forked from Misaki/GhostEngine
216 lines
8.1 KiB
C#
216 lines
8.1 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Graphics.Core;
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public readonly unsafe ref struct RenderingContext
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{
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private readonly IGraphicsEngine _engine;
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private readonly ICommandBuffer _directCmd;
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public ICommandBuffer DirectCommandBuffer => _directCmd;
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public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
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public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
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public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
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public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
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internal RenderingContext(IGraphicsEngine engine, ICommandBuffer directCmd)
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{
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_engine = engine;
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_directCmd = directCmd;
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}
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public ICommandBuffer CrearteCommandBuffer(CommandBufferType type)
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{
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return _engine.CreateCommandBuffer(type);
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}
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// TODO: ExecuteCommandBufferAsync with fencene.Device.GraphicsQueue.Submit(commandBuffer);
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public void ExecuteCommandBuffer(ICommandBuffer commandBuffer)
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{
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var queue = commandBuffer.Type switch
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{
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CommandBufferType.Graphics => _engine.Device.GraphicsQueue,
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CommandBufferType.Compute => _engine.Device.ComputeQueue,
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CommandBufferType.Copy => _engine.Device.CopyQueue,
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_ => throw new InvalidOperationException("Unknown command buffer type."),
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};
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queue.Submit(commandBuffer);
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queue.WaitIdle();
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}
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private void TransitionBarrier(Handle<GPUResource> resource, bool isTexture, BarrierLayout newLayout, BarrierAccess newAccess, BarrierSync newSync)
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{
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var r = ResourceDatabase.GetResourceBarrierData(resource);
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if (r.IsFailure)
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{
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return;
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}
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var data = r.Value;
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if (data.Layout == newLayout && data.Access == newAccess && data.Sync == newSync)
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{
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return;
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}
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// For buffers, layout is usually Undefined/Common and doesn't change, but Access/Sync do.
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// For textures, layout changes matter.
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var desc = isTexture ?
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BarrierDesc.Texture(
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resource,
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data.Sync, newSync,
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data.Access, newAccess,
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data.Layout, newLayout)
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: BarrierDesc.Buffer(
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resource,
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data.Sync, newSync,
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data.Access, newAccess);
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_directCmd.ResourceBarrier(new ReadOnlySpan<BarrierDesc>(in desc));
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ResourceDatabase.SetResourceBarrierData(resource, new ResourceBarrierData(newLayout, newAccess, newSync));
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}
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public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices, bool staticMesh)
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{
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var mesh = ResourceAllocator.CreateMesh(vertices, indices);
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var r = ResourceDatabase.GetMeshReference(mesh);
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if (r.IsFailure)
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{
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return mesh;
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}
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ref readonly var meshData = ref r.Value;
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var vertexHandle = meshData.VertexBuffer.AsResource();
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var indexHandle = meshData.IndexBuffer.AsResource();
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TransitionBarrier(vertexHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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TransitionBarrier(indexHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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_directCmd.UploadBuffer(meshData.VertexBuffer, meshData.Vertices.AsSpan());
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_directCmd.UploadBuffer(meshData.IndexBuffer, meshData.Indices.AsSpan());
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if (staticMesh)
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{
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meshData.ReleaseCpuResources();
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TransitionBarrier(vertexHandle, false, BarrierLayout.Undefined, BarrierAccess.ShaderResource, BarrierSync.VertexShading);
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TransitionBarrier(indexHandle, false, BarrierLayout.Undefined, BarrierAccess.IndexBuffer, BarrierSync.IndexInput);
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}
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return mesh;
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}
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public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, bool staticMesh)
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{
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var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
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var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
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vertexList.CopyFrom(vertices);
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indexList.CopyFrom(indices);
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return CreateMesh(vertexList, indexList, staticMesh);
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}
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// TODO: Make one memory pool for upload.
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/// <summary>
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/// Uploads the mesh data to the GPU.
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/// </summary>
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/// <param name="mesh">The handle point to the mesh buffer</param>
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/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
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public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
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{
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var r = ResourceDatabase.GetMeshReference(mesh);
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if (r.IsFailure)
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{
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return;
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}
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ref readonly var meshRef = ref r.Value;
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var vertexHandle = meshRef.VertexBuffer.AsResource();
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var indexHandle = meshRef.IndexBuffer.AsResource();
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TransitionBarrier(vertexHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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TransitionBarrier(indexHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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_directCmd.UploadBuffer(meshRef.VertexBuffer, meshRef.Vertices.AsSpan());
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_directCmd.UploadBuffer(meshRef.IndexBuffer, meshRef.Indices.AsSpan());
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TransitionBarrier(vertexHandle, false, BarrierLayout.Undefined, BarrierAccess.ShaderResource, BarrierSync.VertexShading);
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TransitionBarrier(indexHandle, false, BarrierLayout.Undefined, BarrierAccess.IndexBuffer, BarrierSync.IndexInput);
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if (markMeshStatic)
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{
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meshRef.ReleaseCpuResources();
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}
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}
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public void UpdateObjectData(Handle<Mesh> mesh, float4x4 localToWorld)
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{
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var r = ResourceDatabase.GetMeshReference(mesh);
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if (r.IsFailure)
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{
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return;
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}
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ref readonly var meshData = ref r.Value;
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var data = new PerObjectData
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{
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localToWorld = localToWorld,
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worldBoundsMin = meshData.BoundingBox.Min,
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worldBoundsMax = meshData.BoundingBox.Max,
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vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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_directCmd.UploadBuffer(meshData.ObjectDataBuffer, data);
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TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.ShaderResource, BarrierSync.PixelShading | BarrierSync.NonPixelShading);
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}
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public Handle<Texture> CreateTexture<T>(ref readonly TextureDesc desc, ReadOnlySpan<T> data, string name)
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where T : unmanaged
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{
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var handle = ResourceAllocator.CreateTexture(in desc, name);
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UploadTexture(handle, data);
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return handle;
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}
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public void UploadTexture<T>(Handle<Texture> texture, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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var desc = ResourceDatabase.GetResourceDescription(texture.AsResource())
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.GetValueOrThrow();
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if (data.Length * sizeof(T) != desc.TextureDescription.GetTotalBytes())
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{
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throw new ArgumentException("Data size does not match texture size.");
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}
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desc.TextureDescription.Format.GetSurfaceInfo(desc.TextureDescription.Width, desc.TextureDescription.Height, out var rowPitch, out var slicePitch, out _);
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TransitionBarrier(texture.AsResource(), true, BarrierLayout.CopyDest, BarrierAccess.CopyDest, BarrierSync.Copy);
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fixed (T* pData = data)
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{
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var subresourceData = new SubResourceData
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{
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pData = pData,
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rowPitch = rowPitch,
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slicePitch = slicePitch
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};
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_directCmd.UploadTexture(texture, [subresourceData]);
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}
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}
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}
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