if (queueCount > QueuesCount)
- {
- queueCount = QueuesCount;
- }
-
- float* queuePriorities = stackalloc float[(int)queueCount];
-
- for (int i = 0; i < queueCount; i++)
- {
- queuePriorities[i] = 1f;
- }
-
- var queueCreateInfo = new DeviceQueueCreateInfo()
- {
- SType = StructureType.DeviceQueueCreateInfo,
- QueueFamilyIndex = queueFamilyIndex,
- QueueCount = queueCount,
- PQueuePriorities = queuePriorities
- };
-
- bool useRobustBufferAccess = VendorUtils.FromId(physicalDevice.PhysicalDeviceProperties.VendorID) == Vendor.Nvidia;
-
- PhysicalDeviceFeatures2 features2 = new PhysicalDeviceFeatures2()
- {
- SType = StructureType.PhysicalDeviceFeatures2
- };
-
- PhysicalDeviceVulkan11Features supportedFeaturesVk11 = new PhysicalDeviceVulkan11Features()
- {
- SType = StructureType.PhysicalDeviceVulkan11Features,
- PNext = features2.PNext
- };
-
- features2.PNext = &supportedFeaturesVk11;
-
- PhysicalDeviceCustomBorderColorFeaturesEXT supportedFeaturesCustomBorderColor = new PhysicalDeviceCustomBorderColorFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceCustomBorderColorFeaturesExt,
- PNext = features2.PNext
- };
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_custom_border_color"))
- {
- features2.PNext = &supportedFeaturesCustomBorderColor;
- }
-
- PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT supportedFeaturesPrimitiveTopologyListRestart = new PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT()
- {
- SType = StructureType.PhysicalDevicePrimitiveTopologyListRestartFeaturesExt,
- PNext = features2.PNext
- };
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_primitive_topology_list_restart"))
- {
- features2.PNext = &supportedFeaturesPrimitiveTopologyListRestart;
- }
-
- PhysicalDeviceTransformFeedbackFeaturesEXT supportedFeaturesTransformFeedback = new PhysicalDeviceTransformFeedbackFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceTransformFeedbackFeaturesExt,
- PNext = features2.PNext
- };
-
- if (physicalDevice.IsDeviceExtensionPresent(ExtTransformFeedback.ExtensionName))
- {
- features2.PNext = &supportedFeaturesTransformFeedback;
- }
-
- PhysicalDeviceRobustness2FeaturesEXT supportedFeaturesRobustness2 = new PhysicalDeviceRobustness2FeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceRobustness2FeaturesExt
- };
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_robustness2"))
- {
- supportedFeaturesRobustness2.PNext = features2.PNext;
-
- features2.PNext = &supportedFeaturesRobustness2;
- }
-
- api.GetPhysicalDeviceFeatures2(physicalDevice.PhysicalDevice, &features2);
-
- var supportedFeatures = features2.Features;
-
- var features = new PhysicalDeviceFeatures()
- {
- DepthBiasClamp = true,
- DepthClamp = supportedFeatures.DepthClamp,
- DualSrcBlend = supportedFeatures.DualSrcBlend,
- FragmentStoresAndAtomics = true,
- GeometryShader = supportedFeatures.GeometryShader,
- ImageCubeArray = true,
- IndependentBlend = true,
- LogicOp = supportedFeatures.LogicOp,
- OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise,
- MultiViewport = supportedFeatures.MultiViewport,
- PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery,
- SamplerAnisotropy = true,
- ShaderClipDistance = true,
- ShaderFloat64 = supportedFeatures.ShaderFloat64,
- ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
- ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
- // ShaderStorageImageReadWithoutFormat = true,
- // ShaderStorageImageWriteWithoutFormat = true,
- TessellationShader = supportedFeatures.TessellationShader,
- VertexPipelineStoresAndAtomics = true,
- RobustBufferAccess = useRobustBufferAccess
- };
-
- void* pExtendedFeatures = null;
-
- PhysicalDeviceTransformFeedbackFeaturesEXT featuresTransformFeedback;
-
- if (physicalDevice.IsDeviceExtensionPresent(ExtTransformFeedback.ExtensionName))
- {
- featuresTransformFeedback = new PhysicalDeviceTransformFeedbackFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceTransformFeedbackFeaturesExt,
- PNext = pExtendedFeatures,
- TransformFeedback = supportedFeaturesTransformFeedback.TransformFeedback
- };
-
- pExtendedFeatures = &featuresTransformFeedback;
- }
-
- PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT featuresPrimitiveTopologyListRestart;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_primitive_topology_list_restart"))
- {
- featuresPrimitiveTopologyListRestart = new PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT()
- {
- SType = StructureType.PhysicalDevicePrimitiveTopologyListRestartFeaturesExt,
- PNext = pExtendedFeatures,
- PrimitiveTopologyListRestart = supportedFeaturesPrimitiveTopologyListRestart.PrimitiveTopologyListRestart,
- PrimitiveTopologyPatchListRestart = supportedFeaturesPrimitiveTopologyListRestart.PrimitiveTopologyPatchListRestart
- };
-
- pExtendedFeatures = &featuresPrimitiveTopologyListRestart;
- }
-
- PhysicalDeviceRobustness2FeaturesEXT featuresRobustness2;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_robustness2"))
- {
- featuresRobustness2 = new PhysicalDeviceRobustness2FeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceRobustness2FeaturesExt,
- PNext = pExtendedFeatures,
- NullDescriptor = supportedFeaturesRobustness2.NullDescriptor
- };
-
- pExtendedFeatures = &featuresRobustness2;
- }
-
- var featuresExtendedDynamicState = new PhysicalDeviceExtendedDynamicStateFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceExtendedDynamicStateFeaturesExt,
- PNext = pExtendedFeatures,
- ExtendedDynamicState = physicalDevice.IsDeviceExtensionPresent(ExtExtendedDynamicState.ExtensionName)
- };
-
- pExtendedFeatures = &featuresExtendedDynamicState;
-
- var featuresVk11 = new PhysicalDeviceVulkan11Features()
- {
- SType = StructureType.PhysicalDeviceVulkan11Features,
- PNext = pExtendedFeatures,
- ShaderDrawParameters = supportedFeaturesVk11.ShaderDrawParameters
- };
-
- pExtendedFeatures = &featuresVk11;
-
- var featuresVk12 = new PhysicalDeviceVulkan12Features()
- {
- SType = StructureType.PhysicalDeviceVulkan12Features,
- PNext = pExtendedFeatures,
- DescriptorIndexing = physicalDevice.IsDeviceExtensionPresent("VK_EXT_descriptor_indexing"),
- DrawIndirectCount = physicalDevice.IsDeviceExtensionPresent(KhrDrawIndirectCount.ExtensionName),
- UniformBufferStandardLayout = physicalDevice.IsDeviceExtensionPresent("VK_KHR_uniform_buffer_standard_layout")
- };
-
- pExtendedFeatures = &featuresVk12;
-
- PhysicalDeviceIndexTypeUint8FeaturesEXT featuresIndexU8;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_index_type_uint8"))
- {
- featuresIndexU8 = new PhysicalDeviceIndexTypeUint8FeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceIndexTypeUint8FeaturesExt,
- PNext = pExtendedFeatures,
- IndexTypeUint8 = true
- };
-
- pExtendedFeatures = &featuresIndexU8;
- }
-
- PhysicalDeviceFragmentShaderInterlockFeaturesEXT featuresFragmentShaderInterlock;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_fragment_shader_interlock"))
- {
- featuresFragmentShaderInterlock = new PhysicalDeviceFragmentShaderInterlockFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceFragmentShaderInterlockFeaturesExt,
- PNext = pExtendedFeatures,
- FragmentShaderPixelInterlock = true
- };
-
- pExtendedFeatures = &featuresFragmentShaderInterlock;
- }
-
- PhysicalDeviceSubgroupSizeControlFeaturesEXT featuresSubgroupSizeControl;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_subgroup_size_control"))
- {
- featuresSubgroupSizeControl = new PhysicalDeviceSubgroupSizeControlFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceSubgroupSizeControlFeaturesExt,
- PNext = pExtendedFeatures,
- SubgroupSizeControl = true
- };
-
- pExtendedFeatures = &featuresSubgroupSizeControl;
- }
-
- PhysicalDeviceCustomBorderColorFeaturesEXT featuresCustomBorderColor;
-
- if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_custom_border_color") &&
- supportedFeaturesCustomBorderColor.CustomBorderColors &&
- supportedFeaturesCustomBorderColor.CustomBorderColorWithoutFormat)
- {
- featuresCustomBorderColor = new PhysicalDeviceCustomBorderColorFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceCustomBorderColorFeaturesExt,
- PNext = pExtendedFeatures,
- CustomBorderColors = true,
- CustomBorderColorWithoutFormat = true,
- };
-
- pExtendedFeatures = &featuresCustomBorderColor;
- }
-
- var enabledExtensions = _requiredExtensions.Union(_desirableExtensions.Intersect(physicalDevice.DeviceExtensions)).ToArray();
-
- IntPtr* ppEnabledExtensions = stackalloc IntPtr[enabledExtensions.Length];
-
- for (int i = 0; i < enabledExtensions.Length; i++)
- {
- ppEnabledExtensions[i] = Marshal.StringToHGlobalAnsi(enabledExtensions[i]);
- }
-
- var deviceCreateInfo = new DeviceCreateInfo()
- {
- SType = StructureType.DeviceCreateInfo,
- PNext = pExtendedFeatures,
- QueueCreateInfoCount = 1,
- PQueueCreateInfos = &queueCreateInfo,
- PpEnabledExtensionNames = (byte**)ppEnabledExtensions,
- EnabledExtensionCount = (uint)enabledExtensions.Length,
- PEnabledFeatures = &features
- };
-
- api.CreateDevice(physicalDevice.PhysicalDevice, in deviceCreateInfo, null, out var device).ThrowOnError();
-
- for (int i = 0; i < enabledExtensions.Length; i++)
- {
- Marshal.FreeHGlobal(ppEnabledExtensions[i]);
- }
-
- return device;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanInstance.cs b/Ryujinx.Graphics.Vulkan/VulkanInstance.cs
deleted file mode 100644
index 843d3412..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanInstance.cs
+++ /dev/null
@@ -1,127 +0,0 @@
-using Ryujinx.Common.Utilities;
-using Silk.NET.Core;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Collections.Immutable;
-using System.Linq;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class VulkanInstance : IDisposable
- {
- private readonly Vk _api;
- public readonly Instance Instance;
- public readonly Version32 InstanceVersion;
-
- private bool _disposed;
-
- private VulkanInstance(Vk api, Instance instance)
- {
- _api = api;
- Instance = instance;
-
- if (api.GetInstanceProcAddr(instance, "vkEnumerateInstanceVersion") == IntPtr.Zero)
- {
- InstanceVersion = Vk.Version10;
- }
- else
- {
- uint rawInstanceVersion = 0;
-
- if (api.EnumerateInstanceVersion(ref rawInstanceVersion) != Result.Success)
- {
- rawInstanceVersion = Vk.Version11.Value;
- }
-
- InstanceVersion = (Version32)rawInstanceVersion;
- }
- }
-
- public static Result Create(Vk api, ref InstanceCreateInfo createInfo, out VulkanInstance instance)
- {
- instance = null;
-
- Instance rawInstance = default;
-
- Result result = api.CreateInstance(SpanHelpers.AsReadOnlySpan(ref createInfo), ReadOnlySpan<AllocationCallbacks>.Empty, SpanHelpers.AsSpan(ref rawInstance));
-
- if (result == Result.Success)
- {
- instance = new VulkanInstance(api, rawInstance);
- }
-
- return result;
- }
-
- public Result EnumeratePhysicalDevices(out VulkanPhysicalDevice[] physicalDevices)
- {
- physicalDevices = null;
-
- uint physicalDeviceCount = 0;
-
- Result result = _api.EnumeratePhysicalDevices(Instance, SpanHelpers.AsSpan(ref physicalDeviceCount), Span<PhysicalDevice>.Empty);
-
- if (result != Result.Success)
- {
- return result;
- }
-
- PhysicalDevice[] rawPhysicalDevices = new PhysicalDevice[physicalDeviceCount];
-
- result = _api.EnumeratePhysicalDevices(Instance, SpanHelpers.AsSpan(ref physicalDeviceCount), rawPhysicalDevices);
-
- if (result != Result.Success)
- {
- return result;
- }
-
- physicalDevices = rawPhysicalDevices.Select(x => new VulkanPhysicalDevice(_api, x)).ToArray();
-
- return Result.Success;
- }
-
- public static IReadOnlySet<string> GetInstanceExtensions(Vk api)
- {
- uint propertiesCount = 0;
-
- api.EnumerateInstanceExtensionProperties(ReadOnlySpan<byte>.Empty, SpanHelpers.AsSpan(ref propertiesCount), Span<ExtensionProperties>.Empty).ThrowOnError();
-
- ExtensionProperties[] extensionProperties = new ExtensionProperties[propertiesCount];
-
- api.EnumerateInstanceExtensionProperties(ReadOnlySpan<byte>.Empty, SpanHelpers.AsSpan(ref propertiesCount), extensionProperties).ThrowOnError();
-
- unsafe
- {
- return extensionProperties.Select(x => Marshal.PtrToStringAnsi((IntPtr)x.ExtensionName)).ToImmutableHashSet();
- }
- }
-
- public static IReadOnlySet<string> GetInstanceLayers(Vk api)
- {
- uint propertiesCount = 0;
-
- api.EnumerateInstanceLayerProperties(SpanHelpers.AsSpan(ref propertiesCount), Span<LayerProperties>.Empty).ThrowOnError();
-
- LayerProperties[] layerProperties = new LayerProperties[propertiesCount];
-
- api.EnumerateInstanceLayerProperties(SpanHelpers.AsSpan(ref propertiesCount), layerProperties).ThrowOnError();
-
- unsafe
- {
- return layerProperties.Select(x => Marshal.PtrToStringAnsi((IntPtr)x.LayerName)).ToImmutableHashSet();
- }
- }
-
- public void Dispose()
- {
- if (!_disposed)
- {
- _api.DestroyInstance(Instance, ReadOnlySpan<AllocationCallbacks>.Empty);
-
- _disposed = true;
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanPhysicalDevice.cs b/Ryujinx.Graphics.Vulkan/VulkanPhysicalDevice.cs
deleted file mode 100644
index 547f3654..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanPhysicalDevice.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-using Ryujinx.Common.Utilities;
-using Ryujinx.Graphics.GAL;
-using Silk.NET.Vulkan;
-using System;
-using System.Collections.Generic;
-using System.Collections.Immutable;
-using System.Linq;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- readonly struct VulkanPhysicalDevice
- {
- public readonly PhysicalDevice PhysicalDevice;
- public readonly PhysicalDeviceFeatures PhysicalDeviceFeatures;
- public readonly PhysicalDeviceProperties PhysicalDeviceProperties;
- public readonly PhysicalDeviceMemoryProperties PhysicalDeviceMemoryProperties;
- public readonly QueueFamilyProperties[] QueueFamilyProperties;
- public readonly string DeviceName;
- public readonly IReadOnlySet<string> DeviceExtensions;
-
- public VulkanPhysicalDevice(Vk api, PhysicalDevice physicalDevice)
- {
- PhysicalDevice = physicalDevice;
- PhysicalDeviceFeatures = api.GetPhysicalDeviceFeature(PhysicalDevice);
-
- api.GetPhysicalDeviceProperties(PhysicalDevice, out var physicalDeviceProperties);
- PhysicalDeviceProperties = physicalDeviceProperties;
-
- api.GetPhysicalDeviceMemoryProperties(PhysicalDevice, out PhysicalDeviceMemoryProperties);
-
- unsafe
- {
- DeviceName = Marshal.PtrToStringAnsi((IntPtr)physicalDeviceProperties.DeviceName);
- }
-
- uint propertiesCount = 0;
-
- api.GetPhysicalDeviceQueueFamilyProperties(physicalDevice, SpanHelpers.AsSpan(ref propertiesCount), Span<QueueFamilyProperties>.Empty);
-
- QueueFamilyProperties = new QueueFamilyProperties[propertiesCount];
-
- api.GetPhysicalDeviceQueueFamilyProperties(physicalDevice, SpanHelpers.AsSpan(ref propertiesCount), QueueFamilyProperties);
-
- api.EnumerateDeviceExtensionProperties(PhysicalDevice, Span<byte>.Empty, SpanHelpers.AsSpan(ref propertiesCount), Span<ExtensionProperties>.Empty).ThrowOnError();
-
- ExtensionProperties[] extensionProperties = new ExtensionProperties[propertiesCount];
-
- api.EnumerateDeviceExtensionProperties(PhysicalDevice, Span<byte>.Empty, SpanHelpers.AsSpan(ref propertiesCount), extensionProperties).ThrowOnError();
-
- unsafe
- {
- DeviceExtensions = extensionProperties.Select(x => Marshal.PtrToStringAnsi((IntPtr)x.ExtensionName)).ToImmutableHashSet();
- }
- }
-
- public string Id => $"0x{PhysicalDeviceProperties.VendorID:X}_0x{PhysicalDeviceProperties.DeviceID:X}";
-
- public bool IsDeviceExtensionPresent(string extension) => DeviceExtensions.Contains(extension);
-
- public DeviceInfo ToDeviceInfo()
- {
- return new DeviceInfo(
- Id,
- VendorUtils.GetNameFromId(PhysicalDeviceProperties.VendorID),
- DeviceName,
- PhysicalDeviceProperties.DeviceType == PhysicalDeviceType.DiscreteGpu);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs b/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs
deleted file mode 100644
index e7475b6b..00000000
--- a/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs
+++ /dev/null
@@ -1,820 +0,0 @@
-using Ryujinx.Common.Configuration;
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using Ryujinx.Graphics.Vulkan.MoltenVK;
-using Ryujinx.Graphics.Vulkan.Queries;
-using Silk.NET.Vulkan;
-using Silk.NET.Vulkan.Extensions.EXT;
-using Silk.NET.Vulkan.Extensions.KHR;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- public sealed class VulkanRenderer : IRenderer
- {
- private VulkanInstance _instance;
- private SurfaceKHR _surface;
- private VulkanPhysicalDevice _physicalDevice;
- private Device _device;
- private WindowBase _window;
-
- private bool _initialized;
-
- internal FormatCapabilities FormatCapabilities { get; private set; }
- internal HardwareCapabilities Capabilities;
-
- internal Vk Api { get; private set; }
- internal KhrSurface SurfaceApi { get; private set; }
- internal KhrSwapchain SwapchainApi { get; private set; }
- internal ExtConditionalRendering ConditionalRenderingApi { get; private set; }
- internal ExtExtendedDynamicState ExtendedDynamicStateApi { get; private set; }
- internal KhrPushDescriptor PushDescriptorApi { get; private set; }
- internal ExtTransformFeedback TransformFeedbackApi { get; private set; }
- internal KhrDrawIndirectCount DrawIndirectCountApi { get; private set; }
-
- internal uint QueueFamilyIndex { get; private set; }
- internal Queue Queue { get; private set; }
- internal Queue BackgroundQueue { get; private set; }
- internal object BackgroundQueueLock { get; private set; }
- internal object QueueLock { get; private set; }
-
- internal MemoryAllocator MemoryAllocator { get; private set; }
- internal CommandBufferPool CommandBufferPool { get; private set; }
- internal DescriptorSetManager DescriptorSetManager { get; private set; }
- internal PipelineLayoutCache PipelineLayoutCache { get; private set; }
- internal BackgroundResources BackgroundResources { get; private set; }
- internal Action<Action> InterruptAction { get; private set; }
- internal SyncManager SyncManager { get; private set; }
-
- internal BufferManager BufferManager { get; private set; }
-
- internal HashSet<ShaderCollection> Shaders { get; }
- internal HashSet<ITexture> Textures { get; }
- internal HashSet<SamplerHolder> Samplers { get; }
-
- private VulkanDebugMessenger _debugMessenger;
- private Counters _counters;
-
- private PipelineFull _pipeline;
-
- internal HelperShader HelperShader { get; private set; }
- internal PipelineFull PipelineInternal => _pipeline;
-
- public IPipeline Pipeline => _pipeline;
-
- public IWindow Window => _window;
-
- private readonly Func<Instance, Vk, SurfaceKHR> _getSurface;
- private readonly Func<string[]> _getRequiredExtensions;
- private readonly string _preferredGpuId;
-
- internal Vendor Vendor { get; private set; }
- internal bool IsAmdWindows { get; private set; }
- internal bool IsIntelWindows { get; private set; }
- internal bool IsAmdGcn { get; private set; }
- internal bool IsMoltenVk { get; private set; }
- internal bool IsTBDR { get; private set; }
- internal bool IsSharedMemory { get; private set; }
- public string GpuVendor { get; private set; }
- public string GpuRenderer { get; private set; }
- public string GpuVersion { get; private set; }
-
- public bool PreferThreading => true;
-
- public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
-
- public VulkanRenderer(Func<Instance, Vk, SurfaceKHR> surfaceFunc, Func<string[]> requiredExtensionsFunc, string preferredGpuId)
- {
- _getSurface = surfaceFunc;
- _getRequiredExtensions = requiredExtensionsFunc;
- _preferredGpuId = preferredGpuId;
- Shaders = new HashSet<ShaderCollection>();
- Textures = new HashSet<ITexture>();
- Samplers = new HashSet<SamplerHolder>();
-
- if (OperatingSystem.IsMacOS())
- {
- MVKInitialization.Initialize();
-
- // Any device running on MacOS is using MoltenVK, even Intel and AMD vendors.
- IsMoltenVk = true;
- }
- }
-
- private unsafe void LoadFeatures(uint maxQueueCount, uint queueFamilyIndex)
- {
- FormatCapabilities = new FormatCapabilities(Api, _physicalDevice.PhysicalDevice);
-
- if (Api.TryGetDeviceExtension(_instance.Instance, _device, out ExtConditionalRendering conditionalRenderingApi))
- {
- ConditionalRenderingApi = conditionalRenderingApi;
- }
-
- if (Api.TryGetDeviceExtension(_instance.Instance, _device, out ExtExtendedDynamicState extendedDynamicStateApi))
- {
- ExtendedDynamicStateApi = extendedDynamicStateApi;
- }
-
- if (Api.TryGetDeviceExtension(_instance.Instance, _device, out KhrPushDescriptor pushDescriptorApi))
- {
- PushDescriptorApi = pushDescriptorApi;
- }
-
- if (Api.TryGetDeviceExtension(_instance.Instance, _device, out ExtTransformFeedback transformFeedbackApi))
- {
- TransformFeedbackApi = transformFeedbackApi;
- }
-
- if (Api.TryGetDeviceExtension(_instance.Instance, _device, out KhrDrawIndirectCount drawIndirectCountApi))
- {
- DrawIndirectCountApi = drawIndirectCountApi;
- }
-
- if (maxQueueCount >= 2)
- {
- Api.GetDeviceQueue(_device, queueFamilyIndex, 1, out var backgroundQueue);
- BackgroundQueue = backgroundQueue;
- BackgroundQueueLock = new object();
- }
-
- PhysicalDeviceProperties2 properties2 = new PhysicalDeviceProperties2()
- {
- SType = StructureType.PhysicalDeviceProperties2
- };
-
- PhysicalDeviceBlendOperationAdvancedPropertiesEXT propertiesBlendOperationAdvanced = new PhysicalDeviceBlendOperationAdvancedPropertiesEXT()
- {
- SType = StructureType.PhysicalDeviceBlendOperationAdvancedPropertiesExt
- };
-
- bool supportsBlendOperationAdvanced = _physicalDevice.IsDeviceExtensionPresent("VK_EXT_blend_operation_advanced");
-
- if (supportsBlendOperationAdvanced)
- {
- propertiesBlendOperationAdvanced.PNext = properties2.PNext;
- properties2.PNext = &propertiesBlendOperationAdvanced;
- }
-
- PhysicalDeviceSubgroupSizeControlPropertiesEXT propertiesSubgroupSizeControl = new PhysicalDeviceSubgroupSizeControlPropertiesEXT()
- {
- SType = StructureType.PhysicalDeviceSubgroupSizeControlPropertiesExt
- };
-
- bool supportsSubgroupSizeControl = _physicalDevice.IsDeviceExtensionPresent("VK_EXT_subgroup_size_control");
-
- if (supportsSubgroupSizeControl)
- {
- properties2.PNext = &propertiesSubgroupSizeControl;
- }
-
- bool supportsTransformFeedback = _physicalDevice.IsDeviceExtensionPresent(ExtTransformFeedback.ExtensionName);
-
- PhysicalDeviceTransformFeedbackPropertiesEXT propertiesTransformFeedback = new PhysicalDeviceTransformFeedbackPropertiesEXT()
- {
- SType = StructureType.PhysicalDeviceTransformFeedbackPropertiesExt
- };
-
- if (supportsTransformFeedback)
- {
- propertiesTransformFeedback.PNext = properties2.PNext;
- properties2.PNext = &propertiesTransformFeedback;
- }
-
- PhysicalDevicePortabilitySubsetPropertiesKHR propertiesPortabilitySubset = new PhysicalDevicePortabilitySubsetPropertiesKHR()
- {
- SType = StructureType.PhysicalDevicePortabilitySubsetPropertiesKhr
- };
-
- PhysicalDeviceFeatures2 features2 = new PhysicalDeviceFeatures2()
- {
- SType = StructureType.PhysicalDeviceFeatures2
- };
-
- PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT featuresPrimitiveTopologyListRestart = new PhysicalDevicePrimitiveTopologyListRestartFeaturesEXT()
- {
- SType = StructureType.PhysicalDevicePrimitiveTopologyListRestartFeaturesExt
- };
-
- PhysicalDeviceRobustness2FeaturesEXT featuresRobustness2 = new PhysicalDeviceRobustness2FeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceRobustness2FeaturesExt
- };
-
- PhysicalDeviceShaderFloat16Int8FeaturesKHR featuresShaderInt8 = new PhysicalDeviceShaderFloat16Int8FeaturesKHR()
- {
- SType = StructureType.PhysicalDeviceShaderFloat16Int8Features
- };
-
- PhysicalDeviceCustomBorderColorFeaturesEXT featuresCustomBorderColor = new PhysicalDeviceCustomBorderColorFeaturesEXT()
- {
- SType = StructureType.PhysicalDeviceCustomBorderColorFeaturesExt
- };
-
- PhysicalDevicePortabilitySubsetFeaturesKHR featuresPortabilitySubset = new PhysicalDevicePortabilitySubsetFeaturesKHR()
- {
- SType = StructureType.PhysicalDevicePortabilitySubsetFeaturesKhr
- };
-
- if (_physicalDevice.IsDeviceExtensionPresent("VK_EXT_primitive_topology_list_restart"))
- {
- features2.PNext = &featuresPrimitiveTopologyListRestart;
- }
-
- if (_physicalDevice.IsDeviceExtensionPresent("VK_EXT_robustness2"))
- {
- featuresRobustness2.PNext = features2.PNext;
- features2.PNext = &featuresRobustness2;
- }
-
- if (_physicalDevice.IsDeviceExtensionPresent("VK_KHR_shader_float16_int8"))
- {
- featuresShaderInt8.PNext = features2.PNext;
- features2.PNext = &featuresShaderInt8;
- }
-
- if (_physicalDevice.IsDeviceExtensionPresent("VK_EXT_custom_border_color"))
- {
- featuresCustomBorderColor.PNext = features2.PNext;
- features2.PNext = &featuresCustomBorderColor;
- }
-
- bool usePortability = _physicalDevice.IsDeviceExtensionPresent("VK_KHR_portability_subset");
-
- if (usePortability)
- {
- propertiesPortabilitySubset.PNext = properties2.PNext;
- properties2.PNext = &propertiesPortabilitySubset;
-
- featuresPortabilitySubset.PNext = features2.PNext;
- features2.PNext = &featuresPortabilitySubset;
- }
-
- Api.GetPhysicalDeviceProperties2(_physicalDevice.PhysicalDevice, &properties2);
- Api.GetPhysicalDeviceFeatures2(_physicalDevice.PhysicalDevice, &features2);
-
- var portabilityFlags = PortabilitySubsetFlags.None;
- uint vertexBufferAlignment = 1;
-
- if (usePortability)
- {
- vertexBufferAlignment = propertiesPortabilitySubset.MinVertexInputBindingStrideAlignment;
-
- portabilityFlags |= featuresPortabilitySubset.TriangleFans ? 0 : PortabilitySubsetFlags.NoTriangleFans;
- portabilityFlags |= featuresPortabilitySubset.PointPolygons ? 0 : PortabilitySubsetFlags.NoPointMode;
- portabilityFlags |= featuresPortabilitySubset.ImageView2DOn3DImage ? 0 : PortabilitySubsetFlags.No3DImageView;
- portabilityFlags |= featuresPortabilitySubset.SamplerMipLodBias ? 0 : PortabilitySubsetFlags.NoLodBias;
- }
-
- bool supportsCustomBorderColor = _physicalDevice.IsDeviceExtensionPresent("VK_EXT_custom_border_color") &&
- featuresCustomBorderColor.CustomBorderColors &&
- featuresCustomBorderColor.CustomBorderColorWithoutFormat;
-
- ref var properties = ref properties2.Properties;
-
- SampleCountFlags supportedSampleCounts =
- properties.Limits.FramebufferColorSampleCounts &
- properties.Limits.FramebufferDepthSampleCounts &
- properties.Limits.FramebufferStencilSampleCounts;
-
- Capabilities = new HardwareCapabilities(
- _physicalDevice.IsDeviceExtensionPresent("VK_EXT_index_type_uint8"),
- supportsCustomBorderColor,
- supportsBlendOperationAdvanced,
- propertiesBlendOperationAdvanced.AdvancedBlendCorrelatedOverlap,
- propertiesBlendOperationAdvanced.AdvancedBlendNonPremultipliedSrcColor,
- propertiesBlendOperationAdvanced.AdvancedBlendNonPremultipliedDstColor,
- _physicalDevice.IsDeviceExtensionPresent(KhrDrawIndirectCount.ExtensionName),
- _physicalDevice.IsDeviceExtensionPresent("VK_EXT_fragment_shader_interlock"),
- _physicalDevice.IsDeviceExtensionPresent("VK_NV_geometry_shader_passthrough"),
- supportsSubgroupSizeControl,
- featuresShaderInt8.ShaderInt8,
- _physicalDevice.IsDeviceExtensionPresent("VK_EXT_shader_stencil_export"),
- _physicalDevice.IsDeviceExtensionPresent(ExtConditionalRendering.ExtensionName),
- _physicalDevice.IsDeviceExtensionPresent(ExtExtendedDynamicState.ExtensionName),
- features2.Features.MultiViewport,
- featuresRobustness2.NullDescriptor || IsMoltenVk,
- _physicalDevice.IsDeviceExtensionPresent(KhrPushDescriptor.ExtensionName),
- featuresPrimitiveTopologyListRestart.PrimitiveTopologyListRestart,
- featuresPrimitiveTopologyListRestart.PrimitiveTopologyPatchListRestart,
- supportsTransformFeedback,
- propertiesTransformFeedback.TransformFeedbackQueries,
- features2.Features.OcclusionQueryPrecise,
- _physicalDevice.PhysicalDeviceFeatures.PipelineStatisticsQuery,
- _physicalDevice.PhysicalDeviceFeatures.GeometryShader,
- _physicalDevice.IsDeviceExtensionPresent("VK_NV_viewport_array2"),
- propertiesSubgroupSizeControl.MinSubgroupSize,
- propertiesSubgroupSizeControl.MaxSubgroupSize,
- propertiesSubgroupSizeControl.RequiredSubgroupSizeStages,
- supportedSampleCounts,
- portabilityFlags,
- vertexBufferAlignment,
- properties.Limits.SubTexelPrecisionBits);
-
- IsSharedMemory = MemoryAllocator.IsDeviceMemoryShared(_physicalDevice);
-
- MemoryAllocator = new MemoryAllocator(Api, _physicalDevice, _device);
-
- CommandBufferPool = new CommandBufferPool(Api, _device, Queue, QueueLock, queueFamilyIndex);
-
- DescriptorSetManager = new DescriptorSetManager(_device);
-
- PipelineLayoutCache = new PipelineLayoutCache();
-
- BackgroundResources = new BackgroundResources(this, _device);
-
- BufferManager = new BufferManager(this, _device);
-
- SyncManager = new SyncManager(this, _device);
- _pipeline = new PipelineFull(this, _device);
- _pipeline.Initialize();
-
- HelperShader = new HelperShader(this, _device);
-
- _counters = new Counters(this, _device, _pipeline);
- }
-
- private unsafe void SetupContext(GraphicsDebugLevel logLevel)
- {
- var api = Vk.GetApi();
-
- Api = api;
-
- _instance = VulkanInitialization.CreateInstance(api, logLevel, _getRequiredExtensions());
- _debugMessenger = new VulkanDebugMessenger(api, _instance.Instance, logLevel);
-
- if (api.TryGetInstanceExtension(_instance.Instance, out KhrSurface surfaceApi))
- {
- SurfaceApi = surfaceApi;
- }
-
- _surface = _getSurface(_instance.Instance, api);
- _physicalDevice = VulkanInitialization.FindSuitablePhysicalDevice(api, _instance, _surface, _preferredGpuId);
-
- var queueFamilyIndex = VulkanInitialization.FindSuitableQueueFamily(api, _physicalDevice, _surface, out uint maxQueueCount);
-
- _device = VulkanInitialization.CreateDevice(api, _physicalDevice, queueFamilyIndex, maxQueueCount);
-
- if (api.TryGetDeviceExtension(_instance.Instance, _device, out KhrSwapchain swapchainApi))
- {
- SwapchainApi = swapchainApi;
- }
-
- api.GetDeviceQueue(_device, queueFamilyIndex, 0, out var queue);
- Queue = queue;
- QueueLock = new object();
-
- LoadFeatures(maxQueueCount, queueFamilyIndex);
-
- _window = new Window(this, _surface, _physicalDevice.PhysicalDevice, _device);
-
- _initialized = true;
- }
-
- public BufferHandle CreateBuffer(int size, BufferHandle storageHint)
- {
- return BufferManager.CreateWithHandle(this, size, BufferAllocationType.Auto, storageHint);
- }
-
- public IProgram CreateProgram(ShaderSource[] sources, ShaderInfo info)
- {
- bool isCompute = sources.Length == 1 && sources[0].Stage == ShaderStage.Compute;
-
- if (info.State.HasValue || isCompute)
- {
- return new ShaderCollection(this, _device, sources, info.State ?? default, info.FromCache);
- }
- else
- {
- return new ShaderCollection(this, _device, sources);
- }
- }
-
- internal ShaderCollection CreateProgramWithMinimalLayout(ShaderSource[] sources, SpecDescription[] specDescription = null)
- {
- return new ShaderCollection(this, _device, sources, specDescription: specDescription, isMinimal: true);
- }
-
- public ISampler CreateSampler(GAL.SamplerCreateInfo info)
- {
- return new SamplerHolder(this, _device, info);
- }
-
- public ITexture CreateTexture(TextureCreateInfo info, float scale)
- {
- if (info.Target == Target.TextureBuffer)
- {
- return new TextureBuffer(this, info, scale);
- }
-
- return CreateTextureView(info, scale);
- }
-
- internal TextureView CreateTextureView(TextureCreateInfo info, float scale)
- {
- // This should be disposed when all views are destroyed.
- var storage = CreateTextureStorage(info, scale);
- return storage.CreateView(info, 0, 0);
- }
-
- internal TextureStorage CreateTextureStorage(TextureCreateInfo info, float scale)
- {
- return new TextureStorage(this, _device, info, scale);
- }
-
- public void DeleteBuffer(BufferHandle buffer)
- {
- BufferManager.Delete(buffer);
- }
-
- internal void FlushAllCommands()
- {
- _pipeline?.FlushCommandsImpl();
- }
-
- internal void RegisterFlush()
- {
- SyncManager.RegisterFlush();
- }
-
- public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
- {
- return BufferManager.GetData(buffer, offset, size);
- }
-
- public unsafe Capabilities GetCapabilities()
- {
- FormatFeatureFlags compressedFormatFeatureFlags =
- FormatFeatureFlags.SampledImageBit |
- FormatFeatureFlags.SampledImageFilterLinearBit |
- FormatFeatureFlags.BlitSrcBit |
- FormatFeatureFlags.TransferSrcBit |
- FormatFeatureFlags.TransferDstBit;
-
- bool supportsBc123CompressionFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.Bc1RgbaSrgb,
- GAL.Format.Bc1RgbaUnorm,
- GAL.Format.Bc2Srgb,
- GAL.Format.Bc2Unorm,
- GAL.Format.Bc3Srgb,
- GAL.Format.Bc3Unorm);
-
- bool supportsBc45CompressionFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.Bc4Snorm,
- GAL.Format.Bc4Unorm,
- GAL.Format.Bc5Snorm,
- GAL.Format.Bc5Unorm);
-
- bool supportsBc67CompressionFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.Bc6HSfloat,
- GAL.Format.Bc6HUfloat,
- GAL.Format.Bc7Srgb,
- GAL.Format.Bc7Unorm);
-
- bool supportsEtc2CompressionFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.Etc2RgbaSrgb,
- GAL.Format.Etc2RgbaUnorm,
- GAL.Format.Etc2RgbPtaSrgb,
- GAL.Format.Etc2RgbPtaUnorm,
- GAL.Format.Etc2RgbSrgb,
- GAL.Format.Etc2RgbUnorm);
-
- bool supports5BitComponentFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.R5G6B5Unorm,
- GAL.Format.R5G5B5A1Unorm,
- GAL.Format.R5G5B5X1Unorm,
- GAL.Format.B5G6R5Unorm,
- GAL.Format.B5G5R5A1Unorm,
- GAL.Format.A1B5G5R5Unorm);
-
- bool supportsR4G4B4A4Format = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.R4G4B4A4Unorm);
-
- bool supportsAstcFormats = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
- GAL.Format.Astc4x4Unorm,
- GAL.Format.Astc5x4Unorm,
- GAL.Format.Astc5x5Unorm,
- GAL.Format.Astc6x5Unorm,
- GAL.Format.Astc6x6Unorm,
- GAL.Format.Astc8x5Unorm,
- GAL.Format.Astc8x6Unorm,
- GAL.Format.Astc8x8Unorm,
- GAL.Format.Astc10x5Unorm,
- GAL.Format.Astc10x6Unorm,
- GAL.Format.Astc10x8Unorm,
- GAL.Format.Astc10x10Unorm,
- GAL.Format.Astc12x10Unorm,
- GAL.Format.Astc12x12Unorm,
- GAL.Format.Astc4x4Srgb,
- GAL.Format.Astc5x4Srgb,
- GAL.Format.Astc5x5Srgb,
- GAL.Format.Astc6x5Srgb,
- GAL.Format.Astc6x6Srgb,
- GAL.Format.Astc8x5Srgb,
- GAL.Format.Astc8x6Srgb,
- GAL.Format.Astc8x8Srgb,
- GAL.Format.Astc10x5Srgb,
- GAL.Format.Astc10x6Srgb,
- GAL.Format.Astc10x8Srgb,
- GAL.Format.Astc10x10Srgb,
- GAL.Format.Astc12x10Srgb,
- GAL.Format.Astc12x12Srgb);
-
- PhysicalDeviceVulkan12Features featuresVk12 = new PhysicalDeviceVulkan12Features()
- {
- SType = StructureType.PhysicalDeviceVulkan12Features
- };
-
- PhysicalDeviceFeatures2 features2 = new PhysicalDeviceFeatures2()
- {
- SType = StructureType.PhysicalDeviceFeatures2,
- PNext = &featuresVk12
- };
-
- Api.GetPhysicalDeviceFeatures2(_physicalDevice.PhysicalDevice, &features2);
-
- var limits = _physicalDevice.PhysicalDeviceProperties.Limits;
-
- return new Capabilities(
- api: TargetApi.Vulkan,
- GpuVendor,
- hasFrontFacingBug: IsIntelWindows,
- hasVectorIndexingBug: Vendor == Vendor.Qualcomm,
- needsFragmentOutputSpecialization: IsMoltenVk,
- reduceShaderPrecision: IsMoltenVk,
- supportsAstcCompression: features2.Features.TextureCompressionAstcLdr && supportsAstcFormats,
- supportsBc123Compression: supportsBc123CompressionFormat,
- supportsBc45Compression: supportsBc45CompressionFormat,
- supportsBc67Compression: supportsBc67CompressionFormat,
- supportsEtc2Compression: supportsEtc2CompressionFormat,
- supports3DTextureCompression: true,
- supportsBgraFormat: true,
- supportsR4G4Format: false,
- supportsR4G4B4A4Format: supportsR4G4B4A4Format,
- supportsSnormBufferTextureFormat: true,
- supports5BitComponentFormat: supports5BitComponentFormat,
- supportsBlendEquationAdvanced: Capabilities.SupportsBlendEquationAdvanced,
- supportsFragmentShaderInterlock: Capabilities.SupportsFragmentShaderInterlock,
- supportsFragmentShaderOrderingIntel: false,
- supportsGeometryShader: Capabilities.SupportsGeometryShader,
- supportsGeometryShaderPassthrough: Capabilities.SupportsGeometryShaderPassthrough,
- supportsImageLoadFormatted: features2.Features.ShaderStorageImageReadWithoutFormat,
- supportsLayerVertexTessellation: featuresVk12.ShaderOutputLayer,
- supportsMismatchingViewFormat: true,
- supportsCubemapView: !IsAmdGcn,
- supportsNonConstantTextureOffset: false,
- supportsShaderBallot: false,
- supportsTextureShadowLod: false,
- supportsViewportIndexVertexTessellation: featuresVk12.ShaderOutputViewportIndex,
- supportsViewportMask: Capabilities.SupportsViewportArray2,
- supportsViewportSwizzle: false,
- supportsIndirectParameters: true,
- maximumUniformBuffersPerStage: Constants.MaxUniformBuffersPerStage,
- maximumStorageBuffersPerStage: Constants.MaxStorageBuffersPerStage,
- maximumTexturesPerStage: Constants.MaxTexturesPerStage,
- maximumImagesPerStage: Constants.MaxImagesPerStage,
- maximumComputeSharedMemorySize: (int)limits.MaxComputeSharedMemorySize,
- maximumSupportedAnisotropy: (int)limits.MaxSamplerAnisotropy,
- storageBufferOffsetAlignment: (int)limits.MinStorageBufferOffsetAlignment,
- gatherBiasPrecision: IsIntelWindows || IsAmdWindows ? (int)Capabilities.SubTexelPrecisionBits : 0);
- }
-
- public HardwareInfo GetHardwareInfo()
- {
- return new HardwareInfo(GpuVendor, GpuRenderer);
- }
-
- public static DeviceInfo[] GetPhysicalDevices()
- {
- try
- {
- return VulkanInitialization.GetSuitablePhysicalDevices(Vk.GetApi());
- }
- catch (Exception)
- {
- // If we got an exception here, Vulkan is most likely not supported.
- return Array.Empty<DeviceInfo>();
- }
- }
-
- private static string ParseStandardVulkanVersion(uint version)
- {
- return $"{version >> 22}.{(version >> 12) & 0x3FF}.{version & 0xFFF}";
- }
-
- private static string ParseDriverVersion(ref PhysicalDeviceProperties properties)
- {
- uint driverVersionRaw = properties.DriverVersion;
-
- // NVIDIA differ from the standard here and uses a different format.
- if (properties.VendorID == 0x10DE)
- {
- return $"{(driverVersionRaw >> 22) & 0x3FF}.{(driverVersionRaw >> 14) & 0xFF}.{(driverVersionRaw >> 6) & 0xFF}.{driverVersionRaw & 0x3F}";
- }
- else
- {
- return ParseStandardVulkanVersion(driverVersionRaw);
- }
- }
-
- private unsafe void PrintGpuInformation()
- {
- var properties = _physicalDevice.PhysicalDeviceProperties;
-
- string vendorName = VendorUtils.GetNameFromId(properties.VendorID);
-
- Vendor = VendorUtils.FromId(properties.VendorID);
-
- IsAmdWindows = Vendor == Vendor.Amd && OperatingSystem.IsWindows();
- IsIntelWindows = Vendor == Vendor.Intel && OperatingSystem.IsWindows();
- IsTBDR = IsMoltenVk ||
- Vendor == Vendor.Qualcomm ||
- Vendor == Vendor.ARM ||
- Vendor == Vendor.Broadcom ||
- Vendor == Vendor.ImgTec;
-
- GpuVendor = vendorName;
- GpuRenderer = Marshal.PtrToStringAnsi((IntPtr)properties.DeviceName);
- GpuVersion = $"Vulkan v{ParseStandardVulkanVersion(properties.ApiVersion)}, Driver v{ParseDriverVersion(ref properties)}";
-
- IsAmdGcn = !IsMoltenVk && Vendor == Vendor.Amd && VendorUtils.AmdGcnRegex().IsMatch(GpuRenderer);
-
- Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
- }
-
- public GAL.PrimitiveTopology TopologyRemap(GAL.PrimitiveTopology topology)
- {
- return topology switch
- {
- GAL.PrimitiveTopology.Quads => GAL.PrimitiveTopology.Triangles,
- GAL.PrimitiveTopology.QuadStrip => GAL.PrimitiveTopology.TriangleStrip,
- GAL.PrimitiveTopology.TriangleFan => Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.NoTriangleFans) ? GAL.PrimitiveTopology.Triangles : topology,
- _ => topology
- };
- }
-
- public bool TopologyUnsupported(GAL.PrimitiveTopology topology)
- {
- return topology switch
- {
- GAL.PrimitiveTopology.Quads => true,
- GAL.PrimitiveTopology.TriangleFan => Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.NoTriangleFans),
- _ => false
- };
- }
-
- public void Initialize(GraphicsDebugLevel logLevel)
- {
- SetupContext(logLevel);
-
- PrintGpuInformation();
- }
-
- internal bool NeedsVertexBufferAlignment(int attrScalarAlignment, out int alignment)
- {
- if (Capabilities.VertexBufferAlignment > 1)
- {
- alignment = (int)Capabilities.VertexBufferAlignment;
-
- return true;
- }
- else if (Vendor != Vendor.Nvidia)
- {
- // Vulkan requires that vertex attributes are globally aligned by their component size,
- // so buffer strides that don't divide by the largest scalar element are invalid.
- // Guest applications do this, NVIDIA GPUs are OK with it, others are not.
-
- alignment = attrScalarAlignment;
-
- return true;
- }
-
- alignment = 1;
-
- return false;
- }
-
- public void PreFrame()
- {
- SyncManager.Cleanup();
- }
-
- public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
- {
- return _counters.QueueReport(type, resultHandler, hostReserved);
- }
-
- public void ResetCounter(CounterType type)
- {
- _counters.QueueReset(type);
- }
-
- public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
- {
- BufferManager.SetData(buffer, offset, data, _pipeline.CurrentCommandBuffer, _pipeline.EndRenderPass);
- }
-
- public void UpdateCounters()
- {
- _counters.Update();
- }
-
- public void ResetCounterPool()
- {
- _counters.ResetCounterPool();
- }
-
- public void ResetFutureCounters(CommandBuffer cmd, int count)
- {
- _counters?.ResetFutureCounters(cmd, count);
- }
-
- public void BackgroundContextAction(Action action, bool alwaysBackground = false)
- {
- action();
- }
-
- public void CreateSync(ulong id, bool strict)
- {
- SyncManager.Create(id, strict);
- }
-
- public IProgram LoadProgramBinary(byte[] programBinary, bool isFragment, ShaderInfo info)
- {
- throw new NotImplementedException();
- }
-
- public void WaitSync(ulong id)
- {
- SyncManager.Wait(id);
- }
-
- public ulong GetCurrentSync()
- {
- return SyncManager.GetCurrent();
- }
-
- public void SetInterruptAction(Action<Action> interruptAction)
- {
- InterruptAction = interruptAction;
- }
-
- public void Screenshot()
- {
- _window.ScreenCaptureRequested = true;
- }
-
- public void OnScreenCaptured(ScreenCaptureImageInfo bitmap)
- {
- ScreenCaptured?.Invoke(this, bitmap);
- }
-
- public unsafe void Dispose()
- {
- if (!_initialized)
- {
- return;
- }
-
- CommandBufferPool.Dispose();
- BackgroundResources.Dispose();
- _counters.Dispose();
- _window.Dispose();
- HelperShader.Dispose();
- _pipeline.Dispose();
- BufferManager.Dispose();
- DescriptorSetManager.Dispose();
- PipelineLayoutCache.Dispose();
-
- MemoryAllocator.Dispose();
-
- foreach (var shader in Shaders)
- {
- shader.Dispose();
- }
-
- foreach (var texture in Textures)
- {
- texture.Release();
- }
-
- foreach (var sampler in Samplers)
- {
- sampler.Dispose();
- }
-
- SurfaceApi.DestroySurface(_instance.Instance, _surface, null);
-
- Api.DestroyDevice(_device, null);
-
- _debugMessenger.Dispose();
-
- // Last step destroy the instance
- _instance.Dispose();
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Vulkan/Window.cs b/Ryujinx.Graphics.Vulkan/Window.cs
deleted file mode 100644
index 075d1b30..00000000
--- a/Ryujinx.Graphics.Vulkan/Window.cs
+++ /dev/null
@@ -1,603 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Vulkan.Effects;
-using Silk.NET.Vulkan;
-using Silk.NET.Vulkan.Extensions.KHR;
-using System;
-using System.Linq;
-using VkFormat = Silk.NET.Vulkan.Format;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- class Window : WindowBase, IDisposable
- {
- private const int SurfaceWidth = 1280;
- private const int SurfaceHeight = 720;
-
- private readonly VulkanRenderer _gd;
- private readonly SurfaceKHR _surface;
- private readonly PhysicalDevice _physicalDevice;
- private readonly Device _device;
- private SwapchainKHR _swapchain;
-
- private Image[] _swapchainImages;
- private Auto<DisposableImageView>[] _swapchainImageViews;
-
- private Semaphore _imageAvailableSemaphore;
- private Semaphore _renderFinishedSemaphore;
-
- private int _width;
- private int _height;
- private bool _vsyncEnabled;
- private bool _vsyncModeChanged;
- private VkFormat _format;
- private AntiAliasing _currentAntiAliasing;
- private bool _updateEffect;
- private IPostProcessingEffect _effect;
- private IScalingFilter _scalingFilter;
- private bool _isLinear;
- private float _scalingFilterLevel;
- private bool _updateScalingFilter;
- private ScalingFilter _currentScalingFilter;
-
- public unsafe Window(VulkanRenderer gd, SurfaceKHR surface, PhysicalDevice physicalDevice, Device device)
- {
- _gd = gd;
- _physicalDevice = physicalDevice;
- _device = device;
- _surface = surface;
-
- CreateSwapchain();
-
- var semaphoreCreateInfo = new SemaphoreCreateInfo()
- {
- SType = StructureType.SemaphoreCreateInfo
- };
-
- gd.Api.CreateSemaphore(device, semaphoreCreateInfo, null, out _imageAvailableSemaphore).ThrowOnError();
- gd.Api.CreateSemaphore(device, semaphoreCreateInfo, null, out _renderFinishedSemaphore).ThrowOnError();
- }
-
- private void RecreateSwapchain()
- {
- var oldSwapchain = _swapchain;
- _vsyncModeChanged = false;
-
- for (int i = 0; i < _swapchainImageViews.Length; i++)
- {
- _swapchainImageViews[i].Dispose();
- }
-
- // Destroy old Swapchain.
- _gd.Api.DeviceWaitIdle(_device);
- _gd.SwapchainApi.DestroySwapchain(_device, oldSwapchain, Span<AllocationCallbacks>.Empty);
-
- CreateSwapchain();
- }
-
- private unsafe void CreateSwapchain()
- {
- _gd.SurfaceApi.GetPhysicalDeviceSurfaceCapabilities(_physicalDevice, _surface, out var capabilities);
-
- uint surfaceFormatsCount;
-
- _gd.SurfaceApi.GetPhysicalDeviceSurfaceFormats(_physicalDevice, _surface, &surfaceFormatsCount, null);
-
- var surfaceFormats = new SurfaceFormatKHR[surfaceFormatsCount];
-
- fixed (SurfaceFormatKHR* pSurfaceFormats = surfaceFormats)
- {
- _gd.SurfaceApi.GetPhysicalDeviceSurfaceFormats(_physicalDevice, _surface, &surfaceFormatsCount, pSurfaceFormats);
- }
-
- uint presentModesCount;
-
- _gd.SurfaceApi.GetPhysicalDeviceSurfacePresentModes(_physicalDevice, _surface, &presentModesCount, null);
-
- var presentModes = new PresentModeKHR[presentModesCount];
-
- fixed (PresentModeKHR* pPresentModes = presentModes)
- {
- _gd.SurfaceApi.GetPhysicalDeviceSurfacePresentModes(_physicalDevice, _surface, &presentModesCount, pPresentModes);
- }
-
- uint imageCount = capabilities.MinImageCount + 1;
- if (capabilities.MaxImageCount > 0 && imageCount > capabilities.MaxImageCount)
- {
- imageCount = capabilities.MaxImageCount;
- }
-
- var surfaceFormat = ChooseSwapSurfaceFormat(surfaceFormats);
-
- var extent = ChooseSwapExtent(capabilities);
-
- _width = (int)extent.Width;
- _height = (int)extent.Height;
- _format = surfaceFormat.Format;
-
- var oldSwapchain = _swapchain;
-
- var swapchainCreateInfo = new SwapchainCreateInfoKHR()
- {
- SType = StructureType.SwapchainCreateInfoKhr,
- Surface = _surface,
- MinImageCount = imageCount,
- ImageFormat = surfaceFormat.Format,
- ImageColorSpace = surfaceFormat.ColorSpace,
- ImageExtent = extent,
- ImageUsage = ImageUsageFlags.ColorAttachmentBit | ImageUsageFlags.TransferDstBit | ImageUsageFlags.StorageBit,
- ImageSharingMode = SharingMode.Exclusive,
- ImageArrayLayers = 1,
- PreTransform = capabilities.CurrentTransform,
- CompositeAlpha = ChooseCompositeAlpha(capabilities.SupportedCompositeAlpha),
- PresentMode = ChooseSwapPresentMode(presentModes, _vsyncEnabled),
- Clipped = true
- };
-
- _gd.SwapchainApi.CreateSwapchain(_device, swapchainCreateInfo, null, out _swapchain).ThrowOnError();
-
- _gd.SwapchainApi.GetSwapchainImages(_device, _swapchain, &imageCount, null);
-
- _swapchainImages = new Image[imageCount];
-
- fixed (Image* pSwapchainImages = _swapchainImages)
- {
- _gd.SwapchainApi.GetSwapchainImages(_device, _swapchain, &imageCount, pSwapchainImages);
- }
-
- _swapchainImageViews = new Auto<DisposableImageView>[imageCount];
-
- for (int i = 0; i < _swapchainImageViews.Length; i++)
- {
- _swapchainImageViews[i] = CreateSwapchainImageView(_swapchainImages[i], surfaceFormat.Format);
- }
- }
-
- private unsafe Auto<DisposableImageView> CreateSwapchainImageView(Image swapchainImage, VkFormat format)
- {
- var componentMapping = new ComponentMapping(
- ComponentSwizzle.R,
- ComponentSwizzle.G,
- ComponentSwizzle.B,
- ComponentSwizzle.A);
-
- var aspectFlags = ImageAspectFlags.ColorBit;
-
- var subresourceRange = new ImageSubresourceRange(aspectFlags, 0, 1, 0, 1);
-
- var imageCreateInfo = new ImageViewCreateInfo()
- {
- SType = StructureType.ImageViewCreateInfo,
- Image = swapchainImage,
- ViewType = ImageViewType.Type2D,
- Format = format,
- Components = componentMapping,
- SubresourceRange = subresourceRange
- };
-
- _gd.Api.CreateImageView(_device, imageCreateInfo, null, out var imageView).ThrowOnError();
- return new Auto<DisposableImageView>(new DisposableImageView(_gd.Api, _device, imageView));
- }
-
- private static SurfaceFormatKHR ChooseSwapSurfaceFormat(SurfaceFormatKHR[] availableFormats)
- {
- if (availableFormats.Length == 1 && availableFormats[0].Format == VkFormat.Undefined)
- {
- return new SurfaceFormatKHR(VkFormat.B8G8R8A8Unorm, ColorSpaceKHR.PaceSrgbNonlinearKhr);
- }
-
- foreach (var format in availableFormats)
- {
- if (format.Format == VkFormat.B8G8R8A8Unorm && format.ColorSpace == ColorSpaceKHR.PaceSrgbNonlinearKhr)
- {
- return format;
- }
- }
-
- return availableFormats[0];
- }
-
- private static CompositeAlphaFlagsKHR ChooseCompositeAlpha(CompositeAlphaFlagsKHR supportedFlags)
- {
- if (supportedFlags.HasFlag(CompositeAlphaFlagsKHR.OpaqueBitKhr))
- {
- return CompositeAlphaFlagsKHR.OpaqueBitKhr;
- }
- else if (supportedFlags.HasFlag(CompositeAlphaFlagsKHR.PreMultipliedBitKhr))
- {
- return CompositeAlphaFlagsKHR.PreMultipliedBitKhr;
- }
- else
- {
- return CompositeAlphaFlagsKHR.InheritBitKhr;
- }
- }
-
- private static PresentModeKHR ChooseSwapPresentMode(PresentModeKHR[] availablePresentModes, bool vsyncEnabled)
- {
- if (!vsyncEnabled && availablePresentModes.Contains(PresentModeKHR.ImmediateKhr))
- {
- return PresentModeKHR.ImmediateKhr;
- }
- else if (availablePresentModes.Contains(PresentModeKHR.MailboxKhr))
- {
- return PresentModeKHR.MailboxKhr;
- }
- else
- {
- return PresentModeKHR.FifoKhr;
- }
- }
-
- public static Extent2D ChooseSwapExtent(SurfaceCapabilitiesKHR capabilities)
- {
- if (capabilities.CurrentExtent.Width != uint.MaxValue)
- {
- return capabilities.CurrentExtent;
- }
- else
- {
- uint width = Math.Max(capabilities.MinImageExtent.Width, Math.Min(capabilities.MaxImageExtent.Width, SurfaceWidth));
- uint height = Math.Max(capabilities.MinImageExtent.Height, Math.Min(capabilities.MaxImageExtent.Height, SurfaceHeight));
-
- return new Extent2D(width, height);
- }
- }
-
- public unsafe override void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
- {
- _gd.PipelineInternal.AutoFlush.Present();
-
- uint nextImage = 0;
-
- while (true)
- {
- var acquireResult = _gd.SwapchainApi.AcquireNextImage(
- _device,
- _swapchain,
- ulong.MaxValue,
- _imageAvailableSemaphore,
- new Fence(),
- ref nextImage);
-
- if (acquireResult == Result.ErrorOutOfDateKhr ||
- acquireResult == Result.SuboptimalKhr ||
- _vsyncModeChanged)
- {
- RecreateSwapchain();
- }
- else
- {
- acquireResult.ThrowOnError();
- break;
- }
- }
-
- var swapchainImage = _swapchainImages[nextImage];
-
- _gd.FlushAllCommands();
-
- var cbs = _gd.CommandBufferPool.Rent();
-
- Transition(
- cbs.CommandBuffer,
- swapchainImage,
- 0,
- AccessFlags.TransferWriteBit,
- ImageLayout.Undefined,
- ImageLayout.General);
-
- var view = (TextureView)texture;
-
- UpdateEffect();
-
- if (_effect != null)
- {
- view = _effect.Run(view, cbs, _width, _height);
- }
-
- int srcX0, srcX1, srcY0, srcY1;
- float scale = view.ScaleFactor;
-
- if (crop.Left == 0 && crop.Right == 0)
- {
- srcX0 = 0;
- srcX1 = (int)(view.Width / scale);
- }
- else
- {
- srcX0 = crop.Left;
- srcX1 = crop.Right;
- }
-
- if (crop.Top == 0 && crop.Bottom == 0)
- {
- srcY0 = 0;
- srcY1 = (int)(view.Height / scale);
- }
- else
- {
- srcY0 = crop.Top;
- srcY1 = crop.Bottom;
- }
-
- if (scale != 1f)
- {
- srcX0 = (int)(srcX0 * scale);
- srcY0 = (int)(srcY0 * scale);
- srcX1 = (int)Math.Ceiling(srcX1 * scale);
- srcY1 = (int)Math.Ceiling(srcY1 * scale);
- }
-
- if (ScreenCaptureRequested)
- {
- if (_effect != null)
- {
- _gd.CommandBufferPool.Return(
- cbs,
- null,
- stackalloc[] { PipelineStageFlags.ColorAttachmentOutputBit },
- null);
- _gd.FlushAllCommands();
- cbs.GetFence().Wait();
- cbs = _gd.CommandBufferPool.Rent();
- }
-
- CaptureFrame(view, srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0, view.Info.Format.IsBgr(), crop.FlipX, crop.FlipY);
-
- ScreenCaptureRequested = false;
- }
-
- float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
- float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
-
- int dstWidth = (int)(_width * ratioX);
- int dstHeight = (int)(_height * ratioY);
-
- int dstPaddingX = (_width - dstWidth) / 2;
- int dstPaddingY = (_height - dstHeight) / 2;
-
- int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
- int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
-
- int dstY0 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
- int dstY1 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
-
- if (_scalingFilter != null)
- {
- _scalingFilter.Run(
- view,
- cbs,
- _swapchainImageViews[nextImage],
- _format,
- _width,
- _height,
- new Extents2D(srcX0, srcY0, srcX1, srcY1),
- new Extents2D(dstX0, dstY0, dstX1, dstY1)
- );
- }
- else
- {
- _gd.HelperShader.BlitColor(
- _gd,
- cbs,
- view,
- _swapchainImageViews[nextImage],
- _width,
- _height,
- 1,
- _format,
- false,
- new Extents2D(srcX0, srcY0, srcX1, srcY1),
- new Extents2D(dstX0, dstY1, dstX1, dstY0),
- _isLinear,
- true);
- }
-
- Transition(
- cbs.CommandBuffer,
- swapchainImage,
- 0,
- 0,
- ImageLayout.General,
- ImageLayout.PresentSrcKhr);
-
- _gd.CommandBufferPool.Return(
- cbs,
- stackalloc[] { _imageAvailableSemaphore },
- stackalloc[] { PipelineStageFlags.ColorAttachmentOutputBit },
- stackalloc[] { _renderFinishedSemaphore });
-
- // TODO: Present queue.
- var semaphore = _renderFinishedSemaphore;
- var swapchain = _swapchain;
-
- Result result;
-
- var presentInfo = new PresentInfoKHR()
- {
- SType = StructureType.PresentInfoKhr,
- WaitSemaphoreCount = 1,
- PWaitSemaphores = &semaphore,
- SwapchainCount = 1,
- PSwapchains = &swapchain,
- PImageIndices = &nextImage,
- PResults = &result
- };
-
- lock (_gd.QueueLock)
- {
- _gd.SwapchainApi.QueuePresent(_gd.Queue, presentInfo);
- }
- }
-
- public override void SetAntiAliasing(AntiAliasing effect)
- {
- if (_currentAntiAliasing == effect && _effect != null)
- {
- return;
- }
-
- _currentAntiAliasing = effect;
-
- _updateEffect = true;
- }
-
- public override void SetScalingFilter(ScalingFilter type)
- {
- if (_currentScalingFilter == type && _effect != null)
- {
- return;
- }
-
- _currentScalingFilter = type;
-
- _updateScalingFilter = true;
- }
-
- private void UpdateEffect()
- {
- if (_updateEffect)
- {
- _updateEffect = false;
-
- switch (_currentAntiAliasing)
- {
- case AntiAliasing.Fxaa:
- _effect?.Dispose();
- _effect = new FxaaPostProcessingEffect(_gd, _device);
- break;
- case AntiAliasing.None:
- _effect?.Dispose();
- _effect = null;
- break;
- case AntiAliasing.SmaaLow:
- case AntiAliasing.SmaaMedium:
- case AntiAliasing.SmaaHigh:
- case AntiAliasing.SmaaUltra:
- var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
- if (_effect is SmaaPostProcessingEffect smaa)
- {
- smaa.Quality = quality;
- }
- else
- {
- _effect?.Dispose();
- _effect = new SmaaPostProcessingEffect(_gd, _device, quality);
- }
- break;
- }
- }
-
- if (_updateScalingFilter)
- {
- _updateScalingFilter = false;
-
- switch (_currentScalingFilter)
- {
- case ScalingFilter.Bilinear:
- case ScalingFilter.Nearest:
- _scalingFilter?.Dispose();
- _scalingFilter = null;
- _isLinear = _currentScalingFilter == ScalingFilter.Bilinear;
- break;
- case ScalingFilter.Fsr:
- if (_scalingFilter is not FsrScalingFilter)
- {
- _scalingFilter?.Dispose();
- _scalingFilter = new FsrScalingFilter(_gd, _device);
- }
-
- _scalingFilter.Level = _scalingFilterLevel;
- break;
- }
- }
- }
-
- public override void SetScalingFilterLevel(float level)
- {
- _scalingFilterLevel = level;
- _updateScalingFilter = true;
- }
-
- private unsafe void Transition(
- CommandBuffer commandBuffer,
- Image image,
- AccessFlags srcAccess,
- AccessFlags dstAccess,
- ImageLayout srcLayout,
- ImageLayout dstLayout)
- {
- var subresourceRange = new ImageSubresourceRange(ImageAspectFlags.ColorBit, 0, 1, 0, 1);
-
- var barrier = new ImageMemoryBarrier()
- {
- SType = StructureType.ImageMemoryBarrier,
- SrcAccessMask = srcAccess,
- DstAccessMask = dstAccess,
- OldLayout = srcLayout,
- NewLayout = dstLayout,
- SrcQueueFamilyIndex = Vk.QueueFamilyIgnored,
- DstQueueFamilyIndex = Vk.QueueFamilyIgnored,
- Image = image,
- SubresourceRange = subresourceRange
- };
-
- _gd.Api.CmdPipelineBarrier(
- commandBuffer,
- PipelineStageFlags.TopOfPipeBit,
- PipelineStageFlags.AllCommandsBit,
- 0,
- 0,
- null,
- 0,
- null,
- 1,
- barrier);
- }
-
- private void CaptureFrame(TextureView texture, int x, int y, int width, int height, bool isBgra, bool flipX, bool flipY)
- {
- byte[] bitmap = texture.GetData(x, y, width, height);
-
- _gd.OnScreenCaptured(new ScreenCaptureImageInfo(width, height, isBgra, bitmap, flipX, flipY));
- }
-
- public override void SetSize(int width, int height)
- {
- // Not needed as we can get the size from the surface.
- }
-
- public override void ChangeVSyncMode(bool vsyncEnabled)
- {
- _vsyncEnabled = vsyncEnabled;
- _vsyncModeChanged = true;
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- unsafe
- {
- _gd.Api.DestroySemaphore(_device, _renderFinishedSemaphore, null);
- _gd.Api.DestroySemaphore(_device, _imageAvailableSemaphore, null);
-
- for (int i = 0; i < _swapchainImageViews.Length; i++)
- {
- _swapchainImageViews[i].Dispose();
- }
-
- _gd.SwapchainApi.DestroySwapchain(_device, _swapchain, null);
- }
-
- _effect?.Dispose();
- _scalingFilter?.Dispose();
- }
- }
-
- public override void Dispose()
- {
- Dispose(true);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Vulkan/WindowBase.cs b/Ryujinx.Graphics.Vulkan/WindowBase.cs
deleted file mode 100644
index 0a365e8f..00000000
--- a/Ryujinx.Graphics.Vulkan/WindowBase.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using System;
-
-namespace Ryujinx.Graphics.Vulkan
-{
- internal abstract class WindowBase: IWindow
- {
- public bool ScreenCaptureRequested { get; set; }
-
- public abstract void Dispose();
- public abstract void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback);
- public abstract void SetSize(int width, int height);
- public abstract void ChangeVSyncMode(bool vsyncEnabled);
- public abstract void SetAntiAliasing(AntiAliasing effect);
- public abstract void SetScalingFilter(ScalingFilter scalerType);
- public abstract void SetScalingFilterLevel(float scale);
- }
-} \ No newline at end of file