Support inline index buffer data (#1351)
* Support inline index buffer data * Sort usings
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b0d9ec8a82
commit
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5 changed files with 146 additions and 5 deletions
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@ -1,5 +1,9 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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@ -22,6 +26,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private int _instanceIndex;
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private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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/// <summary>
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/// Primitive type of the current draw.
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/// </summary>
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@ -87,10 +95,25 @@ namespace Ryujinx.Graphics.Gpu.Engine
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_drawIndexed)
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if (_inlineIndexCount != 0)
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{
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_drawIndexed = false;
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
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_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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_inlineIndexCount,
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1,
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_firstIndex,
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firstVertex,
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firstInstance);
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_inlineIndexCount = 0;
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}
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else if (_drawIndexed)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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@ -111,6 +134,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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firstInstance);
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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@ -154,6 +179,103 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_drawIndexed = true;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU8(GpuState state, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU16(GpuState state, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU32(GpuState state, int argument)
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{
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uint i0 = (uint)argument;
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="offset">Offset where the data will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(int offset)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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_context.Renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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@ -78,6 +78,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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state.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
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state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
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state.RegisterCallback(MethodOffset.VbElementU8, VbElementU8);
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state.RegisterCallback(MethodOffset.VbElementU16, VbElementU16);
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state.RegisterCallback(MethodOffset.VbElementU32, VbElementU32);
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state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
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state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
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@ -726,7 +730,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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ulong size;
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if (_drawIndexed || stride == 0 || instanced)
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if (_inlineIndexCount != 0 || _drawIndexed || stride == 0 || instanced)
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{
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// This size may be (much) larger than the real vertex buffer size.
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// Avoid calculating it this way, unless we don't have any other option.
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@ -103,6 +103,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_indexBufferDirty = true;
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}
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/// <summary>
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/// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>.
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/// </summary>
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/// <param name="buffer">Buffer to be used as index buffer</param>
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/// <param name="type">Type of each index buffer element</param>
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_context.Renderer.Pipeline.SetIndexBuffer(buffer, type);
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_indexBufferDirty = true;
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}
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/// <summary>
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/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
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/// </summary>
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@ -58,6 +58,7 @@ namespace Ryujinx.Graphics.Gpu.State
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DepthTestEnable = 0x4b3,
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BlendIndependent = 0x4b9,
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DepthWriteEnable = 0x4ba,
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VbElementU8 = 0x4c1,
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DepthTestFunc = 0x4c3,
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BlendConstant = 0x4c7,
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BlendStateCommon = 0x4cf,
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@ -78,6 +79,8 @@ namespace Ryujinx.Graphics.Gpu.State
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StencilBackTestState = 0x565,
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DepthBiasUnits = 0x56f,
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RtMsaaMode = 0x574,
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VbElementU32 = 0x57a,
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VbElementU16 = 0x57c,
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ShaderBaseAddress = 0x582,
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DrawEnd = 0x585,
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DrawBegin = 0x586,
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