mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 18:24:15 +00:00
610 lines
23 KiB
C#
610 lines
23 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using System;
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using System.Text;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Draw manager.
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/// </summary>
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class DrawManager
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private bool _topologySet;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private int _instancedFirstIndex;
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private int _instancedFirstVertex;
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private int _instancedFirstInstance;
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private int _instancedIndexCount;
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private int _instancedDrawStateFirst;
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private int _instancedDrawStateCount;
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private int _instanceIndex;
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private const int IndexBufferCountMethodOffset = 0x5f8;
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/// <summary>
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/// Creates a new instance of the draw manager.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Channel state</param>
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/// <param name="drawState">Draw state</param>
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public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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}
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/// <summary>
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// </summary>
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public void ForceStateDirty()
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{
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_topologySet = false;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(int argument)
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{
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_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(int argument)
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{
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_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(int argument)
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{
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_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawEnd(ThreedClass engine, int argument)
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{
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DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
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{
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = indexCount;
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engine.UpdateState();
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bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
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if (instanced)
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{
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_instancedDrawPending = true;
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_instancedIndexed = _drawState.DrawIndexed;
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = (int)_state.State.FirstVertex;
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_instancedFirstInstance = (int)_state.State.FirstInstance;
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_instancedIndexCount = indexCount;
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var drawState = _state.State.VertexBufferDrawState;
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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int firstInstance = (int)_state.State.FirstInstance;
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int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
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if (inlineIndexCount != 0)
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{
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int firstVertex = (int)_state.State.FirstVertex;
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BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
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}
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else if (_drawState.DrawIndexed)
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{
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int firstVertex = (int)_state.State.FirstVertex;
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_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
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}
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else
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{
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var drawState = _state.State.VertexBufferDrawState;
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_context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
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}
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void DrawBegin(int argument)
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{
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bool incrementInstance = (argument & (1 << 26)) != 0;
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bool resetInstance = (argument & (1 << 27)) == 0;
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if (_state.State.PrimitiveTypeOverrideEnable)
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{
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PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
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DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
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}
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else
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{
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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DrawBegin(incrementInstance, resetInstance, type.Convert());
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
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/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
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/// <param name="topology">Primitive topology</param>
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private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
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{
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if (incrementInstance)
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{
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_instanceIndex++;
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}
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else if (resetInstance)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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}
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void SetIndexBufferCount(int argument)
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{
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_drawState.DrawIndexed = true;
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmall(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument, false);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmall2(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument, true);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
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{
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DrawIndexedSmallIncInstance(engine, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while optionally also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="instanced">True to increment the current instance value, false otherwise</param>
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private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
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{
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PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
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DrawBegin(instanced, !instanced, typeOverride.Convert());
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int firstIndex = argument & 0xffff;
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int indexCount = (argument >> 16) & 0xfff;
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = true;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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DrawEnd(engine, firstIndex, indexCount);
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_drawState.DrawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Performs a texture draw with a source texture and sampler ID, along with source
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/// and destination coordinates and sizes.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawTexture(ThreedClass engine, int argument)
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{
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static float FixedToFloat(int fixedValue)
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{
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return fixedValue * (1f / 4096);
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}
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float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
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float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
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float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
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float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
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// TODO: Confirm behaviour on hardware.
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// When this is active, the origin appears to be on the bottom.
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if (_state.State.YControl.HasFlag(YControl.NegateY))
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{
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dstY0 -= dstHeight;
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}
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float dstX1 = dstX0 + dstWidth;
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float dstY1 = dstY0 + dstHeight;
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float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
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float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
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float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
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float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
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engine.UpdateState();
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int textureId = _state.State.DrawTextureTextureId;
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int samplerId = _state.State.DrawTextureSamplerId;
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(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
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srcX0 *= texture.ScaleFactor;
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srcY0 *= texture.ScaleFactor;
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srcX1 *= texture.ScaleFactor;
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srcY1 *= texture.ScaleFactor;
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float dstScale = _channel.TextureManager.RenderTargetScale;
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dstX0 *= dstScale;
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dstY0 *= dstScale;
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dstX1 *= dstScale;
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dstY1 *= dstScale;
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_context.Renderer.Pipeline.DrawTexture(
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texture?.HostTexture,
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sampler?.GetHostSampler(texture),
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new Extents2DF(srcX0, srcY0, srcX1, srcY1),
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new Extents2DF(dstX0, dstY0, dstX1, dstY1));
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBuffer">GPU buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
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public void MultiDrawIndirectCount(
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ThreedClass engine,
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int indexCount,
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PrimitiveTopology topology,
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BufferRange indirectBuffer,
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BufferRange parameterBuffer,
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int maxDrawCount,
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int stride)
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{
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engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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_drawState.DrawIndexed = false;
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return;
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}
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_drawState.FirstIndex = _state.State.IndexBufferState.First;
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_drawState.IndexCount = indexCount;
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engine.UpdateState();
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if (_drawState.DrawIndexed)
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{
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_context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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else
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{
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_context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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if (_instancedDrawPending)
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{
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_instancedDrawPending = false;
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if (_instancedIndexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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_instancedFirstIndex,
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_instancedFirstVertex,
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_instancedFirstInstance);
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}
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else
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{
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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_instancedDrawStateFirst,
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_instancedFirstInstance);
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}
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}
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void Clear(ThreedClass engine, int argument)
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{
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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return;
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}
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int index = (argument >> 6) & 0xf;
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engine.UpdateRenderTargetState(useControl: false, singleUse: index);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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// host clipping.
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var screenScissorState = _state.State.ScreenScissorState;
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// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
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bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
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screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
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screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
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// Scissor and rasterizer discard also affect clears.
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ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
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if (!needsCustomScissor)
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{
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updateMask |= 1UL << StateUpdater.ScissorStateIndex;
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}
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engine.UpdateState(updateMask);
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if (needsCustomScissor)
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{
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int scissorX = screenScissorState.X;
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int scissorY = screenScissorState.Y;
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int scissorW = screenScissorState.Width;
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int scissorH = screenScissorState.Height;
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|
|
if (clearAffectedByScissor)
|
|
{
|
|
ref var scissorState = ref _state.State.ScissorState[0];
|
|
|
|
scissorX = Math.Max(scissorX, scissorState.X1);
|
|
scissorY = Math.Max(scissorY, scissorState.Y1);
|
|
scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
|
|
scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
|
|
}
|
|
|
|
float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
scissorX = (int)(scissorX * scale);
|
|
scissorY = (int)(scissorY * scale);
|
|
scissorW = (int)MathF.Ceiling(scissorW * scale);
|
|
scissorH = (int)MathF.Ceiling(scissorH * scale);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetScissor(0, true, scissorX, scissorY, scissorW, scissorH);
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTarget(index);
|
|
}
|
|
else
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargets();
|
|
}
|
|
|
|
bool clearDepth = (argument & 1) != 0;
|
|
bool clearStencil = (argument & 2) != 0;
|
|
|
|
uint componentMask = (uint)((argument >> 2) & 0xf);
|
|
|
|
if (componentMask != 0)
|
|
{
|
|
var clearColor = _state.State.ClearColors;
|
|
|
|
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
|
}
|
|
|
|
if (clearDepth || clearStencil)
|
|
{
|
|
float depthValue = _state.State.ClearDepthValue;
|
|
int stencilValue = (int)_state.State.ClearStencilValue;
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargetDepthStencil();
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
if (needsCustomScissor)
|
|
{
|
|
engine.UpdateScissorState();
|
|
}
|
|
|
|
engine.UpdateRenderTargetState(useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
}
|