[GPU] Shaders to common, xb buildshaders instead of buildhlsl

This commit is contained in:
Triang3l
2021-06-05 18:53:53 +03:00
parent 313fb3e5a3
commit 12a907bfa5
582 changed files with 419273 additions and 244715 deletions

View File

@@ -0,0 +1,43 @@
#include "edram.hlsli"
#include "host_depth_store.hlsli"
Texture2DMS<float> xe_host_depth_store_source : register(t0);
[numthreads(8, 8, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 8 samples (4x0.5 pixels, resolve granularity is 8 pixels).
uint resolution_scale = XeHostDepthStoreResolutionScale();
// Group height is aligned to resolve granularity, Y overflow check not
// needed.
[branch] if ((xe_thread_id.x >> 1u) >
XeHostDepthStoreWidthDiv8Minus1() * resolution_scale) {
return;
}
uint2 pixel_index = XeHostDepthStoreOrigin() * resolution_scale +
uint2(xe_thread_id.x << 2u, xe_thread_id.y >> 1u);
// For simplicity, passing samples directly, not pixels, to XeEdramOffsetInts.
uint edram_address_int4s =
XeEdramOffsetInts((pixel_index << 1u) | (xe_thread_id.xy & 1u), 0u,
XeHostDepthStorePitchTiles(), kXenosMsaaSamples_1X,
false, 0u, 0u, resolution_scale)
>> 2u;
// Render target horizontal sample in bit 0, vertical sample in bit 1.
int source_sample_left = int((xe_thread_id.y & 1u) << 1u);
int source_sample_right = source_sample_left + 1;
xe_host_depth_store_dest[edram_address_int4s] = asuint(float4(
xe_host_depth_store_source.Load(int2(pixel_index), source_sample_left),
xe_host_depth_store_source.Load(int2(pixel_index), source_sample_right),
xe_host_depth_store_source.Load(int2(pixel_index) + int2(1, 0),
source_sample_left),
xe_host_depth_store_source.Load(int2(pixel_index) + int2(1, 0),
source_sample_right)));
xe_host_depth_store_dest[edram_address_int4s + 1u] = asuint(float4(
xe_host_depth_store_source.Load(int2(pixel_index) + int2(2, 0),
source_sample_left),
xe_host_depth_store_source.Load(int2(pixel_index) + int2(2, 0),
source_sample_right),
xe_host_depth_store_source.Load(int2(pixel_index) + int2(3, 0),
source_sample_left),
xe_host_depth_store_source.Load(int2(pixel_index) + int2(3, 0),
source_sample_right)));
}