[GPU/UI] XeSL readability improvements + float suffix

Use the _xe suffix instead of the xesl_ prefix for quicker visual
recognition of identifiers, also switch to snake_case for consistency.

Also add the f suffix to float32 literals because the Metal Shading
Language is based on C++.
This commit is contained in:
Triang3l
2025-08-19 21:36:06 +03:00
parent 3b4b04c371
commit 04d5c40d0d
201 changed files with 90552 additions and 92369 deletions

View File

@@ -20,24 +20,23 @@
// can't exceed 11 bits, and the modulo operator doesn't need to be performed to
// access the data in the render targets that are located in both ends of the
// EDRAM at the same time.
uint XeEdramOffsetInts(xesl_uint2 pixel_index, uint base_tiles, bool wrap,
uint XeEdramOffsetInts(uint2_xe pixel_index, uint base_tiles, bool wrap,
uint pitch_tiles, uint msaa_samples, bool is_depth,
uint format_ints_log2, uint pixel_sample_index,
xesl_uint2 resolution_scale) {
xesl_uint2 rt_sample_index =
uint2_xe resolution_scale) {
uint2_xe rt_sample_index =
pixel_index <<
xesl_uint2(xesl_greaterThanEqual(
xesl_uint_x2(msaa_samples),
xesl_uint2(kXenosMsaaSamples_4X, kXenosMsaaSamples_2X)));
rt_sample_index +=
(xesl_uint_x2(pixel_sample_index) >> xesl_uint2(1u, 0u)) & 1u;
uint2_xe(greater_than_equal_xe(
uint_x2_xe(msaa_samples),
uint2_xe(kXenosMsaaSamples_4X, kXenosMsaaSamples_2X)));
rt_sample_index += (uint_x2_xe(pixel_sample_index) >> uint2_xe(1u, 0u)) & 1u;
// For now, while the actual storage of 64bpp render targets in comparison to
// 32bpp is not known, storing 40x16 64bpp samples per tile for simplicity of
// addressing in different scenarios.
xesl_uint2 tile_size_at_32bpp = xesl_uint2(80u, 16u) * resolution_scale;
xesl_uint2 tile_size_samples =
tile_size_at_32bpp >> xesl_uint2(format_ints_log2, 0u);
xesl_uint2 tile_offset_xy = rt_sample_index / tile_size_samples;
uint2_xe tile_size_at_32bpp = uint2_xe(80u, 16u) * resolution_scale;
uint2_xe tile_size_samples =
tile_size_at_32bpp >> uint2_xe(format_ints_log2, 0u);
uint2_xe tile_offset_xy = rt_sample_index / tile_size_samples;
base_tiles += tile_offset_xy.y * pitch_tiles + tile_offset_xy.x;
rt_sample_index -= tile_offset_xy * tile_size_samples;
if (is_depth) {