mirror of
https://github.com/Ryujinx/Ryujinx.git
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* Implement non-MS to MS copies with draws, simplify MS to non-MS copies and supports any host sample count * Remove unused program
477 lines
17 KiB
C#
477 lines
17 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Numerics;
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namespace Ryujinx.Graphics.Vulkan
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{
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static class TextureCopy
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{
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public static void Blit(
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Vk api,
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CommandBuffer commandBuffer,
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Image srcImage,
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Image dstImage,
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TextureCreateInfo srcInfo,
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TextureCreateInfo dstInfo,
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Extents2D srcRegion,
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Extents2D dstRegion,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel,
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int layers,
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int levels,
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bool linearFilter,
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ImageAspectFlags srcAspectFlags = 0,
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ImageAspectFlags dstAspectFlags = 0)
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{
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static (Offset3D, Offset3D) ExtentsToOffset3D(Extents2D extents, int width, int height, int level)
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{
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static int Clamp(int value, int max)
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{
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return Math.Clamp(value, 0, max);
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}
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var xy1 = new Offset3D(Clamp(extents.X1, width) >> level, Clamp(extents.Y1, height) >> level, 0);
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var xy2 = new Offset3D(Clamp(extents.X2, width) >> level, Clamp(extents.Y2, height) >> level, 1);
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return (xy1, xy2);
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}
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if (srcAspectFlags == 0)
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{
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srcAspectFlags = srcInfo.Format.ConvertAspectFlags();
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}
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if (dstAspectFlags == 0)
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{
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dstAspectFlags = dstInfo.Format.ConvertAspectFlags();
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}
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var srcOffsets = new ImageBlit.SrcOffsetsBuffer();
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var dstOffsets = new ImageBlit.DstOffsetsBuffer();
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var filter = linearFilter && !dstInfo.Format.IsDepthOrStencil() ? Filter.Linear : Filter.Nearest;
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TextureView.InsertImageBarrier(
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api,
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commandBuffer,
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srcImage,
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TextureStorage.DefaultAccessMask,
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AccessFlags.TransferReadBit,
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PipelineStageFlags.AllCommandsBit,
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PipelineStageFlags.TransferBit,
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srcAspectFlags,
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srcLayer,
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srcLevel,
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layers,
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levels);
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uint copySrcLevel = (uint)srcLevel;
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uint copyDstLevel = (uint)dstLevel;
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for (int level = 0; level < levels; level++)
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{
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var srcSl = new ImageSubresourceLayers(srcAspectFlags, copySrcLevel, (uint)srcLayer, (uint)layers);
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var dstSl = new ImageSubresourceLayers(dstAspectFlags, copyDstLevel, (uint)dstLayer, (uint)layers);
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(srcOffsets.Element0, srcOffsets.Element1) = ExtentsToOffset3D(srcRegion, srcInfo.Width, srcInfo.Height, level);
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(dstOffsets.Element0, dstOffsets.Element1) = ExtentsToOffset3D(dstRegion, dstInfo.Width, dstInfo.Height, level);
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var region = new ImageBlit()
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{
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SrcSubresource = srcSl,
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SrcOffsets = srcOffsets,
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DstSubresource = dstSl,
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DstOffsets = dstOffsets
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};
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api.CmdBlitImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region, filter);
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copySrcLevel++;
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copyDstLevel++;
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if (srcInfo.Target == Target.Texture3D || dstInfo.Target == Target.Texture3D)
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{
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layers = Math.Max(1, layers >> 1);
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}
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}
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TextureView.InsertImageBarrier(
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api,
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commandBuffer,
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dstImage,
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AccessFlags.TransferWriteBit,
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TextureStorage.DefaultAccessMask,
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PipelineStageFlags.TransferBit,
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PipelineStageFlags.AllCommandsBit,
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dstAspectFlags,
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dstLayer,
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dstLevel,
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layers,
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levels);
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}
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public static void Copy(
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Vk api,
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CommandBuffer commandBuffer,
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Image srcImage,
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Image dstImage,
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TextureCreateInfo srcInfo,
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TextureCreateInfo dstInfo,
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int srcViewLayer,
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int dstViewLayer,
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int srcViewLevel,
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int dstViewLevel,
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int srcLayer,
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int dstLayer,
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int srcLevel,
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int dstLevel)
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{
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int srcDepth = srcInfo.GetDepthOrLayers();
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int srcLevels = srcInfo.Levels;
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int dstDepth = dstInfo.GetDepthOrLayers();
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int dstLevels = dstInfo.Levels;
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if (dstInfo.Target == Target.Texture3D)
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{
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dstDepth = Math.Max(1, dstDepth >> dstLevel);
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}
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int depth = Math.Min(srcDepth, dstDepth);
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int levels = Math.Min(srcLevels, dstLevels);
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Copy(
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api,
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commandBuffer,
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srcImage,
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dstImage,
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srcInfo,
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dstInfo,
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srcViewLayer,
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dstViewLayer,
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srcViewLevel,
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dstViewLevel,
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srcLayer,
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dstLayer,
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srcLevel,
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dstLevel,
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depth,
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levels);
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}
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private static int ClampLevels(TextureCreateInfo info, int levels)
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{
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int width = info.Width;
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int height = info.Height;
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int depth = info.Target == Target.Texture3D ? info.Depth : 1;
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int maxLevels = 1 + BitOperations.Log2((uint)Math.Max(Math.Max(width, height), depth));
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if (levels > maxLevels)
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{
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levels = maxLevels;
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}
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return levels;
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}
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public static void Copy(
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Vk api,
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CommandBuffer commandBuffer,
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Image srcImage,
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Image dstImage,
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TextureCreateInfo srcInfo,
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TextureCreateInfo dstInfo,
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int srcViewLayer,
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int dstViewLayer,
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int srcViewLevel,
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int dstViewLevel,
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int srcDepthOrLayer,
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int dstDepthOrLayer,
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int srcLevel,
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int dstLevel,
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int depthOrLayers,
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int levels)
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{
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int srcZ;
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int srcLayer;
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int srcDepth;
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int srcLayers;
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if (srcInfo.Target == Target.Texture3D)
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{
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srcZ = srcDepthOrLayer;
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srcLayer = 0;
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srcDepth = depthOrLayers;
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srcLayers = 1;
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}
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else
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{
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srcZ = 0;
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srcLayer = srcDepthOrLayer;
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srcDepth = 1;
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srcLayers = depthOrLayers;
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}
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int dstZ;
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int dstLayer;
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int dstDepth;
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int dstLayers;
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if (dstInfo.Target == Target.Texture3D)
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{
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dstZ = dstDepthOrLayer;
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dstLayer = 0;
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dstDepth = depthOrLayers;
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dstLayers = 1;
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}
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else
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{
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dstZ = 0;
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dstLayer = dstDepthOrLayer;
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dstDepth = 1;
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dstLayers = depthOrLayers;
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}
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int srcWidth = srcInfo.Width;
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int srcHeight = srcInfo.Height;
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int dstWidth = dstInfo.Width;
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int dstHeight = dstInfo.Height;
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srcWidth = Math.Max(1, srcWidth >> srcLevel);
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srcHeight = Math.Max(1, srcHeight >> srcLevel);
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dstWidth = Math.Max(1, dstWidth >> dstLevel);
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dstHeight = Math.Max(1, dstHeight >> dstLevel);
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int blockWidth = 1;
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int blockHeight = 1;
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bool sizeInBlocks = false;
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// When copying from a compressed to a non-compressed format,
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// the non-compressed texture will have the size of the texture
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// in blocks (not in texels), so we must adjust that size to
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// match the size in texels of the compressed texture.
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if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
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{
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srcWidth *= dstInfo.BlockWidth;
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srcHeight *= dstInfo.BlockHeight;
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blockWidth = dstInfo.BlockWidth;
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blockHeight = dstInfo.BlockHeight;
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sizeInBlocks = true;
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}
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else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
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{
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dstWidth *= srcInfo.BlockWidth;
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dstHeight *= srcInfo.BlockHeight;
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blockWidth = srcInfo.BlockWidth;
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blockHeight = srcInfo.BlockHeight;
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}
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int width = Math.Min(srcWidth, dstWidth);
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int height = Math.Min(srcHeight, dstHeight);
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ImageAspectFlags srcAspect = srcInfo.Format.ConvertAspectFlags();
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ImageAspectFlags dstAspect = dstInfo.Format.ConvertAspectFlags();
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TextureView.InsertImageBarrier(
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api,
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commandBuffer,
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srcImage,
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TextureStorage.DefaultAccessMask,
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AccessFlags.TransferReadBit,
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PipelineStageFlags.AllCommandsBit,
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PipelineStageFlags.TransferBit,
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srcAspect,
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srcViewLayer + srcLayer,
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srcViewLevel + srcLevel,
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srcLayers,
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levels);
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for (int level = 0; level < levels; level++)
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{
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// Stop copy if we are already out of the levels range.
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if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
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{
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break;
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}
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var srcSl = new ImageSubresourceLayers(
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srcAspect,
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(uint)(srcViewLevel + srcLevel + level),
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(uint)(srcViewLayer + srcLayer),
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(uint)srcLayers);
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var dstSl = new ImageSubresourceLayers(
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dstAspect,
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(uint)(dstViewLevel + dstLevel + level),
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(uint)(dstViewLayer + dstLayer),
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(uint)dstLayers);
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int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
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int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
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var extent = new Extent3D((uint)copyWidth, (uint)copyHeight, (uint)srcDepth);
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if (srcInfo.Samples > 1 && srcInfo.Samples != dstInfo.Samples)
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{
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var region = new ImageResolve(srcSl, new Offset3D(0, 0, srcZ), dstSl, new Offset3D(0, 0, dstZ), extent);
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api.CmdResolveImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region);
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}
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else
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{
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var region = new ImageCopy(srcSl, new Offset3D(0, 0, srcZ), dstSl, new Offset3D(0, 0, dstZ), extent);
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api.CmdCopyImage(commandBuffer, srcImage, ImageLayout.General, dstImage, ImageLayout.General, 1, region);
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}
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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if (srcInfo.Target == Target.Texture3D)
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{
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srcDepth = Math.Max(1, srcDepth >> 1);
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}
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}
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TextureView.InsertImageBarrier(
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api,
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commandBuffer,
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dstImage,
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AccessFlags.TransferWriteBit,
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TextureStorage.DefaultAccessMask,
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PipelineStageFlags.TransferBit,
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PipelineStageFlags.AllCommandsBit,
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dstAspect,
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dstViewLayer + dstLayer,
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dstViewLevel + dstLevel,
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dstLayers,
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levels);
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}
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public unsafe static void ResolveDepthStencil(
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VulkanRenderer gd,
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Device device,
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CommandBufferScoped cbs,
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TextureView src,
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TextureView dst)
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{
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var dsAttachmentReference = new AttachmentReference2(StructureType.AttachmentReference2, null, 0, ImageLayout.General);
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var dsResolveAttachmentReference = new AttachmentReference2(StructureType.AttachmentReference2, null, 1, ImageLayout.General);
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var subpassDsResolve = new SubpassDescriptionDepthStencilResolve()
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{
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SType = StructureType.SubpassDescriptionDepthStencilResolve,
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PDepthStencilResolveAttachment = &dsResolveAttachmentReference,
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DepthResolveMode = ResolveModeFlags.SampleZeroBit,
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StencilResolveMode = ResolveModeFlags.SampleZeroBit
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};
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var subpass = new SubpassDescription2()
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{
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SType = StructureType.SubpassDescription2,
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PipelineBindPoint = PipelineBindPoint.Graphics,
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PDepthStencilAttachment = &dsAttachmentReference,
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PNext = &subpassDsResolve
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};
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AttachmentDescription2[] attachmentDescs = new AttachmentDescription2[2];
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attachmentDescs[0] = new AttachmentDescription2(
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StructureType.AttachmentDescription2,
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null,
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0,
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src.VkFormat,
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TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)src.Info.Samples),
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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ImageLayout.General,
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ImageLayout.General);
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attachmentDescs[1] = new AttachmentDescription2(
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StructureType.AttachmentDescription2,
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null,
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0,
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dst.VkFormat,
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TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)dst.Info.Samples),
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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ImageLayout.General,
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ImageLayout.General);
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var subpassDependency = PipelineConverter.CreateSubpassDependency2();
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fixed (AttachmentDescription2* pAttachmentDescs = attachmentDescs)
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{
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var renderPassCreateInfo = new RenderPassCreateInfo2()
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{
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SType = StructureType.RenderPassCreateInfo2,
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PAttachments = pAttachmentDescs,
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AttachmentCount = (uint)attachmentDescs.Length,
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PSubpasses = &subpass,
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SubpassCount = 1,
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PDependencies = &subpassDependency,
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DependencyCount = 1
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};
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gd.Api.CreateRenderPass2(device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
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using var rp = new Auto<DisposableRenderPass>(new DisposableRenderPass(gd.Api, device, renderPass));
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ImageView* attachments = stackalloc ImageView[2];
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var srcView = src.GetImageViewForAttachment();
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var dstView = dst.GetImageViewForAttachment();
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attachments[0] = srcView.Get(cbs).Value;
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attachments[1] = dstView.Get(cbs).Value;
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var framebufferCreateInfo = new FramebufferCreateInfo()
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{
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SType = StructureType.FramebufferCreateInfo,
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RenderPass = rp.Get(cbs).Value,
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AttachmentCount = 2,
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PAttachments = attachments,
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Width = (uint)src.Width,
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Height = (uint)src.Height,
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Layers = (uint)src.Layers
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};
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gd.Api.CreateFramebuffer(device, framebufferCreateInfo, null, out var framebuffer).ThrowOnError();
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using var fb = new Auto<DisposableFramebuffer>(new DisposableFramebuffer(gd.Api, device, framebuffer), null, new[] { srcView, dstView });
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var renderArea = new Rect2D(null, new Extent2D((uint)src.Info.Width, (uint)src.Info.Height));
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var clearValue = new ClearValue();
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var renderPassBeginInfo = new RenderPassBeginInfo()
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{
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SType = StructureType.RenderPassBeginInfo,
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RenderPass = rp.Get(cbs).Value,
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Framebuffer = fb.Get(cbs).Value,
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RenderArea = renderArea,
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PClearValues = &clearValue,
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ClearValueCount = 1
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};
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// The resolve operation happens at the end of the subpass, so let's just do a begin/end
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// to resolve the depth-stencil texture.
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// TODO: Do speculative resolve and part of the same render pass as the draw to avoid
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// ending the current render pass?
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gd.Api.CmdBeginRenderPass(cbs.CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
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gd.Api.CmdEndRenderPass(cbs.CommandBuffer);
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}
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}
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}
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}
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