Add Support for Post Processing Effects (#3616)
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
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208
Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs
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208
Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Silk.NET.Vulkan;
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using System;
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using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
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namespace Ryujinx.Graphics.Vulkan.Effects
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{
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internal partial class FsrScalingFilter : IScalingFilter
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{
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private readonly VulkanRenderer _renderer;
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private PipelineHelperShader _pipeline;
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private ISampler _sampler;
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private ShaderCollection _scalingProgram;
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private ShaderCollection _sharpeningProgram;
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private float _sharpeningLevel = 1;
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private Device _device;
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private TextureView _intermediaryTexture;
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public float Level
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{
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get => _sharpeningLevel;
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set
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{
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_sharpeningLevel = MathF.Max(0.01f, value);
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}
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}
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public FsrScalingFilter(VulkanRenderer renderer, Device device)
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{
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_device = device;
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_renderer = renderer;
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Initialize();
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}
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public void Dispose()
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{
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_pipeline.Dispose();
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_scalingProgram.Dispose();
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_sharpeningProgram.Dispose();
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_sampler.Dispose();
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_intermediaryTexture?.Dispose();
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}
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public void Initialize()
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{
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_pipeline = new PipelineHelperShader(_renderer, _device);
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_pipeline.Initialize();
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var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv");
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var sharpeningShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv");
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var computeBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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var sharpeningBindings = new ShaderBindings(
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new[] { 2, 3, 4 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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_sampler = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(scalingShader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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});
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_sharpeningProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(sharpeningShader, sharpeningBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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});
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}
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public void Run(
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TextureView view,
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CommandBufferScoped cbs,
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Auto<DisposableImageView> destinationTexture,
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Silk.NET.Vulkan.Format format,
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int width,
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int height,
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Extent2D source,
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Extent2D destination)
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{
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if (_intermediaryTexture == null
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|| _intermediaryTexture.Info.Width != width
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|| _intermediaryTexture.Info.Height != height
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|| !_intermediaryTexture.Info.Equals(view.Info))
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{
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var originalInfo = view.Info;
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var swapRB = originalInfo.Format.IsBgr() && originalInfo.SwizzleR == SwizzleComponent.Red;
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var info = new TextureCreateInfo(
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width,
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height,
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originalInfo.Depth,
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originalInfo.Levels,
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originalInfo.Samples,
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originalInfo.BlockWidth,
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originalInfo.BlockHeight,
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originalInfo.BytesPerPixel,
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originalInfo.Format,
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originalInfo.DepthStencilMode,
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originalInfo.Target,
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swapRB ? originalInfo.SwizzleB : originalInfo.SwizzleR,
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originalInfo.SwizzleG,
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swapRB ? originalInfo.SwizzleR : originalInfo.SwizzleB,
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originalInfo.SwizzleA);
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_intermediaryTexture?.Dispose();
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_intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
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}
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, view.Width, view.Height),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_scalingProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
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float srcWidth = Math.Abs(source.X2 - source.X1);
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float srcHeight = Math.Abs(source.Y2 - source.Y1);
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float scaleX = srcWidth / view.Width;
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float scaleY = srcHeight / view.Height;
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ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
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{
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source.X1,
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source.X2,
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source.Y1,
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source.Y2,
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destination.X1,
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destination.X2,
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destination.Y1,
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destination.Y2,
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scaleX,
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scaleY
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};
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int rangeSize = dimensionsBuffer.Length * sizeof(float);
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var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize, false);
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_renderer.BufferManager.SetData(bufferHandle, 0, dimensionsBuffer);
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ReadOnlySpan<float> sharpeningBuffer = stackalloc float[] { 1.5f - (Level * 0.01f * 1.5f)};
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var sharpeningBufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, sizeof(float), false);
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_renderer.BufferManager.SetData(sharpeningBufferHandle, 0, sharpeningBuffer);
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int threadGroupWorkRegionDim = 16;
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int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, width, height),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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scissors[0] = new Rectangle<int>(0, 0, width, height);
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// Sharpening pass
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_sharpeningProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _intermediaryTexture, _sampler);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
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var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetImage(0, destinationTexture);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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_pipeline.Finish();
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_renderer.BufferManager.Delete(bufferHandle);
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_renderer.BufferManager.Delete(sharpeningBufferHandle);
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}
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}
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}
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