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Add Compute Shader Color Conversion
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@@ -33,27 +33,43 @@ namespace ADOFAIRenderer.Util
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[Codec.VVC] = new List<(GPUVendor, string)> { (GPUVendor.Unknown, "libvvenc") }
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};
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private static GPUVendor _cachedVendor = GPUVendor.Unknown;
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private static bool _hasCachedVendor = false;
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private static GPUVendor GetActiveGPUVendor()
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{
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if (_hasCachedVendor) return _cachedVendor;
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var gpuName = UnityEngine.SystemInfo.graphicsDeviceName;
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Melon<RenderMod>.Logger.Msg($"Active GPU: {gpuName}");
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_cachedVendor = GPUVendor.Unknown;
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foreach (Match unused in Regex.Matches(gpuName, NvidiaPattern))
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{
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return GPUVendor.NVIDIA;
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_cachedVendor = GPUVendor.NVIDIA;
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break;
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}
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foreach (Match unused in Regex.Matches(gpuName, IntelPattern))
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if (_cachedVendor == GPUVendor.Unknown)
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{
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return GPUVendor.Intel;
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foreach (Match unused in Regex.Matches(gpuName, IntelPattern))
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{
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_cachedVendor = GPUVendor.Intel;
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break;
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}
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}
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foreach (Match unused in Regex.Matches(gpuName, AMDPattern))
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if (_cachedVendor == GPUVendor.Unknown)
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{
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return GPUVendor.AMD;
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foreach (Match unused in Regex.Matches(gpuName, AMDPattern))
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{
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_cachedVendor = GPUVendor.AMD;
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break;
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}
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}
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return GPUVendor.Unknown;
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_hasCachedVendor = true;
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return _cachedVendor;
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}
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public static List<string> GetPrioritizedEncoderCandidates(Codec codec)
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