[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

@@ -12,7 +12,7 @@
#include "../../ui/shaders/xesl.xesli"
int XeTextureTiledOffset2D(xesl_int2 p, uint pitch_aligned, uint bpb_log2) {
int XeTextureTiledOffset2D(int2_xe p, uint pitch_aligned, uint bpb_log2) {
// https://github.com/gildor2/UModel/blob/de8fbd3bc922427ea056b7340202dcdcc19ccff5/Unreal/UnTexture.cpp#L489
// Top bits of coordinates.
int macro =
@@ -29,7 +29,7 @@ int XeTextureTiledOffset2D(xesl_int2 p, uint pitch_aligned, uint bpb_log2) {
(offset & 0x3F); // Lower 6 bits (offset bits [5-0]).
}
int XeTextureTiledOffset3D(xesl_int3 p, uint pitch_aligned, uint height_aligned,
int XeTextureTiledOffset3D(int3_xe p, uint pitch_aligned, uint height_aligned,
uint bpb_log2) {
// Reconstructed from disassembly of XGRAPHICS::TileVolume.
int macro_outer = ((p.y >> 4) + (p.z >> 2) * int(height_aligned >> 4u)) *
@@ -89,33 +89,33 @@ uint XeTextureTiledOddConsecutiveBlocksOffset(uint bpb_log2) {
// This function is used only for non-negative positions within a texture, so
// for simplicity, especially of the division involved, assuming everything is
// unsigned.
uint XeTextureScaledTiledOffset(bool is_3d, xesl_uint3 p, uint pitch_aligned,
uint XeTextureScaledTiledOffset(bool is_3d, uint3_xe p, uint pitch_aligned,
uint height_aligned, uint bpb_log2,
xesl_uint2 scale) {
uint2_xe scale) {
uint unit_width_log2 = XeTextureTiledConsecutiveBlocksLog2(bpb_log2);
// Global host X coordinate in host Nx1 sub-units.
uint x_subunits = p.x >> unit_width_log2;
// Global guest XY coordinate in guest Nx1 units.
xesl_uint2 xy_unit_guest = xesl_uint2(x_subunits, p.y) / scale;
uint2_xe xy_unit_guest = uint2_xe(x_subunits, p.y) / scale;
// Global guest XYZ coordinate of the beginning of the Nx1 unit.
xesl_uint3 unit_guest_origin =
xesl_uint3(xy_unit_guest.x << unit_width_log2, xy_unit_guest.y, p.z);
uint3_xe unit_guest_origin =
uint3_xe(xy_unit_guest.x << unit_width_log2, xy_unit_guest.y, p.z);
// Global guest linear address of the beginning of Nx1 unit in bytes.
uint unit_guest_address;
xesl_dont_flatten if (is_3d) {
dont_flatten_xe if (is_3d) {
unit_guest_address =
uint(XeTextureTiledOffset3D(xesl_int3(unit_guest_origin), pitch_aligned,
uint(XeTextureTiledOffset3D(int3_xe(unit_guest_origin), pitch_aligned,
height_aligned, bpb_log2));
} else {
unit_guest_address =
uint(XeTextureTiledOffset2D(xesl_int2(unit_guest_origin.xy),
uint(XeTextureTiledOffset2D(int2_xe(unit_guest_origin.xy),
pitch_aligned, bpb_log2));
}
// Unit-local host XY index of the host Nx1 sub-unit.
// Also see XeTextureScaledRightSubUnitOffsetInConsecutivePair for common
// subexpression elimination information as this remainder calculation is done
// there too.
xesl_uint2 unit_subunit = xesl_uint2(x_subunits, p.y) - xy_unit_guest * scale;
uint2_xe unit_subunit = uint2_xe(x_subunits, p.y) - xy_unit_guest * scale;
// Combine:
// - Guest global unit address.
// - Host unit-local sub-unit index.
@@ -133,11 +133,11 @@ uint XeTextureScaledTiledOffset(bool is_3d, xesl_uint3 p, uint pitch_aligned,
// go from one pair of consecutive blocks to another, full tiled offset
// recalculation is required.
uint XeTextureScaledRightSubUnitOffsetInConsecutivePair(uint x, uint bpb_log2,
xesl_uint2 scale) {
uint2_xe scale) {
uint right_sub_unit_offset_columns;
uint tiled_consecutive_offset =
XeTextureTiledOddConsecutiveBlocksOffset(bpb_log2);
xesl_dont_flatten if (scale.x > 1u) {
dont_flatten_xe if (scale.x > 1u) {
uint subunit_width_log2 = XeTextureTiledConsecutiveBlocksLog2(bpb_log2);
uint subunit_size_log2 = subunit_width_log2 + bpb_log2;
// While % can be used here to take the modulo, for better common
@@ -161,12 +161,12 @@ uint XeTextureScaledRightSubUnitOffsetInConsecutivePair(uint x, uint bpb_log2,
return right_sub_unit_offset_columns * scale.y;
}
int XeTextureGuestLinearOffset(xesl_int3 p, uint pitch, uint height_aligned,
int XeTextureGuestLinearOffset(int3_xe p, uint pitch, uint height_aligned,
uint bpb) {
return p.x * int(bpb) + (p.z * int(height_aligned) + p.y) * int(pitch);
}
int XeTextureHostLinearOffset(xesl_int3 p, uint pitch, uint height, uint bpb) {
int XeTextureHostLinearOffset(int3_xe p, uint pitch, uint height, uint bpb) {
return p.x * int(bpb) + (p.z * int(height) + p.y) * int(pitch);
}