[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 +1,28 @@
#define XE_RESOLVE_CLEAR
#include "resolve.hlsli"
RWBuffer<uint4> xe_resolve_dest : register(u0);
[numthreads(8, 8, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 8 samples (same as resolve granularity).
uint2 extent_scale =
uint2(XeResolveEdramMsaaSamples() >= uint2(kXenosMsaaSamples_4X,
kXenosMsaaSamples_2X));
// Group height is the same as resolve granularity, Y overflow check not
// needed.
[branch] if (xe_thread_id.x >= (XeResolveSizeDiv8().x << extent_scale.x)) {
return;
}
uint address_int4s =
XeEdramOffsetInts(
(xe_thread_id.xy << uint2(3u, 0u)) +
(XeResolveOffset() << extent_scale),
XeResolveEdramBaseTiles(), XeResolveEdramPitchTiles(),
kXenosMsaaSamples_1X, false, 1u)
>> 2u;
uint i;
[unroll] for (i = 0u; i < 4u; ++i) {
xe_resolve_dest[address_int4s + i] = xe_resolve_clear_value.xyxy;
}
}