OpenGL: Fix blit from non-multisample to multisample texture (#3596)
* OpenGL: Fix blit from non-multisample to multisample texture * New approach for multisample copy using compute shaders
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6 changed files with 329 additions and 156 deletions
276
Ryujinx.Graphics.OpenGL/Image/TextureCopyMS.cs
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276
Ryujinx.Graphics.OpenGL/Image/TextureCopyMS.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Numerics;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureCopyMS
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{
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private const string ComputeShaderMSToNonMS = @"#version 450 core
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layout (binding = 0, $FORMAT$) uniform uimage2DMS imgIn;
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layout (binding = 1, $FORMAT$) uniform uimage2D imgOut;
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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ivec2 imageSz = imageSize(imgOut);
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if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
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{
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return;
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}
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int inSamples = imageSamples(imgIn);
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int samplesInXLog2 = 0;
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int samplesInYLog2 = 0;
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switch (inSamples)
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{
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case 2:
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samplesInXLog2 = 1;
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break;
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case 4:
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samplesInXLog2 = 1;
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samplesInYLog2 = 1;
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break;
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case 8:
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samplesInXLog2 = 2;
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samplesInYLog2 = 1;
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break;
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case 16:
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samplesInXLog2 = 2;
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samplesInYLog2 = 2;
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break;
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}
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int samplesInX = 1 << samplesInXLog2;
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int samplesInY = 1 << samplesInYLog2;
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int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
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uvec4 value = imageLoad(imgIn, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx);
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imageStore(imgOut, ivec2(coords), value);
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}";
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private const string ComputeShaderNonMSToMS = @"#version 450 core
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layout (binding = 0, $FORMAT$) uniform uimage2D imgIn;
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layout (binding = 1, $FORMAT$) uniform uimage2DMS imgOut;
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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ivec2 imageSz = imageSize(imgIn);
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if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
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{
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return;
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}
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int outSamples = imageSamples(imgOut);
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int samplesInXLog2 = 0;
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int samplesInYLog2 = 0;
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switch (outSamples)
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{
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case 2:
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samplesInXLog2 = 1;
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break;
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case 4:
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samplesInXLog2 = 1;
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samplesInYLog2 = 1;
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break;
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case 8:
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samplesInXLog2 = 2;
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samplesInYLog2 = 1;
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break;
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case 16:
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samplesInXLog2 = 2;
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samplesInYLog2 = 2;
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break;
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}
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int samplesInX = 1 << samplesInXLog2;
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int samplesInY = 1 << samplesInYLog2;
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int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
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uvec4 value = imageLoad(imgIn, ivec2(coords));
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imageStore(imgOut, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx, value);
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}";
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private readonly OpenGLRenderer _renderer;
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private int[] _msToNonMSProgramHandles;
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private int[] _nonMSToMSProgramHandles;
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public TextureCopyMS(OpenGLRenderer renderer)
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{
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_renderer = renderer;
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_msToNonMSProgramHandles = new int[5];
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_nonMSToMSProgramHandles = new int[5];
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}
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public void CopyMSToNonMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
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{
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcHandle = CreateViewIfNeeded(src);
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int dstHandle = CreateViewIfNeeded(dst);
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int dstWidth = dstInfo.Width;
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int dstHeight = dstInfo.Height;
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GL.UseProgram(GetMSToNonMSShader(srcInfo.BytesPerPixel));
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for (int z = 0; z < depth; z++)
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{
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GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
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GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
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GL.DispatchCompute((dstWidth + 31) / 32, (dstHeight + 31) / 32, 1);
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}
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Pipeline pipeline = (Pipeline)_renderer.Pipeline;
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pipeline.RestoreProgram();
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pipeline.RestoreImages1And2();
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DestroyViewIfNeeded(src, srcHandle);
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DestroyViewIfNeeded(dst, dstHandle);
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}
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public void CopyNonMSToMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
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{
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TextureCreateInfo srcInfo = src.Info;
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TextureCreateInfo dstInfo = dst.Info;
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int srcHandle = CreateViewIfNeeded(src);
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int dstHandle = CreateViewIfNeeded(dst);
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int srcWidth = srcInfo.Width;
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int srcHeight = srcInfo.Height;
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GL.UseProgram(GetNonMSToMSShader(srcInfo.BytesPerPixel));
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for (int z = 0; z < depth; z++)
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{
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GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
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GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
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GL.DispatchCompute((srcWidth + 31) / 32, (srcHeight + 31) / 32, 1);
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}
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Pipeline pipeline = (Pipeline)_renderer.Pipeline;
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pipeline.RestoreProgram();
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pipeline.RestoreImages1And2();
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DestroyViewIfNeeded(src, srcHandle);
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DestroyViewIfNeeded(dst, dstHandle);
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}
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private static SizedInternalFormat GetFormat(int bytesPerPixel)
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{
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return bytesPerPixel switch
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{
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1 => SizedInternalFormat.R8ui,
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2 => SizedInternalFormat.R16ui,
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4 => SizedInternalFormat.R32ui,
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8 => SizedInternalFormat.Rg32ui,
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16 => SizedInternalFormat.Rgba32ui,
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_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
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};
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}
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private static int CreateViewIfNeeded(ITextureInfo texture)
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{
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// Binding sRGB textures as images doesn't work on NVIDIA,
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// we need to create and bind a RGBA view for it to work.
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if (texture.Info.Format == Format.R8G8B8A8Srgb)
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{
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int handle = GL.GenTexture();
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GL.TextureView(
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handle,
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texture.Info.Target.Convert(),
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texture.Storage.Handle,
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PixelInternalFormat.Rgba8,
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texture.FirstLevel,
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1,
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texture.FirstLayer,
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texture.Info.GetLayers());
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return handle;
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}
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return texture.Handle;
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}
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private static void DestroyViewIfNeeded(ITextureInfo info, int handle)
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{
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if (info.Handle != handle)
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{
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GL.DeleteTexture(handle);
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}
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}
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private int GetMSToNonMSShader(int bytesPerPixel)
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{
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return GetShader(ComputeShaderMSToNonMS, _msToNonMSProgramHandles, bytesPerPixel);
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}
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private int GetNonMSToMSShader(int bytesPerPixel)
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{
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return GetShader(ComputeShaderNonMSToMS, _nonMSToMSProgramHandles, bytesPerPixel);
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}
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private int GetShader(string code, int[] programHandles, int bytesPerPixel)
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{
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int index = BitOperations.Log2((uint)bytesPerPixel);
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if (programHandles[index] == 0)
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{
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int csHandle = GL.CreateShader(ShaderType.ComputeShader);
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string format = new[] { "r8ui", "r16ui", "r32ui", "rg32ui", "rgba32ui" }[index];
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GL.ShaderSource(csHandle, code.Replace("$FORMAT$", format));
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GL.CompileShader(csHandle);
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int programHandle = GL.CreateProgram();
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GL.AttachShader(programHandle, csHandle);
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GL.LinkProgram(programHandle);
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GL.DetachShader(programHandle, csHandle);
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GL.DeleteShader(csHandle);
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GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out int status);
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if (status == 0)
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{
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throw new Exception(GL.GetProgramInfoLog(programHandle));
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}
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programHandles[index] = programHandle;
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}
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return programHandles[index];
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}
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public void Dispose()
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{
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for (int i = 0; i < _msToNonMSProgramHandles.Length; i++)
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{
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if (_msToNonMSProgramHandles[i] != 0)
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{
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GL.DeleteProgram(_msToNonMSProgramHandles[i]);
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_msToNonMSProgramHandles[i] = 0;
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}
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}
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for (int i = 0; i < _nonMSToMSProgramHandles.Length; i++)
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{
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if (_nonMSToMSProgramHandles[i] != 0)
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{
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GL.DeleteProgram(_nonMSToMSProgramHandles[i]);
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_nonMSToMSProgramHandles[i] = 0;
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}
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}
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}
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}
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}
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