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https://github.com/Ryujinx/Ryujinx.git
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Multisample Blits
Partially fixes Sonic Colors Ultimate
This commit is contained in:
parent
b434cae2c2
commit
aa6e87e8a6
6 changed files with 81 additions and 25 deletions
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@ -1,4 +1,5 @@
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using Ryujinx.Common;
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Shader.Translation;
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@ -21,6 +22,7 @@ namespace Ryujinx.Graphics.Metal
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorBlitMs;
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private readonly List<IProgram> _programsColorClear = new();
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private readonly List<IProgram> _programsColorClear = new();
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programStrideChange;
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@ -47,6 +49,13 @@ namespace Ryujinx.Graphics.Metal
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var blitMsSource = ReadMsl("BlitMs.metal");
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_programColorBlitMs = new Program(
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[
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new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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@ -87,8 +96,8 @@ namespace Ryujinx.Graphics.Metal
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public unsafe void BlitColor(
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public unsafe void BlitColor(
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CommandBufferScoped cbs,
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CommandBufferScoped cbs,
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ITexture src,
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Texture src,
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ITexture dst,
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Texture dst,
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Extents2D srcRegion,
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Extents2D srcRegion,
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Extents2D dstRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool linearFilter,
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@ -140,7 +149,23 @@ namespace Ryujinx.Graphics.Metal
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0f,
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0f,
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1f);
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1f);
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bool dstIsDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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if (dstIsDepthOrStencil)
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{
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// TODO: Depth & stencil blit!
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Requested a depth or stencil blit!");
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_pipeline.SwapState(null);
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return;
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}
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else if (src.Info.Target.IsMultisample())
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{
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_pipeline.SetProgram(_programColorBlitMs);
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}
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else
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{
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetProgram(_programColorBlit);
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}
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int dstWidth = dst.Width;
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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int dstHeight = dst.Height;
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@ -193,23 +193,14 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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public void Blit(
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public void Blit(
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ITexture src,
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Texture src,
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ITexture dst,
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Texture dst,
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Extents2D srcRegion,
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Extents2D srcRegion,
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Extents2D dstRegion,
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Extents2D dstRegion,
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bool isDepthOrStencil,
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bool linearFilter)
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bool linearFilter)
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{
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if (isDepthOrStencil)
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{
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// TODO: Depth & stencil blit!
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Requested a depth or stencil blit!");
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}
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else
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{
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{
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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}
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}
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}
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public void Barrier()
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public void Barrier()
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{
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{
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@ -16,6 +16,7 @@
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<ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Shaders\Blit.metal" />
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<EmbeddedResource Include="Shaders\Blit.metal" />
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<EmbeddedResource Include="Shaders\BlitMs.metal" />
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<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
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<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
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<EmbeddedResource Include="Shaders\ColorClear.metal" />
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<EmbeddedResource Include="Shaders\ColorClear.metal" />
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<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
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<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
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@ -12,7 +12,7 @@ struct TexCoords {
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};
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};
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struct ConstantBuffers {
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struct ConstantBuffers {
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constant TexCoords* texCoord;
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constant TexCoords* tex_coord;
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};
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};
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struct Textures
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struct Textures
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@ -27,8 +27,8 @@ vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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int low = vid & 1;
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int low = vid & 1;
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int high = vid >> 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.texCoord->data[low];
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.texCoord->data[2 + high];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.z = 0.0f;
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45
src/Ryujinx.Graphics.Metal/Shaders/BlitMs.metal
Normal file
45
src/Ryujinx.Graphics.Metal/Shaders/BlitMs.metal
Normal file
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@ -0,0 +1,45 @@
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct TexCoords {
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float data[4];
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};
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struct ConstantBuffers {
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constant TexCoords* tex_coord;
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};
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struct Textures
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{
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texture2d_ms<float, access::read> texture;
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};
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
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CopyVertexOut out;
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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]],
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uint sample_id [[sample_id]]) {
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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uint2 tex_coord = uint2(in.uv * float2(tex_size));
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return textures.texture.read(tex_coord, sample_id);
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}
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@ -249,14 +249,8 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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var dst = (Texture)destination;
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var dst = (Texture)destination;
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bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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if (dst.Info.IsCompressed)
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Pipeline.Blit(this, dst, srcRegion, dstRegion, linearFilter);
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{
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Console.WriteLine("shit");
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}
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Pipeline.Blit(this, destination, srcRegion, dstRegion, isDepthOrStencil, linearFilter);
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}
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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