[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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@@ -9,81 +9,82 @@
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#include "texture_load.xesli"
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xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_texture_load_dest, set=0,
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binding=0, u0, space0)
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xesl_typedStorageBuffer_declare(xesl_uint4, xe_texture_load_source, set=1,
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binding=0, t0, space0)
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xesl_entry_bindings_begin_compute
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array_buffer_wo_declare_xe(uint4_xe, xe_texture_load_dest, set=0, binding=0, u0,
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space0)
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array_buffer_declare_xe(uint4_xe, xe_texture_load_source, set=1, binding=0, t0,
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space0)
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entry_bindings_begin_compute_xe
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XE_TEXTURE_LOAD_CONSTANT_BUFFER_BINDING
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xesl_entry_binding_next
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xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_texture_load_dest,
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buffer(1))
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xesl_entry_binding_next
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xesl_typedStorageBuffer_binding(xesl_uint4, xe_texture_load_source, buffer(2))
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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_binding_next_xe
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array_buffer_wo_binding_xe(uint4_xe, xe_texture_load_dest, buffer(1))
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entry_binding_next_xe
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array_buffer_binding_xe(uint4_xe, xe_texture_load_source, buffer(2))
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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 DXT3A-as-1111 blocks to 16x4 16bpp texels passed through an
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// externally provided
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// `uint4 XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(uint2 halfblocks)`
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// conversion function.
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XeTextureLoadInfo load_info = XeTextureLoadGetInfo(
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xesl_function_call_constantBuffer(xe_texture_load_constants));
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xesl_uint3 block_index = xesl_GlobalInvocationID << xesl_uint3(2u, 0u, 0u);
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xesl_dont_flatten
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if (any(xesl_greaterThanEqual(block_index.xy, load_info.size_blocks.xy))) {
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pass_const_buffer_xe(xe_texture_load_constants));
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uint3_xe block_index = in_global_thread_id_xe << uint3_xe(2u, 0u, 0u);
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dont_flatten_xe
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if (any(greater_than_equal_xe(block_index.xy, load_info.size_blocks.xy))) {
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return;
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}
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xesl_uint3 texel_index_host = block_index << xesl_uint3(2u, 2u, 0u);
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uint3_xe texel_index_host = block_index << uint3_xe(2u, 2u, 0u);
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uint block_offset_host = uint(
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(XeTextureHostLinearOffset(xesl_int3(texel_index_host),
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(XeTextureHostLinearOffset(int3_xe(texel_index_host),
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load_info.host_pitch, load_info.height_texels,
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2u) +
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load_info.host_offset) >> 4u);
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uint elements_pitch_host = load_info.host_pitch >> 4u;
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uint block_offset_guest =
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XeTextureLoadGuestBlockOffset(load_info, block_index, 8u, 3u) >> 4u;
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xesl_uint4 blocks_01 = XeEndianSwap32(
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xesl_typedStorageBufferLoad(xe_texture_load_source, block_offset_guest),
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uint4_xe blocks_01 = XeEndianSwap32(
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array_buffer_load_xe(xe_texture_load_source, block_offset_guest),
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load_info.endian_32);
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// Odd 2 blocks = even 2 blocks + 32 bytes when tiled.
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block_offset_guest += load_info.is_tiled ? 2u : 1u;
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xesl_uint4 blocks_23 = XeEndianSwap32(
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xesl_typedStorageBufferLoad(xe_texture_load_source, block_offset_guest),
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uint4_xe blocks_23 = XeEndianSwap32(
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array_buffer_load_xe(xe_texture_load_source, block_offset_guest),
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load_info.endian_32);
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_01.xz));
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host + 1u,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_23.xz));
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xesl_dont_flatten if (++texel_index_host.y < load_info.height_texels) {
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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xesl_uint4 high_halfblocks = xesl_uint4(blocks_01.xz, blocks_23.xz) >> 16u;
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xesl_typedStorageBufferStore(
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uint4_xe high_halfblocks = uint4_xe(blocks_01.xz, blocks_23.xz) >> 16u;
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.xy));
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host + 1u,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.zw));
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xesl_dont_flatten if (++texel_index_host.y < load_info.height_texels) {
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_01.yw));
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host + 1u,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_23.yw));
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xesl_dont_flatten if (++texel_index_host.y < load_info.height_texels) {
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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high_halfblocks = xesl_uint4(blocks_01.yw, blocks_23.yw) >> 16u;
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xesl_typedStorageBufferStore(
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high_halfblocks = uint4_xe(blocks_01.yw, blocks_23.yw) >> 16u;
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.xy));
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xesl_typedStorageBufferStore(
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array_buffer_store_xe(
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xe_texture_load_dest, block_offset_host + 1u,
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XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.zw));
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}
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}
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}
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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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