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https://github.com/par274/sharpemu.git
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feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal) (#592)
* feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal) Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared addressing into DetileParams; the CPU fallback and both GPU kernels consume the same params so they never disagree. Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute hand-emits the SPIR-V kernel; VulkanDetilePass.RecordDetile records the dispatch into the async batch command buffer (never a blocking submit on the render thread) with transients retired via fence; VulkanDetileSelfTest (SHARPEMU_DETILE_SELFTEST=1) checks both entry points against the CPU detile. Metal (Mac-untested): detile_compute.msl (detile_cs) + MetalDetilePass mirror the Vulkan pass. The active Metal path CPU-detiles via the new GnmTiling.DetileWithParams when a texture arrives packaged (empty RgbaPixels + TiledSource/Detile), keeping Metal correct under default-on with no regression; wiring MetalDetilePass live is the remaining on-device step. Flags: GPU detile is default-on (SHARPEMU_GPU_DETILE=0 disables); [GPU-DETILE] diagnostics gated behind SHARPEMU_LOG_GPU_DETILE=1. Tests: 17 detile unit tests pass, incl. DetileWithParams and GetDetileParams each matching TryDetile bit-for-bit across all supported modes/bpp, plus a SPIR-V structural-validity test. * feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal) Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared addressing into DetileParams that the CPU fallback and both GPU kernels consume, so they never disagree; everything else keeps the CPU path. Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute hand-emits the kernel; VulkanDetilePass.RecordDetile records into the async batch command buffer (never a blocking submit on the render thread) with transients retired via fence, falling back to CPU detile on failure. VulkanDetileSelfTest (SHARPEMU_DETILE_SELFTEST=1) checks both entry points. Metal (Mac-untested): detile_compute.msl + MetalDetilePass mirror the Vulkan pass; the active Metal path CPU-detiles via GnmTiling.DetileWithParams so it stays correct under default-on. Wiring MetalDetilePass live is a follow-up. Flags: default-on (SHARPEMU_GPU_DETILE=0 disables); diagnostics behind SHARPEMU_LOG_GPU_DETILE=1. Adds 17 passing detile unit tests. * Fix: added support layered texture support for the GPU-Detiling. * Fix: Added support for BlockTable (1 / 4 / 8 (Morton/Z-order)) * feat: added support for 8 and 16 bpp (bytes per element) * Fixed a build failure specific to this branch ---------
This commit is contained in:
@@ -1,6 +1,8 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using SharpEmu.Libs.Agc;
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namespace SharpEmu.Libs.Gpu;
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// The types that cross the guest-GPU backend seam. Every field is either a neutral
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@@ -35,7 +37,13 @@ internal sealed record GuestDrawTexture(
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bool ArrayedView = false,
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uint ArrayLayers = 1,
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uint Type = 9,
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uint Depth = 1);
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uint Depth = 1,
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// GPU-detile opt-in (SHARPEMU_GPU_DETILE): when Detile is non-null the AGC
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// layer skipped the CPU deswizzle and shipped the raw TILED bytes here in
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// TiledSource; the Vulkan backend detiles them on the GPU. RgbaPixels is
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// empty in that case. Both are neutral (no host graphics-API values).
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byte[]? TiledSource = null,
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DetileParams? Detile = null);
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/// <summary>Raw guest sampler descriptor dwords, copied verbatim from guest memory.</summary>
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internal readonly record struct GuestSampler(
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@@ -0,0 +1,313 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using System.Numerics;
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using SharpEmu.Libs.Agc;
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using SharpEmu.ShaderCompiler.Metal;
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namespace SharpEmu.Libs.Gpu.Metal;
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/// <summary>
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/// Metal twin of <c>VulkanDetilePass</c>: runs the ExactXor detile equation from
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/// <see cref="GnmTiling.GetDetileParams"/> as a Metal compute kernel
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/// (<see cref="MslFixedShaders.CreateDetileCompute"/>), writing a linear buffer
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/// and blitting it into the sampled texture.
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///
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/// <see cref="RecordDetile"/> records the compute dispatch + blit onto a caller's
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/// command buffer and returns its transient buffers for the caller to release
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/// once that command buffer completes — the async, non-blocking shape (Metal
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/// hazard-tracks the compute-write → blit-read → sample dependency automatically,
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/// so no manual barriers are needed).
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///
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/// Only ExactXor 4-bytes/element surfaces are handled. NOTE: authored on Windows;
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/// the MSL and every Metal call here are <b>Mac-untested</b> — mirrors the
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/// verified Vulkan logic and the existing Metal message-send conventions, but
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/// must be validated on a real Metal device.
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/// </summary>
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internal sealed unsafe class MetalDetilePass : IDisposable
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{
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private const uint LocalSize = 8;
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private const int PushConstantUints = 11;
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private readonly nint _device;
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private nint _pipelineState;
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private bool _initialized;
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private bool _disposed;
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public MetalDetilePass(nint device)
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{
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_device = device;
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}
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public static bool Supports(in DetileParams parameters) =>
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(parameters.Equation == DetileEquation.ExactXor ||
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parameters.Equation == DetileEquation.BlockTable) &&
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parameters.BytesPerElement is 4 or 8 or 16;
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/// <summary>
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/// Records the deswizzle of <paramref name="tiled"/> into
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/// <paramref name="texture"/> (<paramref name="texelWidth"/> x
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/// <paramref name="texelHeight"/> texels x <paramref name="layers"/> slices)
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/// onto <paramref name="commandBuffer"/>. The kernel iterates the element grid
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/// from <paramref name="parameters"/> (for block-compressed formats a 4x4 block
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/// is one element). Does not commit; the caller releases
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/// <paramref name="transientBuffers"/> when the command buffer completes.
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/// Returns false (empty transients) when unsupported or the pipeline could not
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/// be built.
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/// </summary>
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public bool RecordDetile(
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nint commandBuffer,
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nint texture,
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uint texelWidth,
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uint texelHeight,
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uint layers,
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ReadOnlySpan<byte> tiled,
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in DetileParams parameters,
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out nint[] transientBuffers)
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{
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transientBuffers = [];
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var bytesPerElement = (uint)parameters.BytesPerElement;
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if (_disposed || commandBuffer == 0 || texture == 0 ||
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!Supports(parameters) || texelWidth == 0 || texelHeight == 0 || layers == 0 || tiled.IsEmpty ||
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tiled.Length % (int)(layers * bytesPerElement) != 0 ||
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!EnsurePipeline())
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{
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return false;
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}
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var elementsWide = (uint)parameters.ElementsWide;
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var elementsHigh = (uint)parameters.ElementsHigh;
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var uintsPerElement = bytesPerElement / sizeof(uint);
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// Array slices are packed contiguously in the tiled buffer; each slice's
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// element stride is the whole buffer split evenly by layer.
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var srcSliceElements = (uint)((ulong)tiled.Length / bytesPerElement / layers);
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// Binding 1 carries the within-block offset table. ExactXor: element-shifted
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// X/Y byte terms. BlockTable: GetDetileParams' block table (already element
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// offsets) in binding 1, a placeholder in binding 2. The two equations index
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// different-sized buffers, so the kernel branches and reads only one.
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uint[] xTerm;
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uint[] yTerm;
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uint equationValue;
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if (parameters.Equation == DetileEquation.BlockTable)
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{
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xTerm = new uint[parameters.BlockTable.Length];
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for (var index = 0; index < xTerm.Length; index++)
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{
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xTerm[index] = (uint)parameters.BlockTable[index];
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}
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yTerm = [0];
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equationValue = 1;
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}
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else
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{
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var shift = BitOperations.TrailingZeroCount((uint)parameters.BytesPerElement);
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xTerm = ToElementTerms(parameters.XByteTerm, shift);
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yTerm = ToElementTerms(parameters.YByteTerm, shift);
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equationValue = 0;
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}
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var newBufferWithBytes = MetalNative.Selector("newBufferWithBytes:length:options:");
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var newBufferWithLength = MetalNative.Selector("newBufferWithLength:options:");
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nint tiledBuffer;
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nint xBuffer;
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nint yBuffer;
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fixed (byte* tiledPointer = tiled)
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{
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tiledBuffer = MetalNative.SendBuffer(
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_device, newBufferWithBytes, (nint)tiledPointer, (nuint)tiled.Length, 0);
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}
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fixed (uint* xPointer = xTerm)
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{
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xBuffer = MetalNative.SendBuffer(
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_device, newBufferWithBytes, (nint)xPointer, (nuint)xTerm.Length * sizeof(uint), 0);
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}
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fixed (uint* yPointer = yTerm)
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{
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yBuffer = MetalNative.SendBuffer(
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_device, newBufferWithBytes, (nint)yPointer, (nuint)yTerm.Length * sizeof(uint), 0);
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}
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var outputBytes = (nuint)elementsWide * elementsHigh * bytesPerElement * layers;
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var outputBuffer = MetalNative.SendNewBuffer(_device, newBufferWithLength, outputBytes, 0);
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Span<uint> push =
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[
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elementsWide,
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elementsHigh,
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(uint)parameters.BlockWidth,
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(uint)parameters.BlockHeight,
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(uint)parameters.BlockElements,
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(uint)parameters.BlocksPerRow,
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(uint)parameters.XMask,
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(uint)parameters.YMask,
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srcSliceElements,
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equationValue,
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uintsPerElement,
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];
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nint paramsBuffer;
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fixed (uint* pushPointer = push)
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{
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paramsBuffer = MetalNative.SendBuffer(
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_device, newBufferWithBytes, (nint)pushPointer, (nuint)PushConstantUints * sizeof(uint), 0);
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}
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if (tiledBuffer == 0 || xBuffer == 0 || yBuffer == 0 || outputBuffer == 0 || paramsBuffer == 0)
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{
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ReleaseAll(tiledBuffer, xBuffer, yBuffer, outputBuffer, paramsBuffer);
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return false;
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}
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// Compute encoder: one thread per texel.
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var setBuffer = MetalNative.Selector("setBuffer:offset:atIndex:");
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var encoder = MetalNative.Send(commandBuffer, MetalNative.Selector("computeCommandEncoder"));
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MetalNative.Send(encoder, MetalNative.Selector("setComputePipelineState:"), _pipelineState);
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MetalNative.SendSetBuffer(encoder, setBuffer, tiledBuffer, 0, 0);
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MetalNative.SendSetBuffer(encoder, setBuffer, xBuffer, 0, 1);
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MetalNative.SendSetBuffer(encoder, setBuffer, yBuffer, 0, 2);
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MetalNative.SendSetBuffer(encoder, setBuffer, outputBuffer, 0, 3);
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MetalNative.SendSetBuffer(encoder, setBuffer, paramsBuffer, 0, 4);
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// X is widened by uintsPerElement (each thread copies one word); one
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// grid-Z layer per array slice.
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var threadgroups = new MtlSize
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{
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Width = (nuint)((elementsWide * uintsPerElement + LocalSize - 1) / LocalSize),
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Height = (nuint)((elementsHigh + LocalSize - 1) / LocalSize),
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Depth = layers,
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};
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var threadsPerThreadgroup = new MtlSize { Width = LocalSize, Height = LocalSize, Depth = 1 };
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MetalNative.SendDispatch(
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encoder,
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MetalNative.Selector("dispatchThreadgroups:threadsPerThreadgroup:"),
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threadgroups,
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threadsPerThreadgroup);
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MetalNative.SendVoid(encoder, MetalNative.Selector("endEncoding"));
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// Blit the layer-major linear output buffer into the sampled texture, one
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// slice per array layer (Metal copyFromBuffer targets a single slice). The
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// buffer is element/block-packed (row stride = elementsWide*bpp); the copy
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// region is in texels. Metal tracks the compute-write -> blit-read hazard.
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var blit = MetalNative.Send(commandBuffer, MetalNative.Selector("blitCommandEncoder"));
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var copySelector = MetalNative.Selector(
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"copyFromBuffer:sourceOffset:sourceBytesPerRow:sourceBytesPerImage:sourceSize:" +
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"toTexture:destinationSlice:destinationLevel:destinationOrigin:");
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var sliceBytes = (nuint)elementsWide * elementsHigh * bytesPerElement;
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var rowBytes = (nuint)elementsWide * bytesPerElement;
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for (uint layer = 0; layer < layers; layer++)
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{
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MetalNative.SendCopyBufferToTexture(
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blit,
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copySelector,
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outputBuffer,
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(nuint)layer * sliceBytes,
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rowBytes,
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sliceBytes,
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new MtlSize { Width = texelWidth, Height = texelHeight, Depth = 1 },
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texture,
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layer,
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0,
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new MtlOrigin { X = 0, Y = 0, Z = 0 });
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}
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MetalNative.SendVoid(blit, MetalNative.Selector("endEncoding"));
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transientBuffers = [tiledBuffer, xBuffer, yBuffer, outputBuffer, paramsBuffer];
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return true;
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}
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private bool EnsurePipeline()
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{
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if (_initialized)
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{
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return _pipelineState != 0;
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}
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_initialized = true;
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var options = MetalNative.Send(
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MetalNative.Send(MetalNative.Class("MTLCompileOptions"), MetalNative.Selector("alloc")),
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MetalNative.Selector("init"));
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MetalNative.SendVoidBool(options, MetalNative.Selector("setFastMathEnabled:"), false);
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nint libraryError = 0;
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var library = MetalNative.Send(
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_device,
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MetalNative.Selector("newLibraryWithSource:options:error:"),
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MetalNative.NsString(MslFixedShaders.CreateDetileCompute()),
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options,
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ref libraryError);
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if (library == 0)
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{
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Console.Error.WriteLine(
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$"[GPU-DETILE] Metal detile library compile failed: {MetalNative.DescribeError(libraryError)}");
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return false;
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}
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var function = MetalNative.Send(
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library, MetalNative.Selector("newFunctionWithName:"), MetalNative.NsString("detile_cs"));
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if (function == 0)
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{
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Console.Error.WriteLine("[GPU-DETILE] Metal detile function 'detile_cs' not found.");
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return false;
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}
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nint pipelineError = 0;
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_pipelineState = MetalNative.Send(
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_device,
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MetalNative.Selector("newComputePipelineStateWithFunction:error:"),
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function,
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ref pipelineError);
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if (_pipelineState == 0)
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{
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Console.Error.WriteLine(
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$"[GPU-DETILE] Metal detile pipeline failed: {MetalNative.DescribeError(pipelineError)}");
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return false;
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}
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return true;
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}
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private static uint[] ToElementTerms(int[] byteTerms, int shift)
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{
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var terms = new uint[byteTerms.Length];
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for (var index = 0; index < byteTerms.Length; index++)
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{
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terms[index] = (uint)byteTerms[index] >> shift;
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}
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return terms;
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}
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private static void ReleaseAll(params nint[] objects)
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{
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var release = MetalNative.Selector("release");
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foreach (var handle in objects)
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{
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if (handle != 0)
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{
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MetalNative.SendVoid(handle, release);
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}
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}
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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_disposed = true;
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if (_pipelineState != 0)
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{
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MetalNative.SendVoid(_pipelineState, MetalNative.Selector("release"));
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_pipelineState = 0;
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}
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}
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}
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@@ -1,6 +1,7 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using SharpEmu.Libs.Agc;
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using SharpEmu.ShaderCompiler;
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using SharpEmu.ShaderCompiler.Metal;
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@@ -1583,6 +1584,45 @@ internal static partial class MetalVideoPresenter
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return cached;
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}
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// Default-on GPU detile packages the tiled source + resolved DetileParams
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// with empty RgbaPixels so a backend can deswizzle on the GPU. The Metal
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// GPU compute pass (MetalDetilePass / detile_compute.msl) is the intended
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// equivalent of VulkanDetilePass, but it is Mac-untested, so the active
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// Metal path CPU-detiles here via GnmTiling.DetileWithParams — the exact
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// same DetileParams addressing the kernel runs — restoring the linear-upload
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// behavior Metal had before GPU detile existed, with no regression.
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if (texture.RgbaPixels.Length == 0 &&
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texture.TiledSource is { } tiledSource &&
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texture.Detile is { } detileParameters)
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{
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// The tiled source packs the array slices contiguously (one per layer);
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// detile each into its layer-major linear region so the reconstructed
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// pixels match what the CPU array-upload path produced pre-GPU-detile.
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// A plain 2D texture is just one layer.
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var layers = Math.Max((int)texture.ArrayLayers, 1);
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var sliceLinearBytes =
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detileParameters.ElementsWide * detileParameters.ElementsHigh * detileParameters.BytesPerElement;
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var sliceTiledBytes = tiledSource.Length / layers;
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var linear = new byte[sliceLinearBytes * layers];
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var detiledAll = true;
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for (var layer = 0; layer < layers; layer++)
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{
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if (!GnmTiling.DetileWithParams(
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detileParameters,
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tiledSource.AsSpan(layer * sliceTiledBytes, sliceTiledBytes),
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linear.AsSpan(layer * sliceLinearBytes, sliceLinearBytes)))
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{
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detiledAll = false;
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break;
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}
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}
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if (detiledAll)
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{
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texture = texture with { RgbaPixels = linear };
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}
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}
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// AGC ships the raw (detiled) source texels; create the texture in the
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// guest's native format — Mac-family GPUs sample BC blocks directly —
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// and size expectations with the same block-aware math AGC used.
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Block a user