[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++.
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@@ -12,43 +12,42 @@
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#define XE_RESOLVE_COPY_EDRAM_IS_UINT_VECTOR_BUFFER
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#include "resolve.xesli"
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xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_resolve_dest, set=1,
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binding=0, u0, space0)
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#define xesl_localSize_x 8
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#define xesl_localSize_y 8
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#define xesl_localSize_z 1
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xesl_entry_bindings_begin_compute
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XE_RESOLVE_PUSH_CONSTANTS_BINDING
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xesl_entry_binding_next
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xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_resolve_dest,
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buffer(1))
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xesl_entry_binding_next
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array_buffer_wo_declare_xe(uint4_xe, xe_resolve_dest, set=1, binding=0, u0,
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space0)
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#define LOCAL_SIZE_X_XE 8
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#define LOCAL_SIZE_Y_XE 8
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#define LOCAL_SIZE_Z_XE 1
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entry_bindings_begin_compute_xe
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XE_RESOLVE_PUSH_CONST_BINDING
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entry_binding_next_xe
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array_buffer_wo_binding_xe(uint4_xe, xe_resolve_dest, buffer(1))
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entry_binding_next_xe
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XE_RESOLVE_COPY_EDRAM_BINDING
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xesl_entry_bindings_end_inputs_begin_compute
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xesl_entry_input_globalInvocationID
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xesl_entry_inputs_end_code_begin_compute
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entry_bindings_end_inputs_begin_compute_xe
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entry_in_global_thread_id_xe
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entry_inputs_end_code_begin_compute_xe
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{
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// 1 thread = 4 host pixels.
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// 1 pixel per thread is 160% as slow on Nvidia Pascal, 8 pixels per thread is
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// 115% as slow.
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XeResolveInfo resolve_info =
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XeResolveGetInfo(xesl_function_call_pushConstants);
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xesl_uint2 pixel_index = xesl_GlobalInvocationID.xy << xesl_uint2(2u, 0u);
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XeResolveInfo resolve_info = XeResolveGetInfo(pass_push_consts_xe);
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uint2_xe pixel_index = in_global_thread_id_xe.xy << uint2_xe(2u, 0u);
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// Group height can't cross resolve granularity, Y overflow check not needed.
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xesl_dont_flatten
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dont_flatten_xe
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if (pixel_index.x >= resolve_info.width_div_8_scaled << 3u) {
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return;
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}
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xesl_float4 pixel_0, pixel_1, pixel_2, pixel_3;
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float4_xe pixel_0, pixel_1, pixel_2, pixel_3;
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XeResolveLoad4RGBAColors(
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xesl_function_call_uintVectorBuffer(xe_resolve_edram)
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xesl_function_call_next_after_uintVectorBuffer
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pass_uint_vector_buffer_xe(xe_resolve_edram)
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pass_next_after_uint_vector_buffer_xe
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resolve_info,
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XeResolveColorCopySourcePixelAddressIntsYHalfPixelOffsetFilling(
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resolve_info, pixel_index),
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pixel_0, pixel_1, pixel_2, pixel_3);
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xesl_uint4 packed = XePack32bpp4Pixels(pixel_0, pixel_1, pixel_2, pixel_3,
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resolve_info.dest_format);
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xesl_dont_flatten
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uint4_xe packed = XePack32bpp4Pixels(pixel_0, pixel_1, pixel_2, pixel_3,
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resolve_info.dest_format);
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dont_flatten_xe
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if (pixel_index.x == 0u &&
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resolve_info.half_pixel_offset_fill_source.x != 0u) {
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if (resolve_info.half_pixel_offset_fill_source.x >= 2u) {
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@@ -59,8 +58,9 @@ xesl_entry_inputs_end_code_begin_compute
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}
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packed.x = packed.y;
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}
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_resolve_dest,
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XeResolveDestPixelAddress(resolve_info, pixel_index, 2u) >> 4u,
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XeEndianSwap32(packed, resolve_info.dest_endian_128));
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xesl_entry_code_end_compute
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}
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entry_code_end_compute_xe
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