[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:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user