[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

@@ -9,43 +9,43 @@
#include "texture_load.xesli"
xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_texture_load_dest, set=0,
binding=0, u0, space0)
xesl_typedStorageBuffer_declare(xesl_uint2, xe_texture_load_source, set=1,
binding=0, t0, space0)
xesl_entry_bindings_begin_compute
array_buffer_wo_declare_xe(uint4_xe, xe_texture_load_dest, set=0, binding=0, u0,
space0)
array_buffer_declare_xe(uint2_xe, xe_texture_load_source, set=1, binding=0, t0,
space0)
entry_bindings_begin_compute_xe
XE_TEXTURE_LOAD_CONSTANT_BUFFER_BINDING
xesl_entry_binding_next
xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_texture_load_dest,
buffer(1))
xesl_entry_binding_next
xesl_typedStorageBuffer_binding(xesl_uint2, xe_texture_load_source, buffer(2))
xesl_entry_bindings_end_inputs_begin_compute
xesl_entry_input_globalInvocationID
xesl_entry_inputs_end_code_begin_compute
entry_binding_next_xe
array_buffer_wo_binding_xe(uint4_xe, xe_texture_load_dest, buffer(1))
entry_binding_next_xe
array_buffer_binding_xe(uint2_xe, xe_texture_load_source, buffer(2))
entry_bindings_end_inputs_begin_compute_xe
entry_in_global_thread_id_xe
entry_inputs_end_code_begin_compute_xe
{
// 1 thread = 16 blocks.
XeTextureLoadInfo load_info = XeTextureLoadGetInfo(
xesl_function_call_constantBuffer(xe_texture_load_constants));
xesl_uint3 block_index = xesl_GlobalInvocationID << xesl_uint3(4u, 0u, 0u);
xesl_dont_flatten
if (any(xesl_greaterThanEqual(block_index.xy, load_info.size_blocks.xy))) {
pass_const_buffer_xe(xe_texture_load_constants));
uint3_xe block_index = in_global_thread_id_xe << uint3_xe(4u, 0u, 0u);
dont_flatten_xe
if (any(greater_than_equal_xe(block_index.xy, load_info.size_blocks.xy))) {
return;
}
uint block_offset_host = uint(
(XeTextureHostLinearOffset(xesl_int3(block_index), load_info.host_pitch,
(XeTextureHostLinearOffset(int3_xe(block_index), load_info.host_pitch,
load_info.size_blocks.y, 1u) +
load_info.host_offset) >> 4u);
uint block_offset_guest =
XeTextureLoadGuestBlockOffset(load_info, block_index, 1u, 0u) >> 3u;
xesl_typedStorageBufferStore(
array_buffer_store_xe(
xe_texture_load_dest, block_offset_host,
xesl_uint4(
xesl_typedStorageBufferLoad(xe_texture_load_source,
block_offset_guest),
xesl_typedStorageBufferLoad(
uint4_xe(
array_buffer_load_xe(xe_texture_load_source, block_offset_guest),
array_buffer_load_xe(
xe_texture_load_source,
block_offset_guest +
(XeTextureLoadRightConsecutiveBlocksOffset(load_info,
block_index.x, 0u)
>> 3u))));
xesl_entry_code_end_compute
}
entry_code_end_compute_xe