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https://github.com/Ryujinx/Ryujinx.git
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Implement support for masked stencil clears on Vulkan (#5589)
* Implement support for masked stencil clears on Vulkan * PR feedback
This commit is contained in:
parent
c6a699414a
commit
153b8bfc7c
7 changed files with 131 additions and 38 deletions
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@ -148,6 +148,16 @@ namespace Ryujinx.Graphics.Vulkan
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return _attachments[index];
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return _attachments[index];
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}
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}
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public Auto<DisposableImageView> GetDepthStencilAttachment()
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{
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if (!HasDepthStencil)
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{
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return null;
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}
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return _attachments[AttachmentsCount - 1];
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}
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public ComponentType GetAttachmentComponentType(int index)
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public ComponentType GetAttachmentComponentType(int index)
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{
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{
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if (_colors != null && (uint)index < _colors.Length)
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if (_colors != null && (uint)index < _colors.Length)
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@ -38,6 +38,7 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly IProgram _programColorClearF;
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private readonly IProgram _programColorClearF;
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private readonly IProgram _programColorClearSI;
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private readonly IProgram _programColorClearSI;
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private readonly IProgram _programColorClearUI;
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private readonly IProgram _programColorClearUI;
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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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private readonly IProgram _programConvertD32S8ToD24S8;
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private readonly IProgram _programConvertD32S8ToD24S8;
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private readonly IProgram _programConvertIndexBuffer;
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private readonly IProgram _programConvertIndexBuffer;
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@ -105,6 +106,12 @@ namespace Ryujinx.Graphics.Vulkan
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new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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}, colorClearResourceLayout);
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_programDepthStencilClear = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
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}, colorClearResourceLayout);
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var strideChangeResourceLayout = new ResourceLayoutBuilder()
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var strideChangeResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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@ -446,10 +453,6 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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if (dstIsDepthOrStencil)
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if (dstIsDepthOrStencil)
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{
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{
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_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
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_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
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@ -470,7 +473,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, dstIsDepthOrStencil, dstFormat);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, dstIsDepthOrStencil, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetScissors(scissors);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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if (clearAlpha)
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if (clearAlpha)
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{
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{
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@ -547,12 +550,8 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, true, dstFormat);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, true, dstFormat);
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_pipeline.SetScissors(scissors);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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@ -639,7 +638,11 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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}
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}
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private static StencilTestDescriptor CreateStencilTestDescriptor(bool enabled)
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private static StencilTestDescriptor CreateStencilTestDescriptor(
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bool enabled,
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int refValue = 0,
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int compareMask = 0xff,
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int writeMask = 0xff)
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{
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{
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return new StencilTestDescriptor(
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return new StencilTestDescriptor(
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enabled,
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enabled,
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@ -647,16 +650,16 @@ namespace Ryujinx.Graphics.Vulkan
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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0,
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refValue,
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0xff,
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compareMask,
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0xff,
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writeMask,
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CompareOp.Always,
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CompareOp.Always,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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StencilOp.Replace,
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0,
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refValue,
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0xff,
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compareMask,
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0xff);
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writeMask);
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}
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}
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public void Clear(
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public void Clear(
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@ -695,10 +698,6 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = scissor;
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IProgram program;
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IProgram program;
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if (type == ComponentType.SignedInteger)
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if (type == ComponentType.SignedInteger)
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@ -718,7 +717,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new[] { componentMask });
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_pipeline.SetRenderTargetColorMasks(new[] { componentMask });
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(scissors);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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_pipeline.Finish();
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@ -726,6 +725,56 @@ namespace Ryujinx.Graphics.Vulkan
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gd.BufferManager.Delete(bufferHandle);
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gd.BufferManager.Delete(bufferHandle);
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}
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}
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public void Clear(
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VulkanRenderer gd,
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Auto<DisposableImageView> dst,
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float depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Rectangle<int> scissor)
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{
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const int ClearColorBufferSize = 16;
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gd.FlushAllCommands();
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using var cbs = gd.CommandBufferPool.Rent();
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_pipeline.SetCommandBuffer(cbs);
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ClearColorBufferSize);
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gd.BufferManager.SetData<float>(bufferHandle, 0, stackalloc float[] { depthValue });
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, ClearColorBufferSize)) });
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Span<Viewport> viewports = stackalloc Viewport[1];
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viewports[0] = new Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, true, dstFormat);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xff, stencilMask));
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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gd.BufferManager.Delete(bufferHandle);
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}
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public void DrawTexture(
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public void DrawTexture(
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VulkanRenderer gd,
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VulkanRenderer gd,
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PipelineBase pipeline,
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PipelineBase pipeline,
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@ -778,8 +827,6 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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pipeline.SetProgram(_programColorBlit);
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pipeline.SetProgram(_programColorBlit);
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pipeline.SetViewports(viewports);
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pipeline.SetViewports(viewports);
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pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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@ -1119,11 +1166,7 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
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scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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@ -1251,12 +1294,8 @@ namespace Ryujinx.Graphics.Vulkan
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0f,
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0f,
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1f);
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetScissors(scissors);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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@ -1731,6 +1770,7 @@ namespace Ryujinx.Graphics.Vulkan
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_programColorClearF.Dispose();
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_programColorClearF.Dispose();
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_programColorClearSI.Dispose();
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_programColorClearSI.Dispose();
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_programColorClearUI.Dispose();
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_programColorClearUI.Dispose();
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_programDepthStencilClear.Dispose();
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_programStrideChange.Dispose();
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_programStrideChange.Dispose();
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_programConvertIndexBuffer.Dispose();
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_programConvertIndexBuffer.Dispose();
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_programConvertIndirectData.Dispose();
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_programConvertIndirectData.Dispose();
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@ -243,10 +243,8 @@ namespace Ryujinx.Graphics.Vulkan
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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}
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, bool stencilMask)
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{
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{
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// TODO: Use stencilMask (fully).
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if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
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if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
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{
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{
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return;
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return;
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@ -255,7 +253,7 @@ namespace Ryujinx.Graphics.Vulkan
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var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
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var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
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var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
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var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
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if (stencilMask != 0)
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if (stencilMask)
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{
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{
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flags |= ImageAspectFlags.StencilBit;
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flags |= ImageAspectFlags.StencilBit;
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}
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}
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@ -81,6 +81,42 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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}
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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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if (FramebufferParams == null)
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{
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return;
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}
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if (stencilMask != 0 && stencilMask != 0xff)
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{
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// We can't use CmdClearAttachments if not clearing all (mask is all ones, 0xFF) or none (mask is 0) of the stencil bits,
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// because on Vulkan, the pipeline state does not affect clears.
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var dstTexture = FramebufferParams.GetDepthStencilAttachment();
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if (dstTexture == null)
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{
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return;
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}
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// TODO: Clear only the specified layer.
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Gd.HelperShader.Clear(
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Gd,
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dstTexture,
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depthValue,
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depthMask,
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stencilValue,
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stencilMask,
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(int)FramebufferParams.Width,
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(int)FramebufferParams.Height,
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FramebufferParams.AttachmentFormats[FramebufferParams.AttachmentsCount - 1],
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ClearScissor);
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}
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else
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{
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ClearRenderTargetDepthStencil(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask != 0);
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}
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}
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public void EndHostConditionalRendering()
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public void EndHostConditionalRendering()
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{
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{
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if (Gd.Capabilities.SupportsConditionalRendering)
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if (Gd.Capabilities.SupportsConditionalRendering)
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@ -42,6 +42,7 @@
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\DepthStencilClearFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" />
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<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" />
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@ -0,0 +1,8 @@
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#version 450 core
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layout (location = 0) in vec4 clear_colour;
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void main()
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{
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gl_FragDepth = clear_colour.x;
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}
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