mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 20:46:39 +00:00
f1d1670b0b
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
374 lines
13 KiB
C#
374 lines
13 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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public class ThreadedPipeline : IPipeline
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{
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private ThreadedRenderer _renderer;
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private IPipeline _impl;
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public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
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{
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_renderer = renderer;
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_impl = impl;
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(_renderer, reference);
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}
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public void Barrier()
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{
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_renderer.New<BarrierCommand>();
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_renderer.QueueCommand();
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}
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public void BeginTransformFeedback(PrimitiveTopology topology)
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{
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_renderer.New<BeginTransformFeedbackCommand>().Set(topology);
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_renderer.QueueCommand();
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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_renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.QueueCommand();
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}
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public void CommandBufferBarrier()
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{
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_renderer.New<CommandBufferBarrierCommand>();
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_renderer.QueueCommand();
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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_renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
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_renderer.QueueCommand();
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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{
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_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
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_renderer.QueueCommand();
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}
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawIndexedIndirect(BufferRange indirectBuffer)
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{
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_renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
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_renderer.QueueCommand();
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}
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public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void DrawIndirect(BufferRange indirectBuffer)
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{
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_renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
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_renderer.QueueCommand();
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}
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public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
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_renderer.QueueCommand();
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}
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public void EndHostConditionalRendering()
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{
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_renderer.New<EndHostConditionalRenderingCommand>();
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_renderer.QueueCommand();
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}
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public void EndTransformFeedback()
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{
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_renderer.New<EndTransformFeedbackCommand>();
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_renderer.QueueCommand();
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
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_renderer.QueueCommand();
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}
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public void SetBlendState(int index, BlendDescriptor blend)
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{
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_renderer.New<SetBlendStateCommand>().Set(index, blend);
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_renderer.QueueCommand();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthClamp(bool clamp)
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{
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_renderer.New<SetDepthClampCommand>().Set(clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthMode(DepthMode mode)
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{
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_renderer.New<SetDepthModeCommand>().Set(mode);
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_renderer.QueueCommand();
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}
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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_renderer.New<SetDepthTestCommand>().Set(depthTest);
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_renderer.QueueCommand();
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}
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public void SetFaceCulling(bool enable, Face face)
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{
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_renderer.New<SetFaceCullingCommand>().Set(enable, face);
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_renderer.QueueCommand();
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}
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public void SetFrontFace(FrontFace frontFace)
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{
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_renderer.New<SetFrontFaceCommand>().Set(frontFace);
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_renderer.QueueCommand();
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}
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public void SetImage(int binding, ITexture texture, Format imageFormat)
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{
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_renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
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_renderer.QueueCommand();
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
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_renderer.QueueCommand();
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}
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public void SetLineParameters(float width, bool smooth)
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{
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_renderer.New<SetLineParametersCommand>().Set(width, smooth);
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_renderer.QueueCommand();
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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{
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_renderer.New<SetLogicOpStateCommand>().Set(enable, op);
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_renderer.QueueCommand();
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}
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public void SetMultisampleState(MultisampleDescriptor multisample)
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{
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_renderer.New<SetMultisampleStateCommand>().Set(multisample);
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_renderer.QueueCommand();
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}
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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_renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
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_renderer.QueueCommand();
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}
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public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
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{
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_renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
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_renderer.QueueCommand();
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}
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public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
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{
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_renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveRestart(bool enable, int index)
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{
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_renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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{
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_renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
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_renderer.QueueCommand();
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}
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public void SetProgram(IProgram program)
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{
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_renderer.New<SetProgramCommand>().Set(Ref(program));
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_renderer.QueueCommand();
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}
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public void SetRasterizerDiscard(bool discard)
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{
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_renderer.New<SetRasterizerDiscardCommand>().Set(discard);
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_renderer.QueueCommand();
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}
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
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_renderer.QueueCommand();
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}
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public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
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_renderer.QueueCommand();
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}
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public void SetRenderTargetScale(float scale)
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{
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_renderer.New<SetRenderTargetScaleCommand>().Set(scale);
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_renderer.QueueCommand();
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}
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public void SetScissors(ReadOnlySpan<Rectangle<int>> scissors)
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{
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_renderer.New<SetScissorsCommand>().Set(_renderer.CopySpan(scissors));
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_renderer.QueueCommand();
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}
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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_renderer.New<SetStencilTestCommand>().Set(stencilTest);
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_renderer.QueueCommand();
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}
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public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
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{
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_renderer.New<SetTextureAndSamplerCommand>().Set(stage, binding, Ref(texture), Ref(sampler));
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_renderer.QueueCommand();
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUserClipDistance(int index, bool enableClip)
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{
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_renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
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_renderer.QueueCommand();
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}
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
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_renderer.QueueCommand();
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}
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
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_renderer.QueueCommand();
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}
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public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
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{
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_renderer.New<SetViewportsCommand>().Set(_renderer.CopySpan(viewports), disableTransform);
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_renderer.QueueCommand();
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}
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public void TextureBarrier()
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{
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_renderer.New<TextureBarrierCommand>();
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_renderer.QueueCommand();
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}
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public void TextureBarrierTiled()
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{
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_renderer.New<TextureBarrierTiledCommand>();
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_renderer.QueueCommand();
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
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{
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var evt = value as ThreadedCounterEvent;
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if (evt != null)
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{
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if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
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{
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if (!evt.ReserveForHostAccess())
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{
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return false;
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}
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_renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
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_renderer.QueueCommand();
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return true;
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}
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}
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_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
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_renderer.QueueCommand();
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return false;
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
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{
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_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
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_renderer.QueueCommand();
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return false;
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}
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public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
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{
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_renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
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_renderer.QueueCommand();
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}
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}
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}
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