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+using Ryujinx.Graphics.GAL.Multithreading.Commands;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Buffer;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.CounterEvent;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Program;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Sampler;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Shader;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
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+using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Reflection;
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+using System.Runtime.CompilerServices;
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+using System.Runtime.InteropServices;
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+
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+namespace Ryujinx.Graphics.GAL.Multithreading
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+{
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+ static class CommandHelper
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+ {
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+ private delegate void CommandDelegate(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer);
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+
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+ private static int _totalCommands = (int)Enum.GetValues<CommandType>().Max() + 1;
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+ private static CommandDelegate[] _lookup = new CommandDelegate[_totalCommands];
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+
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+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
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+ private static ref T GetCommand<T>(Span<byte> memory)
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+ {
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+ return ref Unsafe.As<byte, T>(ref MemoryMarshal.GetReference(memory));
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+ }
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+
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+ public static int GetMaxCommandSize()
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+ {
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+ Assembly assembly = typeof(CommandHelper).Assembly;
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+
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+ IEnumerable<Type> commands = assembly.GetTypes().Where(type => typeof(IGALCommand).IsAssignableFrom(type) && type.IsValueType);
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+
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+ int maxSize = commands.Max(command =>
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+ {
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+ MethodInfo method = typeof(Unsafe).GetMethod(nameof(Unsafe.SizeOf));
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+ MethodInfo generic = method.MakeGenericMethod(command);
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+ int size = (int)generic.Invoke(null, null);
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+
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+ return size;
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+ });
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+
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+ InitLookup();
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+
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+ return maxSize + 1; // 1 byte reserved for command size.
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+ }
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+
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+ private static void InitLookup()
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+ {
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+ _lookup[(int)CommandType.Action] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ActionCommand.Run(ref GetCommand<ActionCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CompileShader] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CompileShaderCommand.Run(ref GetCommand<CompileShaderCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CreateBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CreateBufferCommand.Run(ref GetCommand<CreateBufferCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CreateProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CreateProgramCommand.Run(ref GetCommand<CreateProgramCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CreateSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CreateSamplerCommand.Run(ref GetCommand<CreateSamplerCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CreateSync] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CreateSyncCommand.Run(ref GetCommand<CreateSyncCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CreateTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CreateTextureCommand.Run(ref GetCommand<CreateTextureCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.GetCapabilities] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ GetCapabilitiesCommand.Run(ref GetCommand<GetCapabilitiesCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.PreFrame] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ PreFrameCommand.Run(ref GetCommand<PreFrameCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ReportCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ReportCounterCommand.Run(ref GetCommand<ReportCounterCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ResetCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ResetCounterCommand.Run(ref GetCommand<ResetCounterCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.UpdateCounters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ UpdateCountersCommand.Run(ref GetCommand<UpdateCountersCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.BufferDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ BufferDisposeCommand.Run(ref GetCommand<BufferDisposeCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.BufferGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ BufferGetDataCommand.Run(ref GetCommand<BufferGetDataCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.BufferSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ BufferSetDataCommand.Run(ref GetCommand<BufferSetDataCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.CounterEventDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CounterEventDisposeCommand.Run(ref GetCommand<CounterEventDisposeCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CounterEventFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CounterEventFlushCommand.Run(ref GetCommand<CounterEventFlushCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.ProgramDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ProgramDisposeCommand.Run(ref GetCommand<ProgramDisposeCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ProgramGetBinary] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ProgramGetBinaryCommand.Run(ref GetCommand<ProgramGetBinaryCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ProgramCheckLink] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ProgramCheckLinkCommand.Run(ref GetCommand<ProgramCheckLinkCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.SamplerDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SamplerDisposeCommand.Run(ref GetCommand<SamplerDisposeCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.ShaderDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ShaderDisposeCommand.Run(ref GetCommand<ShaderDisposeCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.TextureCopyTo] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureCopyToCommand.Run(ref GetCommand<TextureCopyToCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureCopyToScaled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureCopyToScaledCommand.Run(ref GetCommand<TextureCopyToScaledCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureCopyToSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureCopyToSliceCommand.Run(ref GetCommand<TextureCopyToSliceCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureCreateView] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureCreateViewCommand.Run(ref GetCommand<TextureCreateViewCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureGetDataCommand.Run(ref GetCommand<TextureGetDataCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureRelease] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureReleaseCommand.Run(ref GetCommand<TextureReleaseCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureSetDataCommand.Run(ref GetCommand<TextureSetDataCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureSetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureSetDataSliceCommand.Run(ref GetCommand<TextureSetDataSliceCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureSetStorage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureSetStorageCommand.Run(ref GetCommand<TextureSetStorageCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.WindowPresent] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ WindowPresentCommand.Run(ref GetCommand<WindowPresentCommand>(memory), threaded, renderer);
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+
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+ _lookup[(int)CommandType.Barrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ BarrierCommand.Run(ref GetCommand<BarrierCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.BeginTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ BeginTransformFeedbackCommand.Run(ref GetCommand<BeginTransformFeedbackCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ClearBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ClearBufferCommand.Run(ref GetCommand<ClearBufferCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ClearRenderTargetColor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ClearRenderTargetColorCommand.Run(ref GetCommand<ClearRenderTargetColorCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.ClearRenderTargetDepthStencil] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ ClearRenderTargetDepthStencilCommand.Run(ref GetCommand<ClearRenderTargetDepthStencilCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CommandBufferBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CommandBufferBarrierCommand.Run(ref GetCommand<CommandBufferBarrierCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.CopyBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ CopyBufferCommand.Run(ref GetCommand<CopyBufferCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.DispatchCompute] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ DispatchComputeCommand.Run(ref GetCommand<DispatchComputeCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.Draw] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ EndHostConditionalRenderingCommand.Run(renderer);
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+ _lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ EndTransformFeedbackCommand.Run(ref GetCommand<EndTransformFeedbackCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.MultiDrawIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ MultiDrawIndirectCountCommand.Run(ref GetCommand<MultiDrawIndirectCountCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.MultiDrawIndexedIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ MultiDrawIndexedIndirectCountCommand.Run(ref GetCommand<MultiDrawIndexedIndirectCountCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetAlphaTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetAlphaTestCommand.Run(ref GetCommand<SetAlphaTestCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetBlendState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetBlendStateCommand.Run(ref GetCommand<SetBlendStateCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetDepthBias] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetDepthBiasCommand.Run(ref GetCommand<SetDepthBiasCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetDepthClamp] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetDepthClampCommand.Run(ref GetCommand<SetDepthClampCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetDepthMode] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetDepthModeCommand.Run(ref GetCommand<SetDepthModeCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetDepthTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetDepthTestCommand.Run(ref GetCommand<SetDepthTestCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetFaceCulling] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetFaceCullingCommand.Run(ref GetCommand<SetFaceCullingCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetFrontFace] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetFrontFaceCommand.Run(ref GetCommand<SetFrontFaceCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetStorageBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetStorageBuffersCommand.Run(ref GetCommand<SetStorageBuffersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetTransformFeedbackBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetTransformFeedbackBuffersCommand.Run(ref GetCommand<SetTransformFeedbackBuffersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetUniformBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetUniformBuffersCommand.Run(ref GetCommand<SetUniformBuffersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetImage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetImageCommand.Run(ref GetCommand<SetImageCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetIndexBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetIndexBufferCommand.Run(ref GetCommand<SetIndexBufferCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetLineParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetLineParametersCommand.Run(ref GetCommand<SetLineParametersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetLogicOpState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetLogicOpStateCommand.Run(ref GetCommand<SetLogicOpStateCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetPointParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetPointParametersCommand.Run(ref GetCommand<SetPointParametersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetPrimitiveRestart] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetPrimitiveRestartCommand.Run(ref GetCommand<SetPrimitiveRestartCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetPrimitiveTopology] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetPrimitiveTopologyCommand.Run(ref GetCommand<SetPrimitiveTopologyCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetProgramCommand.Run(ref GetCommand<SetProgramCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetRasterizerDiscard] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetRasterizerDiscardCommand.Run(ref GetCommand<SetRasterizerDiscardCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetRenderTargetColorMasks] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetRenderTargetColorMasksCommand.Run(ref GetCommand<SetRenderTargetColorMasksCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetRenderTargetScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetRenderTargetScaleCommand.Run(ref GetCommand<SetRenderTargetScaleCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetRenderTargets] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetRenderTargetsCommand.Run(ref GetCommand<SetRenderTargetsCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetSamplerCommand.Run(ref GetCommand<SetSamplerCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetScissor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetScissorCommand.Run(ref GetCommand<SetScissorCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetStencilTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetStencilTestCommand.Run(ref GetCommand<SetStencilTestCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetTextureCommand.Run(ref GetCommand<SetTextureCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetUserClipDistance] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetUserClipDistanceCommand.Run(ref GetCommand<SetUserClipDistanceCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetVertexAttribs] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetVertexAttribsCommand.Run(ref GetCommand<SetVertexAttribsCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetVertexBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetVertexBuffersCommand.Run(ref GetCommand<SetVertexBuffersCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.SetViewports] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ SetViewportsCommand.Run(ref GetCommand<SetViewportsCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureBarrierCommand.Run(ref GetCommand<TextureBarrierCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TextureBarrierTiled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TextureBarrierTiledCommand.Run(ref GetCommand<TextureBarrierTiledCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TryHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TryHostConditionalRenderingCommand.Run(ref GetCommand<TryHostConditionalRenderingCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.TryHostConditionalRenderingFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ TryHostConditionalRenderingFlushCommand.Run(ref GetCommand<TryHostConditionalRenderingFlushCommand>(memory), threaded, renderer);
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+ _lookup[(int)CommandType.UpdateRenderScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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+ UpdateRenderScaleCommand.Run(ref GetCommand<UpdateRenderScaleCommand>(memory), threaded, renderer);
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+ }
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+
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+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
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+ public static void RunCommand(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer)
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+ {
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+ _lookup[memory[memory.Length - 1]](memory, threaded, renderer);
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+ }
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+ }
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+}
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