[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

@@ -15,56 +15,52 @@
#include "dither_8bpc.xesli"
#endif // XE_GUEST_OUTPUT_DITHER
xesl_pushConstants_begin(b0, space0)
push_const_begin_xe(b0, space0)
// 16 used by the vertex shader (GLSL push constant offsets are across
// stages).
xesl_block_offset_member(16, c0.x, xesl_int2, xe_cas_output_offset)
block_offset_member_xe(16, c0.x, int2_xe, xe_cas_output_offset)
// CasSetup const0.xy.
xesl_block_offset_member(24, c0.z, xesl_float2,
xe_cas_input_output_size_ratio)
block_offset_member_xe(24, c0.z, float2_xe, xe_cas_input_output_size_ratio)
// CasSetup const1.x.
xesl_block_offset_member(32, c1.x, float, xe_cas_sharpness_post_setup)
xesl_pushConstants_end
block_offset_member_xe(32, c1.x, float, xe_cas_sharpness_post_setup)
push_const_end_xe
// FIXME(Triang3l): This approach doesn't work for MSL - the texture must be
// passed explicitly from the entry point's arguments to CasLoad.
// Forward declaration because CasLoad needs xe_cas_source from the entry point
// bindings.
void CasFilter(xesl_function_param_out(float, pixel_r),
xesl_function_param_out(float, pixel_g),
xesl_function_param_out(float, pixel_b),
xesl_uint2 pixel_position, xesl_uint4 const0, xesl_uint4 const1,
bool no_scaling);
void CasFilter(out_param_xe(float, pixel_r), out_param_xe(float, pixel_g),
out_param_xe(float, pixel_b), uint2_xe pixel_position,
uint4_xe const0, uint4_xe const1, bool no_scaling);
xesl_entry_outputs_begin
xesl_entry_output_target(xesl_float4, xe_cas_color, 0)
xesl_entry_outputs_end_stageInputs_begin
xesl_entry_stageInputs_end_bindings_begin_pixel
xesl_pushConstants_binding(buffer(0))
xesl_entry_binding_next
xesl_texture(xesl_texture2D, xe_cas_source, set=0, binding=0, t0, space0,
texture(0))
xesl_entry_bindings_end_inputs_begin
xesl_entry_input_fragCoord
xesl_entry_inputs_end_code_begin
xesl_uint2 pixel_coord =
xesl_uint2(xesl_int2(xesl_FragCoord.xy) -
xesl_pushConstant(xe_cas_output_offset));
entry_outputs_begin_xe
entry_out_target_xe(float4_xe, xe_cas_color, 0)
entry_outputs_end_stage_inputs_begin_xe
entry_stage_inputs_end_bindings_begin_pixel_xe
push_const_binding_xe(buffer(0))
entry_binding_next_xe
texture_xe(texture_2d_xe, xe_cas_source, set=0, binding=0, t0, space0,
texture(0))
entry_bindings_end_inputs_begin_xe
entry_in_pixel_coord_xe
entry_inputs_end_code_begin_xe
{
uint2_xe pixel_coord = uint2_xe(int2_xe(in_pixel_coord_xe.xy) -
push_const_xe(xe_cas_output_offset));
// CasSetup with smaller push constants usage.
xesl_uint4 cas_const_0 =
xesl_uint4(
xesl_floatBitsToUint(
xesl_pushConstant(xe_cas_input_output_size_ratio)),
xesl_floatBitsToUint(
0.5 * xesl_pushConstant(xe_cas_input_output_size_ratio) - 0.5));
xesl_uint4 cas_const_1 =
xesl_uint4(
xesl_floatBitsToUint(xesl_pushConstant(xe_cas_sharpness_post_setup)),
xesl_packHalf2x16(xesl_float2(
xesl_pushConstant(xe_cas_sharpness_post_setup), 0.0)),
xesl_floatBitsToUint(8.0), 0u);
xesl_float4 cas_color;
uint4_xe cas_const_0 =
uint4_xe(
float_bits_to_uint_xe(push_const_xe(xe_cas_input_output_size_ratio)),
float_bits_to_uint_xe(
0.5f * push_const_xe(xe_cas_input_output_size_ratio) - 0.5f));
uint4_xe cas_const_1 =
uint4_xe(
float_bits_to_uint_xe(push_const_xe(xe_cas_sharpness_post_setup)),
pack_half_2x16_xe(float2_xe(
push_const_xe(xe_cas_sharpness_post_setup), 0.0f)),
float_bits_to_uint_xe(8.0f), 0u);
float4_xe cas_color;
CasFilter(cas_color.r, cas_color.g, cas_color.b, pixel_coord, cas_const_0,
cas_const_1, false);
// Linear conversion approximation as recommended in the CAS presentation.
@@ -73,21 +69,21 @@ xesl_entry_inputs_end_code_begin
// Clamping because on Vulkan, the surface may specify any format, including
// floating-point.
cas_color.rgb =
xesl_saturate(cas_color.rgb + XeDitherOffset8bpc(pixel_coord));
saturate_xe(cas_color.rgb + XeDitherOffset8bpc(pixel_coord));
#endif // XE_GUEST_OUTPUT_DITHER
// Force alpha to 1 to make sure the surface won't be translucent.
cas_color.a = 1.0;
xesl_Output(xe_cas_color) = cas_color;
xesl_entry_code_end
cas_color.a = 1.0f;
out_xe(xe_cas_color) = cas_color;
}
entry_code_end_xe
#define A_GPU 1
#include "../../../../third_party/FidelityFX-CAS/ffx-cas/ffx_a.h"
xesl_float3 CasLoad(xesl_int2 p) {
return xesl_texelFetch2D(xe_cas_source, p, 0).rgb;
float3_xe CasLoad(int2_xe p) {
return texel_fetch_2d_xe(xe_cas_source, p, 0).rgb;
}
void CasInput(xesl_function_param_inout(float, r),
xesl_function_param_inout(float, g),
xesl_function_param_inout(float, b)) {
void CasInput(inout_param_xe(float, r), inout_param_xe(float, g),
inout_param_xe(float, b)) {
// Linear conversion approximation as recommended in the CAS presentation.
r *= r;
g *= g;