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https://git.eden-emu.dev/eden-emu/eden.git
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@@ -19,6 +19,7 @@ set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_2d.comp
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_2d_buffer.comp
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${CMAKE_CURRENT_SOURCE_DIR}/blit_color_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/blit_depth.frag
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${CMAKE_CURRENT_SOURCE_DIR}/blit_depth_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/blit_depth_stencil_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_3d.comp
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@@ -0,0 +1,12 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 450 core
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(location = 0) in vec2 texcoord;
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void main() {
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gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
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}
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@@ -12,6 +12,7 @@
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#include "common/settings.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/blit_color_msaa_frag_spv.h"
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#include "video_core/host_shaders/blit_depth_frag_spv.h"
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#include "video_core/host_shaders/blit_depth_msaa_frag_spv.h"
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#include "video_core/host_shaders/blit_depth_stencil_msaa_frag_spv.h"
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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@@ -599,6 +600,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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blit_depth_stencil_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV)
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: vk::ShaderModule{}),
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blit_depth_frag(BuildShader(device, BLIT_DEPTH_FRAG_SPV)),
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blit_depth_msaa_frag(BuildShader(device, BLIT_DEPTH_MSAA_FRAG_SPV)),
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blit_depth_stencil_msaa_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, BLIT_DEPTH_STENCIL_MSAA_FRAG_SPV)
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@@ -750,6 +752,28 @@ void BlitImageHelper::BlitDepthStencilMSAA(const Framebuffer* dst_framebuffer,
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scheduler.InvalidateState();
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}
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void BlitImageHelper::BlitDepth(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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const Region2D& dst_region, const Region2D& src_region) {
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const VkPipeline pipeline = FindOrEmplaceBlitDepthPipeline(dst_framebuffer->RenderPass());
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkSampler sampler = *nearest_sampler;
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const VkImageView src_depth_view = src_image_view.DepthView();
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RecordShaderReadBarrier(scheduler, src_image_view);
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([this, dst_region, src_region, pipeline, layout, sampler,
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src_depth_view](vk::CommandBuffer cmdbuf) {
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const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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UpdateOneTextureDescriptorSet(device, descriptor_set, sampler, src_depth_view);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set,
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nullptr);
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BindBlitState(cmdbuf, layout, dst_region, src_region);
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cmdbuf.Draw(3, 1, 0, 0);
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});
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scheduler.InvalidateState();
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}
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void BlitImageHelper::ResolveDepthStencil(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, const Region2D& dst_region,
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const Region2D& src_region) {
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@@ -1483,6 +1507,38 @@ VkPipeline BlitImageHelper::FindOrEmplaceBlitDepthStencilMSAAPipeline(
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return *pipelines.back();
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}
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VkPipeline BlitImageHelper::FindOrEmplaceBlitDepthPipeline(VkRenderPass renderpass) {
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const auto it = std::ranges::find(blit_depth_keys, renderpass);
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if (it != blit_depth_keys.end()) {
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return *blit_depth_pipelines[std::distance(blit_depth_keys.begin(), it)];
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}
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blit_depth_keys.push_back(renderpass);
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const std::array stages = MakeStages(*full_screen_vert, *blit_depth_frag);
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const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci = GetPipelineInputAssemblyStateCreateInfo(device);
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blit_depth_pipelines.push_back(device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &input_assembly_ci,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = &PIPELINE_DEPTH_ONLY_STATE_CREATE_INFO,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = *one_texture_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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}, device.StaticPipelineCache()));
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return *blit_depth_pipelines.back();
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}
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VkPipeline BlitImageHelper::FindOrEmplaceResolveDepthStencilPipeline(VkRenderPass renderpass,
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bool resolve_stencil) {
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auto& keys = resolve_stencil ? resolve_depth_stencil_keys : resolve_depth_keys;
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@@ -81,6 +81,9 @@ public:
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void BlitDepthStencilMSAA(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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const Region2D& dst_region, const Region2D& src_region);
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void BlitDepth(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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const Region2D& dst_region, const Region2D& src_region);
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void ResolveDepthStencil(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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const Region2D& dst_region, const Region2D& src_region);
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@@ -145,6 +148,7 @@ private:
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[[nodiscard]] VkPipeline FindOrEmplaceBlitColorMSAAPipeline(const BlitMSAAPipelineKey& key);
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[[nodiscard]] VkPipeline FindOrEmplaceBlitDepthStencilMSAAPipeline(
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const BlitMSAAPipelineKey& key, bool blit_stencil);
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[[nodiscard]] VkPipeline FindOrEmplaceBlitDepthPipeline(VkRenderPass renderpass);
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[[nodiscard]] VkPipeline FindOrEmplaceResolveDepthStencilPipeline(VkRenderPass renderpass,
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bool resolve_stencil);
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@@ -180,6 +184,7 @@ private:
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vk::ShaderModule blit_color_to_color_frag;
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vk::ShaderModule blit_color_msaa_frag;
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vk::ShaderModule blit_depth_stencil_frag;
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vk::ShaderModule blit_depth_frag;
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vk::ShaderModule blit_depth_msaa_frag;
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vk::ShaderModule blit_depth_stencil_msaa_frag;
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vk::ShaderModule clear_color_vert;
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@@ -215,6 +220,8 @@ private:
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std::vector<vk::Pipeline> msaa_copy_depth_stencil_pipelines;
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std::vector<BlitMSAAPipelineKey> blit_msaa_color_keys;
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std::vector<vk::Pipeline> blit_msaa_color_pipelines;
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std::vector<VkRenderPass> blit_depth_keys;
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std::vector<vk::Pipeline> blit_depth_pipelines;
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std::vector<BlitMSAAPipelineKey> blit_msaa_depth_keys;
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std::vector<vk::Pipeline> blit_msaa_depth_pipelines;
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std::vector<BlitMSAAPipelineKey> blit_msaa_depth_stencil_keys;
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@@ -2265,7 +2265,10 @@ bool Image::ScaleUp(bool ignore) {
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aspect_mask = ImageAspectMask(info.format);
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}
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if (NeedsScaleHelper()) {
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return BlitScaleHelper(true);
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if (!BlitScaleHelper(true)) {
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current_image = &Image::original_image;
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return false;
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}
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} else {
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BlitScale(*scheduler, *original_image, *scaled_image, info, aspect_mask, resolution);
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}
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@@ -2290,7 +2293,11 @@ bool Image::ScaleDown(bool ignore) {
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aspect_mask = ImageAspectMask(info.format);
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}
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if (NeedsScaleHelper()) {
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return BlitScaleHelper(false);
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if (!BlitScaleHelper(false)) {
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current_image = &Image::scaled_image;
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flags |= ImageFlagBits::Rescaled;
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return false;
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}
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} else {
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BlitScale(*scheduler, *scaled_image, *original_image, info, aspect_mask, resolution, false);
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}
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@@ -2345,21 +2352,22 @@ bool Image::BlitScaleHelper(bool scale_up) {
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runtime->blit_image_helper.BlitColor(&*blit_framebuffer, *blit_view,
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dst_region, src_region, operation, BLIT_OPERATION);
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}
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} else if (aspect_mask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
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} else if ((aspect_mask & VK_IMAGE_ASPECT_DEPTH_BIT) != 0) {
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if (!blit_framebuffer)
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blit_framebuffer.emplace(*runtime, nullptr, view_ptr, extent, scale_up);
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const bool has_stencil = (aspect_mask & VK_IMAGE_ASPECT_STENCIL_BIT) != 0;
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const bool can_blit_stencil =
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has_stencil && runtime->device.IsExtShaderStencilExportSupported();
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if (info.num_samples > 1) {
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runtime->blit_image_helper.BlitDepthStencilMSAA(&*blit_framebuffer, *blit_view,
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dst_region, src_region);
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} else {
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} else if (can_blit_stencil) {
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runtime->blit_image_helper.BlitDepthStencil(&*blit_framebuffer, *blit_view,
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dst_region, src_region, operation, BLIT_OPERATION);
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} else {
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runtime->blit_image_helper.BlitDepth(&*blit_framebuffer, *blit_view, dst_region,
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src_region);
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}
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} else if (aspect_mask == VK_IMAGE_ASPECT_DEPTH_BIT && info.num_samples > 1) {
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if (!blit_framebuffer)
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blit_framebuffer.emplace(*runtime, nullptr, view_ptr, extent, scale_up);
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runtime->blit_image_helper.BlitDepthStencilMSAA(&*blit_framebuffer, *blit_view, dst_region,
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src_region);
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} else {
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// TODO: Use helper blits where applicable
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flags &= ~ImageFlagBits::Rescaled;
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@@ -1476,12 +1476,12 @@ template <class P>
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bool TextureCache<P>::ScaleUp(Image& image) {
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const bool has_copy = image.HasScaled();
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const bool rescaled = image.ScaleUp();
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if (!has_copy && image.HasScaled()) {
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total_used_memory += GetScaledImageSizeBytes(image);
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}
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if (!rescaled) {
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return false;
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}
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if (!has_copy) {
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total_used_memory += GetScaledImageSizeBytes(image);
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}
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InvalidateScale(image);
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return true;
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}
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