Added implicate conversion to Result<T, E> and RefResult<T, E>; Added new ScheduleChunkParallel in EntityQuery; Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
212 lines
8.1 KiB
C#
212 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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private readonly ICommandBuffer _copyCmd;
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private readonly ICommandBuffer _computeCmd;
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public ICommandBuffer DirectCommandBuffer => _directCmd;
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public ICommandBuffer CopyCommandBuffer => _copyCmd;
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public ICommandBuffer ComputeCommandBuffer => _computeCmd;
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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(
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IGraphicsEngine engine,
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ICommandBuffer directCmd,
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ICommandBuffer copyCmd,
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ICommandBuffer computeCmd)
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{
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_engine = engine;
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_directCmd = directCmd;
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_copyCmd = copyCmd;
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_computeCmd = computeCmd;
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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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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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ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
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var vertexHandle = meshData.VertexBuffer.AsResource();
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var indexHandle = meshData.IndexBuffer.AsResource();
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_directCmd.ResourceBarrier(vertexHandle, ResourceState.CopyDest);
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_directCmd.ResourceBarrier(indexHandle, ResourceState.CopyDest);
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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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}
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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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ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
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_directCmd.ResourceBarrier(meshRef.VertexBuffer.AsResource(),ResourceState.CopyDest);
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_directCmd.ResourceBarrier(meshRef.IndexBuffer.AsResource(), ResourceState.CopyDest);
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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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_directCmd.ResourceBarrier(meshRef.VertexBuffer.AsResource(), ResourceState.NonPixelShaderResource);
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_directCmd.ResourceBarrier(meshRef.IndexBuffer.AsResource(), ResourceState.NonPixelShaderResource);
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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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ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
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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()).GetValueOrThrow(),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()).GetValueOrThrow(),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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_directCmd.ResourceBarrier(bufferHandle, ResourceState.CopyDest);
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_directCmd.UploadBuffer(meshData.ObjectDataBuffer, [data]);
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_directCmd.ResourceBarrier(bufferHandle, ResourceState.VertexAndConstantBuffer);
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}
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public Handle<Texture> CreateTexture<T>(ref readonly TextureDesc desc, ReadOnlySpan<T> data, bool tempResource = false)
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where T : unmanaged
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{
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var handle = ResourceAllocator.CreateTexture(in desc, tempResource);
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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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_directCmd.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest);
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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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// TODO: Ideally we should queue the draw call to our rendering system, and render it in a full rendering pipeline.
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// This is just a place holder for now for testing purpose.
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public void DispatchMesh(Handle<Mesh> mesh, Handle<Material> material, string passName, uint numThreadsX)
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{
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ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
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ref var materialRef = ref ResourceDatabase.GetMaterialReference(material);
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var shader = ResourceDatabase.GetShaderReference(materialRef.Shader);
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var keyResult = shader.TryGetPassKey(passName, out var passIndex);
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if (keyResult.Error != ErrorStatus.None)
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{
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throw new Exception(keyResult.ToString());
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}
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var hash = new GraphicsPipelineHash
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{
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Id = keyResult.Value.Identifier,
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RtvCount = 1,
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DsvFormat = TextureFormat.Unknown,
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};
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hash.RtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
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var pipelineKey = hash.GetKey();
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_directCmd.SetPipelineState(pipelineKey);
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_directCmd.SetConstantBufferView(RootSignatureLayout.PER_OBJECT_BUFFER_SLOT, meshRef.ObjectDataBuffer);
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// NOTE: We use fixed root signature layout for bindless rendering.
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var cache = materialRef.CBufferCache;
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if (cache.IsCreated)
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{
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_directCmd.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
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}
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var threadGroupCountX = ((uint)meshRef.IndexCount + numThreadsX - 1) / numThreadsX;
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_directCmd.DispatchMesh(threadGroupCountX, 1, 1);
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}
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}
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