MSAA for color and depth targets
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Details
continuous-integration/drone/pr Build is failing
Details
parent
25cec457b4
commit
81351a1c1b
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@ -368,6 +368,7 @@ typedef struct D3D11Texture
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/* D3D Handles */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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ID3D11Resource *msaaHandle;
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ID3D11UnorderedAccessView *unorderedAccessView; /* FIXME: This needs to be a dynamic array! */
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D3D11TargetView *targetViews;
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@ -460,6 +461,14 @@ typedef struct D3D11Fence
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ID3D11Query *handle;
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} D3D11Fence;
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typedef struct D3D11TargetBinding
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{
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D3D11Texture *texture;
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uint32_t layer;
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} D3D11TargetBinding;
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static const D3D11TargetBinding NullTargetBinding = { NULL, 0 };
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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@ -467,8 +476,8 @@ typedef struct D3D11CommandBuffer
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D3D11SwapchainData *swapchainData;
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/* Render Pass */
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView *dsView;
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D3D11TargetBinding colorTargets[MAX_COLOR_TARGET_BINDINGS];
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D3D11TargetBinding depthStencilTarget;
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D3D11GraphicsPipeline *graphicsPipeline;
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/* Compute Pass */
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@ -1465,9 +1474,10 @@ static Refresh_Texture* D3D11_CreateTexture(
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Refresh_TextureCreateInfo *textureCreateInfo
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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uint8_t isSampler, isCompute, isColorTarget, isDepthStencil;
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uint8_t isColorTarget, isDepthStencil, isSampler, isCompute, isMultisample;
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DXGI_FORMAT format;
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ID3D11Resource *textureHandle;
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ID3D11Resource *msaaHandle = NULL;
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ID3D11ShaderResourceView *srv = NULL;
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ID3D11UnorderedAccessView *uav = NULL;
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D3D11Texture *d3d11Texture;
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@ -1477,6 +1487,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
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isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT;
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isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT;
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isMultisample = textureCreateInfo->sampleCount > 1;
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format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
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if (isDepthStencil)
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@ -1488,9 +1499,6 @@ static Refresh_Texture* D3D11_CreateTexture(
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{
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D3D11_TEXTURE2D_DESC desc2D;
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desc2D.Width = textureCreateInfo->width;
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desc2D.Height = textureCreateInfo->height;
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desc2D.BindFlags = 0;
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if (isSampler)
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{
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@ -1509,12 +1517,14 @@ static Refresh_Texture* D3D11_CreateTexture(
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desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
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}
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desc2D.Width = textureCreateInfo->width;
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desc2D.Height = textureCreateInfo->height;
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desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1;
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desc2D.CPUAccessFlags = 0;
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desc2D.Format = format;
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desc2D.MipLevels = textureCreateInfo->levelCount;
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desc2D.MiscFlags = textureCreateInfo->isCube ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0;
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desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
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desc2D.SampleDesc.Count = 1;
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desc2D.SampleDesc.Quality = 0;
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desc2D.Usage = D3D11_USAGE_DEFAULT;
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@ -1584,15 +1594,42 @@ static Refresh_Texture* D3D11_CreateTexture(
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return NULL;
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}
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}
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/* Create the MSAA handle, if applicable */
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if (isMultisample)
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{
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desc2D.MiscFlags = 0;
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desc2D.MipLevels = 1;
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desc2D.ArraySize = 1;
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desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
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desc2D.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
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res = ID3D11Device_CreateTexture2D(
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renderer->device,
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&desc2D,
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NULL,
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(ID3D11Texture2D**) &msaaHandle
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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if (srv != NULL)
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{
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ID3D11ShaderResourceView_Release(srv);
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}
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if (uav != NULL)
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{
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ID3D11UnorderedAccessView_Release(uav);
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}
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D3D11_INTERNAL_LogError(renderer->device, "Could not create MSAA texture", res);
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return NULL;
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}
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}
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}
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else
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{
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D3D11_TEXTURE3D_DESC desc3D;
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desc3D.Width = textureCreateInfo->width;
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desc3D.Height = textureCreateInfo->height;
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desc3D.Depth = textureCreateInfo->depth;
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desc3D.BindFlags = 0;
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if (isSampler)
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{
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@ -1607,6 +1644,9 @@ static Refresh_Texture* D3D11_CreateTexture(
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desc3D.BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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desc3D.Width = textureCreateInfo->width;
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desc3D.Height = textureCreateInfo->height;
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desc3D.Depth = textureCreateInfo->depth;
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desc3D.CPUAccessFlags = 0;
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desc3D.Format = format;
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desc3D.MipLevels = textureCreateInfo->levelCount;
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@ -1675,6 +1715,7 @@ static Refresh_Texture* D3D11_CreateTexture(
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d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture));
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d3d11Texture->handle = textureHandle;
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d3d11Texture->msaaHandle = msaaHandle;
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d3d11Texture->format = textureCreateInfo->format;
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d3d11Texture->width = textureCreateInfo->width;
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d3d11Texture->height = textureCreateInfo->height;
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@ -2339,6 +2380,10 @@ static void D3D11_QueueDestroyTexture(
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}
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SDL_free(d3d11Texture->targetViews);
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}
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if (d3d11Texture->msaaHandle)
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{
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ID3D11Resource_Release(d3d11Texture->msaaHandle);
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}
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ID3D11Resource_Release(d3d11Texture->handle);
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@ -2563,12 +2608,12 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->vertexUniformBuffer = NULL;
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commandBuffer->fragmentUniformBuffer = NULL;
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commandBuffer->computeUniformBuffer = NULL;
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commandBuffer->dsView = NULL;
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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commandBuffer->rtViews[i] = NULL;
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commandBuffer->colorTargets[i] = NullTargetBinding;
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}
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commandBuffer->depthStencilTarget = NullTargetBinding;
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D3D11_INTERNAL_AcquireFence(renderer, commandBuffer);
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commandBuffer->autoReleaseFence = 1;
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@ -2584,6 +2629,7 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
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) {
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D3D11Texture *texture = (D3D11Texture*) info->texture;
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D3D11TargetView *targetView;
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uint8_t isMultisample = texture->msaaHandle != NULL;
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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ID3D11RenderTargetView *rtv;
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HRESULT res;
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@ -2603,14 +2649,7 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
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/* Let's create a new RTV! */
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rtvDesc.Format = RefreshToD3D11_TextureFormat[texture->format];
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if (texture->isCube)
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; /* FIXME: MSAA? */
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rtvDesc.Texture2DArray.ArraySize = 1;
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rtvDesc.Texture2DArray.FirstArraySlice = info->layer;
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rtvDesc.Texture2DArray.MipSlice = info->level;
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}
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else if (texture->depth > 1)
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if (texture->depth > 1)
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
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rtvDesc.Texture3D.MipSlice = info->level;
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@ -2619,13 +2658,20 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
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}
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else
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Texture2D.MipSlice = info->level;
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if (isMultisample)
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Texture2D.MipSlice = info->level;
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}
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}
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res = ID3D11Device_CreateRenderTargetView(
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renderer->device,
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texture->handle,
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isMultisample ? texture->msaaHandle : texture->handle,
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&rtvDesc,
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&rtv
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);
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@ -2658,6 +2704,7 @@ static ID3D11DepthStencilView* D3D11_INTERNAL_FetchDSV(
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) {
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D3D11Texture *texture = (D3D11Texture*) info->texture;
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D3D11TargetView *targetView;
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uint8_t isMultisample = texture->msaaHandle != NULL;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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ID3D11DepthStencilView *dsv;
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HRESULT res;
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/* Let's create a new DSV! */
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dsvDesc.Format = RefreshToD3D11_TextureFormat[texture->format];
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dsvDesc.Flags = 0;
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if (texture->isCube)
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if (isMultisample)
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{
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; /* FIXME: MSAA? */
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dsvDesc.Texture2DArray.ArraySize = 6;
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dsvDesc.Texture2DArray.FirstArraySlice = 0;
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dsvDesc.Texture2DArray.MipSlice = info->level;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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@ -2693,7 +2737,7 @@ static ID3D11DepthStencilView* D3D11_INTERNAL_FetchDSV(
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res = ID3D11Device_CreateDepthStencilView(
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renderer->device,
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texture->handle,
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isMultisample ? texture->msaaHandle : texture->handle,
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&dsvDesc,
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&dsv
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);
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@ -2729,24 +2773,27 @@ static void D3D11_BeginRenderPass(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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float clearColors[4];
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D3D11_CLEAR_FLAG dsClearFlags;
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ID3D11RenderTargetView* rtvs[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView *dsv = NULL;
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uint32_t vpWidth = UINT_MAX;
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uint32_t vpHeight = UINT_MAX;
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissorRect;
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/* Clear the bound RTs for the current command buffer */
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/* Clear the bound targets for the current command buffer */
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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d3d11CommandBuffer->rtViews[i] = NULL;
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d3d11CommandBuffer->colorTargets[i] = NullTargetBinding;
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}
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d3d11CommandBuffer->dsView = NULL;
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d3d11CommandBuffer->depthStencilTarget = NullTargetBinding;
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/* Get RTVs for the color attachments */
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/* Set up the new color target bindings */
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for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
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{
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d3d11CommandBuffer->rtViews[i] = D3D11_INTERNAL_FetchRTV(
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d3d11CommandBuffer->colorTargets[i].texture = (D3D11Texture*) colorAttachmentInfos[i].texture;
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d3d11CommandBuffer->colorTargets[i].layer = colorAttachmentInfos[i].layer;
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rtvs[i] = D3D11_INTERNAL_FetchRTV(
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renderer,
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&colorAttachmentInfos[i]
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);
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@ -2755,7 +2802,10 @@ static void D3D11_BeginRenderPass(
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/* Get the DSV for the depth stencil attachment, if applicable */
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if (depthStencilAttachmentInfo != NULL)
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{
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d3d11CommandBuffer->dsView = D3D11_INTERNAL_FetchDSV(
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d3d11CommandBuffer->depthStencilTarget.texture = (D3D11Texture*) depthStencilAttachmentInfo->texture;
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d3d11CommandBuffer->depthStencilTarget.layer = depthStencilAttachmentInfo->layer;
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dsv = D3D11_INTERNAL_FetchDSV(
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renderer,
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depthStencilAttachmentInfo
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);
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ID3D11DeviceContext_OMSetRenderTargets(
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d3d11CommandBuffer->context,
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colorAttachmentCount,
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d3d11CommandBuffer->rtViews,
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d3d11CommandBuffer->dsView
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rtvs,
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dsv
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);
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/* Perform load ops on the RTs */
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@ -2774,22 +2824,24 @@ static void D3D11_BeginRenderPass(
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{
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if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
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{
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clearColors[0] = colorAttachmentInfos[i].clearColor.x;
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clearColors[1] = colorAttachmentInfos[i].clearColor.y;
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clearColors[2] = colorAttachmentInfos[i].clearColor.z;
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clearColors[3] = colorAttachmentInfos[i].clearColor.w;
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float clearColors[] =
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{
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colorAttachmentInfos[i].clearColor.x,
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colorAttachmentInfos[i].clearColor.y,
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colorAttachmentInfos[i].clearColor.z,
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colorAttachmentInfos[i].clearColor.w
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};
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ID3D11DeviceContext_ClearRenderTargetView(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->rtViews[i],
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rtvs[i],
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clearColors
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);
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}
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}
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if (d3d11CommandBuffer->dsView != NULL)
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if (depthStencilAttachmentInfo != NULL)
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{
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dsClearFlags = 0;
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D3D11_CLEAR_FLAG dsClearFlags = 0;
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if (depthStencilAttachmentInfo->loadOp == REFRESH_LOADOP_CLEAR)
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{
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dsClearFlags |= D3D11_CLEAR_DEPTH;
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{
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ID3D11DeviceContext_ClearDepthStencilView(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->dsView,
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dsv,
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dsClearFlags,
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depthStencilAttachmentInfo->depthStencilClearValue.depth,
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(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
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@ -2882,8 +2934,28 @@ static void D3D11_EndRenderPass(
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d3d11CommandBuffer->fragmentUniformBuffer = NULL;
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d3d11CommandBuffer->computeUniformBuffer = NULL;
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/* FIXME: Resolve MSAA here! */
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/* FIXME: Anything else we need to do...? */
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/* Resolve MSAA color render targets */
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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D3D11Texture *texture = d3d11CommandBuffer->colorTargets[i].texture;
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if (texture != NULL && texture->msaaHandle != NULL)
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{
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uint32_t subresource = D3D11_INTERNAL_CalcSubresource(
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0, /* FIXME: Is this right? */
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d3d11CommandBuffer->colorTargets[i].layer,
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texture->levelCount
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);
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ID3D11DeviceContext_ResolveSubresource(
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d3d11CommandBuffer->context,
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texture->handle,
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subresource,
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texture->msaaHandle,
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0,
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RefreshToD3D11_TextureFormat[texture->format]
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);
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}
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}
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}
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static void D3D11_BindGraphicsPipeline(
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